How about those T4 Influence gear.
You know, the idea of Influence gear in T4 was something I thought was awesome, and yeah at the time it was some good shit, especially the weapons you could get since SC weapons didn't exist... they were replaced by LOTD weapons, and then SC weapons and no doubt some other stuff.
I often wonder if they just gave up on the concept... you know they could re-introduce zone influence and put some gear out there worth using. Right now there is absolutely no reason to use any of that stuff except maybe... MAYBE one of the crit boost weapons, and even at that point it's not that great and not viable
PQs
This game is loaded with content despite what people complain about. Unfortunately those people have good points, the PQ system is awesome and I like the idea of open world Quests with rewards. However for 2 out of the 3 years of WAR PQ's have not given any drops worth running unless you're just looking for title unlocks, and if so, then fine. Some of the PQ's in the game are actually fun, challenging and look really awesome. However for most people there's no incentive to PvE since really... Ruin Gear?
Bringing me to the next point... the scale of Tiers.
When they changed lvl and renown caps on T1-3 and the gear you can wear in line with what they thought would pull the balance closer when new players got to T4 (typically they get to T4 around rr70 if they stick it out as long as possible in all of the lower tiers) they completely eliminated any need for any gear other then the PvP gear you can buy with gold. There's no need to opt in and out of keeps, no need to see all the great PvE content in the game. Most people run into T4 with Bastion Stairs crit weapons which despite a lack of DPS stats have great stats (%4 crit) and take 20minutes to get.
I'm sure the task of adjusting or re-itemizing or adding new PvE gears to this game is not something Mythic is interested in doing. Considering the epic failure TI is as an instance I find myself wondering if there wasn't a way for them to spice up the PvE in this game so that at times when the PvP is slow that you can have something in game to do that is fun. I do understand that the vast majority of WAR players dislike PvE which is why they're not playing WoW but still PvE with a good group of friends is something I am always willing to do. Even to the point where I've offered to do ToVL to run guildies through for gear, it's a change.
The problem I think many people run into with this game is they get burnt out on the grind to 100 or just constant rvr in the lakes. I think there's plenty of stuff out there to do in the game if you want to actually go do some non-pvp stuff for an evening... no you'll get no renown but you're not going to miss out on not making 90 or 100 because you wanted to see how fast your awesome 6 man can clear Lost Vale...
and honestly that actually sounds pretty fun.
Thursday, September 29, 2011
Wednesday, September 28, 2011
Modern Kruelhand?
Tells, Posts on Forums... the live of a Marauder is not so hard anymore but the demands on the player who knows what he is doing means you have to keep sharp. For me, I go with what has worked the most consistently for me since patch 1.4.0 when the Damage Buff to the class came.
That being said, I will review my builds in Gear, Mastery and Renown and explain in a new sort of "Bump" blog post what I do with my Marauder that gets me the attention from Order I seem to always be getting... ie they want to kill me, and they want to kill me badly... this in my experience means I'm doing something right.
Mastery Build
I run mostly (%90 of the time) a Burst build of Savagery and Brutality.
There are lots of variations on this build. Some people might want to put the extra mastery point I throw into Sav into Deadly Clutch or into Brutality. You might not like to have Draining Swipes and instead invest more points into Brutality also. These are viable to me and you can do what you want. In my opinion the two greatest abilities Marauders have are Cutting Claw and Guilotine, and you get more returns on Guilotine the higher your Armor Debuff happens to be. Thunderous Blows is a close 3rd to Guilotine, I couldn't think of a better Wounds debuff running at the moment because Blast Wave(Chosen) might be AoE but it requires the Spirit Debuff and it hits for next to nothing and is on a longer cooldown. TB will crit for me for 2k on the regular and that is a hell of a wounds debuff (especially when it's dropping an extra 1740 off the top of their health pool).
With this Savagery tree set up I have an armor debuff that removes 1740 armor that is undefendable, that's right they have -%50 of their armor unless they are running Defensive Doom/Sov or stack armor or are a tank... sounds good? Darn tootin;
This build is about the maximization of Mitigation on your target and then blowing it up with Guilotine/Pulverize depending on cooldowns, heals and or guard on the target. In most situations 1 rotation kills anything except for a WP stacking armor, Tank or Tanky RP. This also is not taking Detaunt into effect, in which case you should switch targets once you're detaunted anyways.
