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space_mechanic

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  1. Real story ends after Corellia. Ilum quest starts as a class story, however, it loses class tag in mission log when you actually land and progress through. There's also one class-specific quest on Rishi.
  2. Take comm mod, you don't need high defense. That will also drop some mastery, but there's good barrel, rotation and taunts to keep aggro. For enhancement go for one from ops gear. It has higher shield/absorb, these stats are actually needed more than def. Actually, best enhancements drop in ops from MK-2 gear (http://swtor.jedipedia.net/en/itm/advanced-bulwark-enhancement-43). More endurance, *same* shield/absorb and less defense compared to MK-1 (http://swtor.jedipedia.net/en/itm/advanced-sturdiness-enhancement-43) items. Comm MK-4 gear enhancements (http://swtor.jedipedia.net/en/itm/advanced-vigilant-enhancement-43) are ok to start with, but try to replace them as soon as you reach desired hp numbers. That should be 75-80k, depending on gear level. And install only shield/absorbtion augments, no redoubt. P.S. Absorb enhancements are just for example, use them combined with shield ones.
  3. SB = set bonus. Means you want to use tank pvp armorings that give 2/4/6 bonus. I geared my guardian with full tank set. No dps items. Default mods are quite good at mainstat, so damage output is not cut. Mods from vendor carry more mitigation/endurance and mainstat loss. Questionable. For augments I went Versatile, for more damage and endurance. Fortitude augments are good too. This set works just fine as long as you have at least one healer in your team. With pocket healer you are unbeatable.
  4. First of all, thank you for looking into GSF again. Speaking of changes to Strikes, it doesn't have to be a "buff". Instead, it could be rework/rethink of certain ability. I'd like to see Directional Shield reworked: 1) In a way that it doesn't fallback to neutral after you switch it to front/rear. Currently I set it to front, for example, but a few seconds later frontal direction resets to middle. 2) Set frontal direction as first option. Currently, as far as I remember, shield sets to rear. So you need to click it again to go mid, then again to front. Not very convenient when you want to destroy turret or mitigate gunship rail shot.
  5. Guard should always be on for Guardian/Jugg. It gives you speed boost when guarded target is attacked. Useful in AOE/add heavy fights.
  6. Every healer has 2 types of buffs from these 3: healing received increase, armour increase and internal/elemental damage reduction. Each one lasts 45s. Have them rolling at least on both tanks for the whole fight. Remember your raid buffs (Stack the Deck, Supercharged Celerity, Force Empowerment), keep in mind that they not only help dps, but healers also.
  7. Nice guide, appreciate the effort. I'm going different way though – stacking alacrity since 1.x. It just feels more natural. In 3.0 it's even more reasonable. We have +20% passive surge for ST heals. Actually using it no matter the proc. It's our strongest ST heal and UH generator after all. A question... In some fights tank can be left standing alone (Walkers during dps swap, Underlurker during add phase). Do you guys use Kolto Cloud on tank in these situations, or is it really a bad habit?
  8. Guardians get 3% damage reduction buff to themselves, not debuff to targets. Same as Guardian Slash does now.
  9. Don't remember my score, but I had 999-1000 defeat in domination matches twice during my GSF career. Was frustrating.
  10. Never use Explosive Round on Vanguard, no matter the spec. It's lackluster and energy expensive.
  11. Yep, happening as well with stealth CC on scoundrel.
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