dammit, was hoping it would be fixed
dammit, was hoping it would be fixed
Unfortunately this is the golden bullet. No one knows for sure when it will go live because Biowares Customer Service is fucking terrible.[/QUOTE]
That it is have put in 4 different tickets about my class quest being bug and unable to complete it and all i have ever gotten back int he last week in a half was auto reply's. the last one being that the weekly servers reset might of fix my problem and it has contact them again. not looking like BW will be keeping my business.
After getting my new RAM installed... I can honestly say that the follow bug is a minor problem. Once you get Sprint at level 14 it's basically not an issue. Every few hundred yards you have to stop for a second or two, and you have to hit follow every 5-6 seconds. It's something you get used to.
I have been hammered at work for the past week but I intend on putting together another manifesto for boxing TOR over the next few days. Maybe this weekend it'll get posted. No promises--I do have a 3 month old in the house![]()
"Tact is for those that lack the wit for sarcasm."
_________________________________________
Ya sure Mosg? YA SURE!?!?! I stayed online nearly all night and didnt see you at all. I think I may have the only Mosg Grail ever given out. Will you autograph it for me?
:P
Patch goes live Tues the 17th!
http://massively.joystiq.com/2012/01...be-amatangelo/
First post here. I'm currently just using the basics in Isboxer. I hope to figure out all these frameworks soon enough. You guys are a great help.
Ugh, now I have to decide on what melee team to do, like, NOW. Sigh lol.
"Tact is for those that lack the wit for sarcasm."
_________________________________________
Yep, the 1.1 patch goes live on the 17th but the follow fix might not be in the initial patch. Don't get me wrong, I want it to be in there but as of the official forums, the follow fix was added to the test server within the past day or so which might mean they might have it sit there (in test) for a bit longer and add it post 1.1.
Not trying to be a killjoy, just trying to be realistic.
I love the smell of electrocution in the morning!
For me right now there are really only 4 "melee" teams I would play. Operatives technically are melee but I just have a feeling that they will not shine like the other four would due to their play style.
Marauders, Juggs, Powertechs, Assassins. The first three will play somewhat similarly.
Marauders are actually quite difficult to kill due to 4 defensive cool downs. The damage reflect, the parry buff, the combat invis and the 6s invuln. These can make marauders quite difficult to lock down when they have all 4 up. They have access to two very good single target DPS trees, and then the shared tree with Juggs which turns them into a massive AOE damage dealer.
Juggernaut they are obviously tanky, something to consider however, tank stats only impact physical damage types this means melee attacks and a limited number of ranged attacks. Rage becomes the go to PvP spec for Juggs IMHO as they become monster AOE damage dealers.
PT. Probably slighly more tricky to get the most out of PTs due to the way the camera works and the fact a few of their abilities are cone attacks. One character will often fire in exactly the opposite direction when you use the ability ;p Other than that charge/pull if spec'd for it. Some range, some PBAOE, very rugged. PTs will be a lot of fun no matter what.
Assassin. Great for PvP. Probably the highest survivability of the 4 primary melee. Stealth + force speed is just win. Good utility, some range.
I myself am running two sentinels, they are pretty outrageous, plenty of fun and very satisfying to play. I'm torn on my next group now because I think Shadows/Assassins will be different (no charge) but also fun (stealth) and even more difficult to kill due to the vanish and force speed combo ;p With autofollow fixed in 1.1 the biggest issue preventing a non-charging melee team from working is gone.
Well, Operatives are interesting to me for 4x Acid Blade+Backstab. You'll basically kill anyone in one global cooldown.
I don't like the attack animations for the Marauder at all.
So.... Thinking Juggernauts or Powertechs or Operatives atm.
"Tact is for those that lack the wit for sarcasm."
_________________________________________
With warzones 8 man, I think 4 of anything is unfortunately going to lose more often than not.
With operatives you lack mobility, but you have some escapability. You will quickly force everyone you are fighting into max resolve with your stuns and aoe mez. If you are running 4 of something, taking time to setup isn't that useful. I'd run something with max mobility and can move from target to target as quickly as possible. Four marauders might not kill the first guy as quickly as the operatives, they might not kill the second guy as quickly, but they will kill the third, fourth, fifth, six, seventh, eighth and the respawn a couple of times much much faster.
For marauder if you are talking about the 3 second channeled attack after about level 30 you never use it.
If you are stacking 4x anything, I'd HIGHLY recommend juggernauts. Rage tree with the aoe ability will do reliably 4-5k per target with minimal setup, it will reliably do 2-2.5k to every target with no cool downs blown. If you blow ALL of your cool downs/consumbables etc you can be looking at upwards of 7k per target per juggernaut.
Connect With Us