For Tactics I run several combinations but in each combination I use Brute Force, Piercing Bite and Growing Insability. The other options are...
Flanking - A great %15 dmg bump that is positional and I do love to run with this especially in ORvR when it can be too difficult for a target to focus on keeping you in front of him/herself.
Unending Horror - Permanant Detaunt is a great thing, just as any healer who can keep you detaunted forever, this is something you can do on a Marauder on AoE for 30ft... great for getting melee trained as you can detaunt till you get parry up. Great for when solo
Subvert Strength - Unlimited Action Points unless fighting people who stack -% to be crit... still Marauders have high Crit anyway.
Feeding on Fear - This is my default max damage in SC's 4th tactic which gets me insanely high crit on procs. This gives the most burst dmg (more then flanking) but you cannot rely on it unless you're protected as you do become squishier... it's still bugged but not in the same way I cannot tell but I know when I have this on I take more dmg... but I dish out a lot more.
most of the other tacts are trash.
Sometimes when I'm bored I run this Brutality/Monstro build, which is fairly cookie cutter.
I happen to really like Wave of Terror and think it's highly effective especially in large fights. This isn't the sort of build you use to win the love of Chosen who use Quake (ie; all chosen) since Wave of Mutilation is a stagger breaker of epic proportions but that WS and Ini debuff is really awesome. This build has more AoE in it also which is nice for large scale PvP and your AoE dmg out of Monstro will be significantly better. You don't armor debuff so your AA dmg won't be as good but Guilotine will hit for about the same amount if you still use corruption. You're using Impale and Flail as spamm attacks in here and with WoM up your AA proc should be up 10s out of ever 15s if not always up, same with Feeding on Fear if you run it. This build is great for killing Soft targets and Melee DPS because you have that awesome AoE KnockDown!
Gear
I am RR 93 which means I am wearing Doomflayer in my gear set ups. If you're not 90 you should be running 6 offensive Sovereign with 5 ToVL gems or the new R40 gems you buy with medallions if you haven't ground out your PvE gear.
I have 2 gear setups in my Closet Goblin.
1 Max Group DMG
Helm - Doomflayer (offensive)
Shoulders - Tyrant
Chest - Doomflayer (offensive)
Gloves - Doomflayer (offensive)
Belt - Tyrant
Boots - Doomflayer Offensive)
Gems - 4 Tovl Glyphs + Back Piece for 5 piece bonus
2 RR90 Currency Weapons from SCs... when I get a good vessel weapon I will probably try that in my offhand.
This runs me with a wounds+crit liniment a 43% chance to crit 9070hp and 1044 str before any party buffs. Typically witha Chosen/Zealot I rest at what works out to a 307 damage bonus before I get any procs or pop my str/toughness buff.
This also gives me a relatively high chance to be crit, and about 160 toughness... it is a very squishy build. Luckily I tend to be guarded and have healer(s) so that in a group I can put all my effort into max damage and kite myself out of trouble if I can.
Solo and Duels
Helm - Doomflayer (offensive)
Shoulders - Doomflayer (defensive)
Chest - Doomflayer (offensive)
Gloves (doomflayer defensive)
Boots - Doomflayer Offensive
Belt - T1 Stage 1 Green Melee Crit
5 piece TOVL set up from the other gear set, same weapons as well.
I actually get 45% crit in this build (better then offensive) but I lose the 180MP proc and have a lower dmg bonus (by like 20pts). I still hit hard, but the 2pc DOomflayer Bubble saves me a lot of trouble when I'm solo or we lack healers. I haven't actually done any dueling in this set up but I think it's going to rock face.
Renown Points
Restating this from earlier in WAR Forum Posts
Max my Melee Crit
Max my Parry%
IV lvls of Strength
pop the extra points in Wounds
good game.
