Close
Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Showing results 21 to 30 of 51
  1. #21

    Default

    Quote Originally Posted by Mokoi View Post
    I am almost lvl 20 on my team, and so far, I have had no problems completing heroics, and heroic areas. If i come into a pack of really difficult mobs, I just team up on two teams of two, with my healers or DPS out, and it's a lot easier to either do the quest twice, or just clear to an objective.

    I'm not sure about heroics, but as for healing, I have the epic reusable medpacks, which help a lot. i have found that if you get aggro on your main, you can turn around and run away from the mob while your alts continue to DPS, and they will eventually get aggro. This works well for most packs, and even some bosses.

    It's not perfect, and there are problems, specially in PvP, I feel a lot like 4 warriors in WoW, where I have very little healing other than some minor self-heals, but I do a crazy amount of dmg.

    I dont think SWTOR is even close to the boxability of WoW, but neither was WoW on release. It will get there.

    -Mcwrathy
    Marauders and Sentinels seriously blow until 40+. The majority of their class changing abilities come post 40. It is where all the survivability is. It's also where they start to scale. While 4x anything is probably not exactly ideal for 8 man WZ's. 4x Marauders will be SCARY period. You will kill people so fast that it really shouldn't even matter.

  2. #22

    Default

    Quote Originally Posted by Mercbeast View Post
    4x Marauders will be SCARY period. You will kill people so fast that it really shouldn't even matter.
    4(x) "insert class here" running PvP will completly distroy any period. By the time folks figure out that you are a multiboxer, they will be looking at their corpse. .... Ah the good times I use to have with my 5-box team in AV holding down towers making it impossible for the Alliance to succeed; folks run in >>>>BOOM >>>>

  3. #23

    Default

    My issue with Warzones is that they're a lot smaller in terms of players than WoW's BG's. A person 5boxing in WoW took up at most 1/3. In this game, it's 1/2. A smart team would learn to simply avoid you and crush the rest of your team 2v1 at the other objectives.

    That's why I'm trying to figure out how to 3box without the macros/group slots messing up. Maybe one extra player isn't going to make or break the game, but boxing 2 characters seems pointless to me, so it's a compromise. I'll box a 4th for PvE stuff and just drop out the tank or healer when I PvP.

    Still not entirely convinced that melee is the way to go. A hybrid build Sage can do solid burst and still has a solid shield, hot, casted heals and nice CC. Without the hassle of trying to stay within melee range of people that will learn to kite you. Would be nice if anyone has both teams relatively equally geared at 50 could comment.
    Last edited by Apatheist : 02-03-2012 at 01:34 PM

  4. #24

    Default

    Quote Originally Posted by Apatheist View Post
    My issue with Warzones is that they're a lot smaller in terms of players than WoW's BG's. A person 5boxing in WoW took up at most 1/3. In this game, it's 1/2. A smart team would learn to simply avoid you and crush the rest of your team 2v1 at the other objectives.

    That's why I'm trying to figure out how to 3box without the macros/group slots messing up. Maybe one extra player isn't going to make or break the game, but boxing 2 characters seems pointless to me, so it's a compromise. I'll box a 4th for PvE stuff and just drop out the tank or healer when I PvP.

    Still not entirely convinced that melee is the way to go. A hybrid build Sage can do solid burst and still has a solid shield, hot, casted heals and nice CC. Without the hassle of trying to stay within melee range of people that will learn to kite you. Would be nice if anyone has both teams relatively equally geared at 50 could comment.
    Here is what I have.

    2x Commandos in full Champion +2 piece Columi.

    2x Sentinels in full Rakata + Champion gear to 7.8ish% expertise.

    The Commandos bring the pain, are hard to kill and bring the pain. That said, moving around the map is not as fluid as the Sentinels, and Commandos have the inherent flaw that Gunnery is so easily shut down. I haven't played with Assault spec (I think that is what it is called) that would be more like balance/madness Sorc/Sage as most stuff is instant or channeled.

    The Sentinels blow people up perhaps a little bit slower when compared to 2x grav/grav/demo or HiB. However, the pressure you can apply is higher overall, your survivability is very good, but different than Commandos. Your mobility is far superior and this applies to any other class. The only classes who have similar mobility are Powertechs and Juggers.

    I have plenty of friends in high end gear that play Sorcerors as well. Obviously it will work, and it will work quite well. However you are going to be a turret kiting will be less than optimal. Even though you have plenty of instant cast abilities, to get the most out of the class you need to be mobile and many of the abilities do not lend themselves well to staying mobile while multiboxing. Playing a single Sorc you can get the most out of your class.

    What melee does is allows you to play the class much closer to its potential due to the mechanics of melee in this game. Basically, any ranged ability in this game limits your overall mobility as your character will stop moving to use the animation, and to break the animation you have to use an animation that breaks it which breaks your follow for a half jiffy.

  5. #25

    Default

    Cheers for that, Merc. Do you have problems staying on top of people with your Sentinels? Seems to work well in PvE, but without IWT or some way to auto move towards your target, it seems like it'd be very easy to kite/cc and get your alts stuck on things.

