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The Four Pillars of why you should consider running a DPS assassin/shadow in YOUR rwz

STAR WARS: The Old Republic > English > PvP
The Four Pillars of why you should consider running a DPS assassin/shadow in YOUR rwz

Luckeyduckey's Avatar


Luckeyduckey
03.01.2013 , 09:49 AM | #41
Quote: Originally Posted by Piewalker_AK View Post
Show a vid of u doing that in a pug and i will send u my sister for your enjoyment...
In case your answer is: well it is in a RWZ with my guildies... check http://www.redeclipse.eu and look for the server records.
Furthermore, the the mara doing 600k in that circumstance should be banned to Pluto.
And a Arsenal Merc can do just as much.

So, lets bring a whole team Mercs, that spam tracer right?

Oh wait, they would get focused. Except there's 8 of them. How do you focus 8 people??!?!?!

DPS sins are single target Burst. IE, they suck in damage. Even in the Wakaflocka build, they still lack the AoE portion. I mean, why do smash maras get so much deeps? AoE. Pyrotechs? AoE. Well, railshot too, but a well placed DFA will faceroll. AoE is so crucial in WZs. Sins don't offer that much of it.

Also, nice necro.
Expl°it
ěnslaught
Eradicate

Piewalker_AK's Avatar


Piewalker_AK
03.01.2013 , 11:53 AM | #42
Quote: Originally Posted by Xerain View Post
2x Tankasin
2x Pyro PT.
1 Op heal
1 Sorc heal
1 hybrid tank jugg (can we get a clever name for this yet?)
1 carnage marauder.

Then you can switch back and forth node guarding as needed with the other sin.
u realise u need to cap a node before u can guard it... GL at it with this combo...
Luminara (Sage) / Ghedina (Guardian) / Nyrßh (Sentinel)
So they're using the planet's resources to make changing gear sound nice...

http://www.youtube.com/watch?v=kXI78224lYY