Rotation
The Rotation is simple and can be varied. As needed for cooldowns
TB>CC>Corruption>TC>DS>BRUTALITY>Pulverize>Guil
You can hit this entire rotation in 10s which means you get it all off under Mutated Aggressor if you are not interupted, disarmed, knockdown/punted.
If anyone is on the same target Pulverize won't be needed, nor will Draining Swipes. You want Guilotine on them when they're at 30% because between that and a more then likely x2AA hit it will take care of 30% on any non WP or Tank.
Some fights require a lot of improviation. For Example here is how the average 1v1 fight against a melee WP goes.
I rush in pop MA while I go in and detaunt so his first hit does half dmg (clever no?). Start whipping his ass, it goes fast he'll take a lot of dmg fast because most melee WP axe their surviability because they think they can heal through my dmg. Before he knows it he's below %50 and goes for channel heal... 2 options
Disarm him because chances are you've parried him by now with %40 parry that I have in this set up... he has nothing for 4s and you can finish him off.
Mouth of T - Cone Interupt stops his channel heal and he's on cooldown. The Disarm is far more effective because most people hesitate when that happens and they don't know what to do. The Interupt they can snare you and kite. If somehow the fight goes past that first rotation and he goes again for it and you've disarmed him he'll be immune, that's why you save the Interupt.
Good ones will try for the punt the second you disarm them because it still works when they're disarmed, even then you have the Pull so that they can only really get 1 heal off and then you have immunity also and they have no knockdown, disrupt, disorient to use against you and you'll probably win the fight shortly there after.
In closing
This build is not for everyone but it works if you want to go wreck face. It really shines with a guard on the Marauder so that he can freely do his thing. Unguarded the Marauder is still great because, yeah sure we can keep ourselves up better and more reliably then a WE or Choppa but it's not as great as most people people make it out to be. If you carry absorbs and healing pots you're going to make life a lot easier for yourself and your healers. Remember that builds and gear are only parts of the game... not-overextending, communication with your party and proper assisting ethics will win you most any fight large or small. I can be very selfish on the battle field going for the kills rather then most important target because I am bloodthirstly out there (hahahaha) and I'd way rather kill that Shadow Warrior who's not doing anything to anyone then kill the Archmage healing the White Lion. Sometimes I stick my head out of my ass and play smart.
BTW all ShadowWarriors must die.
That being said, I will review my builds in Gear, Mastery and Renown and explain in a new sort of "Bump" blog post what I do with my Marauder that gets me the attention from Order I seem to always be getting... ie they want to kill me, and they want to kill me badly... this in my experience means I'm doing something right.
Mastery Build
I run mostly (%90 of the time) a Burst build of Savagery and Brutality.
There are lots of variations on this build. Some people might want to put the extra mastery point I throw into Sav into Deadly Clutch or into Brutality. You might not like to have Draining Swipes and instead invest more points into Brutality also. These are viable to me and you can do what you want. In my opinion the two greatest abilities Marauders have are Cutting Claw and Guilotine, and you get more returns on Guilotine the higher your Armor Debuff happens to be. Thunderous Blows is a close 3rd to Guilotine, I couldn't think of a better Wounds debuff running at the moment because Blast Wave(Chosen) might be AoE but it requires the Spirit Debuff and it hits for next to nothing and is on a longer cooldown. TB will crit for me for 2k on the regular and that is a hell of a wounds debuff (especially when it's dropping an extra 1740 off the top of their health pool).
With this Savagery tree set up I have an armor debuff that removes 1740 armor that is undefendable, that's right they have -%50 of their armor unless they are running Defensive Doom/Sov or stack armor or are a tank... sounds good? Darn tootin;
This build is about the maximization of Mitigation on your target and then blowing it up with Guilotine/Pulverize depending on cooldowns, heals and or guard on the target. In most situations 1 rotation kills anything except for a WP stacking armor, Tank or Tanky RP. This also is not taking Detaunt into effect, in which case you should switch targets once you're detaunted anyways.
For Tactics I run several combinations but in each combination I use Brute Force, Piercing Bite and Growing Insability. The other options are...
