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Khabarach

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  1. Haven't we been through all this already? Every claimed victory condition was disproven, until Bioware came along and confirmed it was random. All wrong. See here: http://img819.imageshack.us/img819/5961/screenshot2012021623204.jpg
  2. Well apart from the obvious in that tanks don't take 40% less damage than dps, isn't this discussion about non tanks using it? Removing it from tanks would just be stupid as it removes one of the primary reasons to take a tank. The reason taunt works as a tank is because they are tougher to kill. This means that when they taunt it forces dps to either do 30% less damage to their target or switch to a different, tough to kill one. If a non-tank taunts, then the dps gets a choice between attacking their current target or switching to the taunter who is squishy. It's pretty obvious which of these is more effective. Also, I'm not sure on the other tank specs but Immortal Juggs get a lowered CD on their AoE taunt, meaning they can use it more often, hence it will have more of an effect than if a DPS is doing it. Haven't we been through this? If 2 people taunt you at once, it means they can keep taunt up for much less overall time. In other words when it runs out, you'll be free to gimp either them or their healer with full damage done. Nobody has shown this to be the case.
  3. A class who isn't tank specced tank terribly too, Veng/Rage Juggs in particular are pretty squishy.
  4. Why take a DPS that doesn't have off heals when you can take one that has off heals?
  5. I dunno about Guard, but Healing definitely is. I can't imagine a team comp without Healing. I dunno about Healing but DPS definitely is. I can't imagine a team comp without DPS. etc.
  6. Actually, these days you usually outnumber us during prime time in Ilum 1. The Rep population has increased hugely in comparison to pre 1.1 when Ilum was usually a minumum of 5:1 ratio. Wait, there are non pug Ops on Rep side? I don't think I've ever seen anything other than a pug Op on Imp side. Indeed. For PuG's, it seems to be that Rep tend to win Alderaan a bit more and Imps tend to win Huttball more, with Voidstar being semi even. We do have the distinct disadvantage of having the Sith Empire guild on the Imp side, though I suppose you do have Ix Kahorta who aren't exactly a whole lot better. Incidentally as for the OP, you are playing on a PvE server. Does it need pointing out that those (from both sides) playing this game for PvP will have rolled on a PvP server and not yours?
  7. For me, PvE I'd choose Crushing Blow, PvP I'd chose Unstoppable.
  8. It's fine. It has a CD and wont be up most of the time. Given that it has a CD and a single person can only keep it up for a minority of the time, if multiple enemies are taunting you at once rather than chaining them, then they are doing it wrong There is, attack the taunter, you'll do full damage. Outside of cooldowns, tank specs aren't all that much more survivable than dps are. If you increased damage to them, it'll make them fairly worthless. When taunted, you end up with red swirly bits on you and the person who taunted you has white swirly bits. It's a pretty obvious graphic. Adding a cast time or reducing the range would cripple it for PvE. Making it not worth using at all as a CC will always be better than a 30% damage reduction. They already glow white... This reduces it's usefulness hugely in PvE. For single tank bosses, your second tank should be in dps stance, if something goes wrong, they need to be able to taunt immediately and then switch to tank stance. If they have to switch to tank stance first, the boss will more than likely instagib a dps before they can get the taunt off.
  9. If you think that, then you aren't using it correctly. It's the best 'bodyguard' spec in the game. Used correctly, healers will love you.
  10. Defensive Jugg's can be pretty amazing in Voidstar when played right. If you come across ones who as you say do 50-75k damage and 20k protection, then the problem isn't the build, it's that they have absolutely no clue what they are doing.
  11. I'd have 3. Verdi's Dies Irae (Day of Wrath): And for the sheer appropriatness of the titles, Manowar, Hymn of the Immortal Warrior: http://www.youtube.com/watch?v=fYZLsaI1khk or Opeth's Master's Apprentices: http://www.youtube.com/watch?v=2G6PQLpNad8
  12. This. Out of all the tanks, immortal Juggs are the best protectors. Our taunts are on lower CD, we have an extra damage reducer in Intercede, we have lots of CC/interrupts and a spammable snare. Being honest most tank Jugg's in PvP just plain don't know how to play their class effectively. If in a full voidstar they are getting any less than 100k+ protection, then they are doing something very, very wrong.
  13. Khabarach

    Unfair balance

    Given that it's the actions of your allies that cause it to happen, it's a bit silly complaining that it gives your enemies an unfair advantage. If your allies weren't constantly abandoning the queue after an invite, there wouldn't be an issue.
  14. You don't need AoE to hit 200k, you can hit it pretty easily with just single target. Troopers and sages in particular should be able to hit 200k most of the time in Voidstar by level 20. Operatives on the other hand are actually pretty terrible at low levels as they are ridiculously resource inefficient. It gets slightly better once you get Kolto Probe at 20, with it improving a lot in the late 20's with Medical Engineering and by the time you get Surgical Probe at 30, you are pretty much set. I wouldn't worry about that too much. When getting close to 50, I could hit 400k+ in a drawn out Voidstar on my Sage. After a week of being 50, I've hit 550k+ a good few times and I haven't even specced into Revivication.
  15. Purely for ball running, this is definitely better as it has both the cc from Immortal and Unstoppable. One suggestion I would make is to drop crash as it's of questionable benifit as it increases resolve where as the default root doesn't. If you take a point out of something like Blade Barricade too and pick up Ravager or Stagger in the Rage tree.
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