  6. #26

    Default

    Quote Originally Posted by Apatheist View Post
    Cheers for that, Merc. Do you have problems staying on top of people with your Sentinels? Seems to work well in PvE, but without IWT or some way to auto move towards your target, it seems like it'd be very easy to kite/cc and get your alts stuck on things.
    Not usually. The over abundance of CC is a hindrence, but that is applicable to any class that has to melee to do its damage, multiboxing or not. Honestly the only REAL pain in the ass is a sorceror/sage with the root on their knock back. This is a complete cock block and a good Sage/Sorc has so many tools to get away that you are better off just ignoring any Sorcs with that talent and dumping your DPS into someone you can stay on.

    Getting stuck happens occasionally, there are a few areas in warzones I can identify as problematic for autofollow.

    1) The scaffolding that supports the ramps up on either side of the center of the huttball map. When you run from the sidelines and cross into the middle area where the ball spawns, your follower will often get stuck on that support/scaffolding structure, going in or going out.

    2) The first door on Voidstar. You won't path through it.

    3) The bridge on Voidstar. You won't path over it and in fact if you autofollow while on it, your follower(s) will run back to the far side.

    4) The flame grates on Huttball, you will not autofollow over those.

    Part of the reason why I really like Sentinels, is that their leap in many ways counter acts many of these slight mobility hiccups. You can leap across the grates, you can leap up onto the catwalks on Huttball. You can leap through the door on Voidstar, you can leap most of the way across the bridge, or autorun half of it and leap the rest of the way off it. The cool down on leap is short enough that you rarely lose contact for long.

    Additionally Sentinels and Marauders have a 50% run speed buff they can put up that can be talented to 80%. With two characters you can achieve almost 100% uptime in PvP.

    Quote Originally Posted by Pyro_box View Post
    4(x) "insert class here" running PvP will completly distroy any period. By the time folks figure out that you are a multiboxer, they will be looking at their corpse. .... Ah the good times I use to have with my 5-box team in AV holding down towers making it impossible for the Alliance to succeed; folks run in >>>>BOOM >>>>
    Maras/Juggs will just do it better.
    Last edited by MiRai : 02-04-2012 at 01:24 PM Reason: Merged

  7. #27

    Default

    I just got my 4 SWs to lvl11..looking at all the abilities, could you guys share how you have each ability placed, what hotbar/keybind? I'm doing the "longest cooldown to shortest" for my spam bar. I'm just wondering which abilities are a waste and should not be used..etc.. There are a ton!
    Currently 5 Boxing 5 Protection Paladins on Whisperwind Alliance
    The Power of Five!!! ( short video )

  8. #28

    Default

    I'm thinking 90% of the time my points will be used on Zen rather than the run speed buff. With Watchman spec you already get a static 30% snare and 11 second charge. I can't imagine I'll have trouble staying on top of people, provided the lack of IWT isn't an issue. Being able to AoE heal 18% health every ~15 seconds plus the 2% on every DoT crit is pretty boss.

    The only issue I have with the group is Sentinels can't tank. I wonder how much of a damage loss it would be swapping one Sentinel for a Guardian.
    Last edited by Apatheist : 02-04-2012 at 04:19 PM

  9. #29

    Default

    Quote Originally Posted by Apatheist View Post
    I'm thinking 90% of the time my points will be used on Zen rather than the run speed buff. With Watchman spec you already get a static 30% snare and 11 second charge. I can't imagine I'll have trouble staying on top of people, provided the lack of IWT isn't an issue. Being able to AoE heal 18% health every ~15 seconds plus the 2% on every DoT crit is pretty boss.

    The only issue I have with the group is Sentinels can't tank. I wonder how much of a damage loss it would be swapping one Sentinel for a Guardian.
    Guardians in Vigilence deal pretty solid damage. The reason why transendense is useful is that 50% or 80% runspeed makes you unkiteable. The passive snare on your dots is imho a waste of talent points. Use your melee snare!

    Running the guardian is not a bad idea and I'd consider it strongly if I ran 4 accounts. Basically what you give up is some group healing, a little bit of DPS, and your Inspiration buff. What you gain is an AoE snare, the ability to guard, single and aoe taunt. Here is the thing though, the Guardian in PvP is easier to kill than a Sentinel is, primarily because they don't have all the tricks that a Sentinel has. A Guardian will be slightly more difficult to kill at any one time and the Guardian cooldowns are designed to prolong death rather than to escape it. That said, guard+aoe taunt+aoe snare is going to add much utility to your group. This is also why 4 Guardians is a pretty hilarious team. As far as I know AoE taunts stack. Jump into a group of people and blow 2 AoE taunts and the enemy is doing 60% less damage to anyone they attack that isn't you. Blow 4 and they should be doing almost no damage for 6s. Or rotate them for almost 50% uptime on -30% damage.

    If you go the Guardian route, in PvP I would probably take one of the Sentinels out of the Zen/Trans rotation and sit on the 30 focus. Save that focus for a transendence so you can use it when needed to escape combat. Drive with the Guardian and setup a click window over your party frame that guards on a click. The passive healing coming in through Zen/Crits will help to offset the spike damage on any of your Sentinels.

  10. #30

    Default

    Quote Originally Posted by Mercbeast View Post
    Guardians in Vigilence deal pretty solid damage.
    What about 4 Guardians? You could daisy chain Guard and there's a hybrid Shield/Vigilence spec around that does pretty solid damage and makes your AoE snare and Force Sweep both free to cast.

Posting Rules

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •