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Sengar

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  1. Just fyi, against a GOOD healer you won't keep your dots on them. You get a dot for each global cooldown....they can cleanse 2 dots per cure, and the cure is off the global cooldown. I found as madness it was best if you fought right in the middle of a big pack of folks. Run along the periphery of the brawl, cutting through the corners. Don't specifically focus on any particular person, but instead hit each person 2-3 times to dot, and then move on. Best if they don't think someone is directly targeting them (which often devolves into a 1v1 duelr right in the middle of the brawl). You'll do massive damage to their side, and make it difficult for their healers to understand who's getting focus fired.
  2. Aye, which is why I have deception rather than madness talents. 15% in combat run speed means kiting is an option for alot of the melee types, and the 10m range on shock means I can be stacking HD charges while I'm kiting. I find that very little of the combat is actually spent kiting, just long enough to get 2 charges down. So 6-10 secs of dancing to get things set up. I've also noticed that a huge number of marauders are pvping right now. Jumping around combined with highly publicized dps ability has folks coming out in droves, which makes for easy pickings. Finding really well played marauders is rare.
  3. You can respec for free if you only do it once a week. And the respec cost is only 1300 second, then 8400 the second third.
  4. 27/11/0 build Picks up run speed, increased stealth, increased interrupts, with the extra force you need to take down the very resilient targets using darkswell + dark embrace. Harnessed darkness with deception goodies. Can click blackout to gain the force regeneration, or force cloak. Build is extremely useful in current wz's, and is ONLY designed for pvp. Wouldn't try to tank much in it. There is not much you can get for those 10 points over in madness. Thrash/shocks cost less, and the double shock chance. For me, the utility of deception is superior.
  5. If you are having problems holding threat, have your offtank hit taunt, then taunt back 1 second later. Do that on cooldown and it'll be impossible for your dps to pull aggro. Yeah, taunt is broken.
  6. Or assassin if you prefer sith
  7. Pull those wimpy healers into a pack of your friends. Truthfully force pull works wonders against healers
  8. Look up the talent dark embrace (tier 1), then redo your maths.
  9. All depends on how the combat begins. If the darkness assassin starts the fight from stealth, jumping the marauder, in my experience I win every time. If the marauder comes at me without jumping (turn a corner and both see each other in melee range), it'll be a tough fight. If he jumps at me to start the fight, I win. For the darkness folks, go 11 points up deception for 15% run speed, faster interrupts/stun breaks, and allow blackout to regen your force. That really helps with dueling, especially on healers and marauders. And yes, cloak + mind trap + seethe is just evil Especially since we have no dots if you go darkness.
  10. My alt is a 50 assassin, and just spent the last month pvping every day (10+ wz's a day). I went from valor 1 to valor 50 as a madness assassin, and your damage is way above average. I was often first in dps by 50-75k. The problem is killing a really good healer. You won't be able to do it, period. You cannot out dps their ability to heal. I've tried saving up, not building their resolve bar as much as I can until they are lower on life, then trying to burst the rest of the way while stunning them/interrupting. They have enough escapes to make it incredibly difficult, and good luck taking down a merc/commando. At 51 valor I swapped to darkness and it was a night and day difference. Suddenly, the warzones I participated in were winning, alot. I can kill any class 1v1, and can reliably take down annoying healers. Force pull is mighty powerful when combined with guaranteed crit shocks + a fully charge harness darkness. Let the environmental get them low (pulling into slime), and then blast away. Your force regenerates fast enough to out damage their healing and they'll go down fast. Spike + Electrocute keeps them in the slime. You can also function as a pretty decent ball runner, and have 15% run speed + fast force speed that breaks snares. Operatives that used to own me through stunlock now only take off 40% of my life before they are spent. I tried going back to madness last night (now at valor 61) and I couldn't take it. swapped back after 2 war zones. tl;dr go darkness if you want to pvp. madness for pve.
  11. Are any of these tests being done with the addition of augments for every possible slot? Healing is going down yes, but every character is getting buffed as well. Yet everyone seems to miss this fact. 28 points across at least 5 more slots will help...some. I'd really like to see testing done factoring these additional 140 points. And yes, I'd help test, if they would only copy my guild over.
  12. Phase 1 of SOA I've had this proc 9 times, and another run it proc'd once. Guild members even commented that for some reason SOA's not going down as fast. More regular = good thing.
  13. Tank? Healer? DPS? Merc? Powertech?
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