Flanking - A great %15 dmg bump that is positional and I do love to run with this especially in ORvR when it can be too difficult for a target to focus on keeping you in front of him/herself.
Unending Horror - Permanant Detaunt is a great thing, just as any healer who can keep you detaunted forever, this is something you can do on a Marauder on AoE for 30ft... great for getting melee trained as you can detaunt till you get parry up. Great for when solo
Subvert Strength - Unlimited Action Points unless fighting people who stack -% to be crit... still Marauders have high Crit anyway.
Feeding on Fear - This is my default max damage in SC's 4th tactic which gets me insanely high crit on procs. This gives the most burst dmg (more then flanking) but you cannot rely on it unless you're protected as you do become squishier... it's still bugged but not in the same way I cannot tell but I know when I have this on I take more dmg... but I dish out a lot more.
most of the other tacts are trash.
Sometimes when I'm bored I run this Brutality/Monstro build, which is fairly cookie cutter.
I happen to really like Wave of Terror and think it's highly effective especially in large fights. This isn't the sort of build you use to win the love of Chosen who use Quake (ie; all chosen) since Wave of Mutilation is a stagger breaker of epic proportions but that WS and Ini debuff is really awesome. This build has more AoE in it also which is nice for large scale PvP and your AoE dmg out of Monstro will be significantly better. You don't armor debuff so your AA dmg won't be as good but Guilotine will hit for about the same amount if you still use corruption. You're using Impale and Flail as spamm attacks in here and with WoM up your AA proc should be up 10s out of ever 15s if not always up, same with Feeding on Fear if you run it. This build is great for killing Soft targets and Melee DPS because you have that awesome AoE KnockDown!
Gear
I am RR 93 which means I am wearing Doomflayer in my gear set ups. If you're not 90 you should be running 6 offensive Sovereign with 5 ToVL gems or the new R40 gems you buy with medallions if you haven't ground out your PvE gear.
I have 2 gear setups in my Closet Goblin.
1 Max Group DMG
Helm - Doomflayer (offensive)
Shoulders - Tyrant
Chest - Doomflayer (offensive)
Gloves - Doomflayer (offensive)
Belt - Tyrant
Boots - Doomflayer Offensive)
Gems - 4 Tovl Glyphs + Back Piece for 5 piece bonus
2 RR90 Currency Weapons from SCs... when I get a good vessel weapon I will probably try that in my offhand.
This runs me with a wounds+crit liniment a 43% chance to crit 9070hp and 1044 str before any party buffs. Typically witha Chosen/Zealot I rest at what works out to a 307 damage bonus before I get any procs or pop my str/toughness buff.
This also gives me a relatively high chance to be crit, and about 160 toughness... it is a very squishy build. Luckily I tend to be guarded and have healer(s) so that in a group I can put all my effort into max damage and kite myself out of trouble if I can.
Solo and Duels
Helm - Doomflayer (offensive)
Shoulders - Doomflayer (defensive)
Chest - Doomflayer (offensive)
Gloves (doomflayer defensive)
Boots - Doomflayer Offensive
Belt - T1 Stage 1 Green Melee Crit
5 piece TOVL set up from the other gear set, same weapons as well.
I actually get 45% crit in this build (better then offensive) but I lose the 180MP proc and have a lower dmg bonus (by like 20pts). I still hit hard, but the 2pc DOomflayer Bubble saves me a lot of trouble when I'm solo or we lack healers. I haven't actually done any dueling in this set up but I think it's going to rock face.
Renown Points
Restating this from earlier in WAR Forum Posts
Max my Melee Crit
Max my Parry%
IV lvls of Strength
pop the extra points in Wounds
good game.
Rotation
The Rotation is simple and can be varied. As needed for cooldowns
TB>CC>Corruption>TC>DS>BRUTALITY>Pulverize>Guil
You can hit this entire rotation in 10s which means you get it all off under Mutated Aggressor if you are not interupted, disarmed, knockdown/punted.
If anyone is on the same target Pulverize won't be needed, nor will Draining Swipes. You want Guilotine on them when they're at 30% because between that and a more then likely x2AA hit it will take care of 30% on any non WP or Tank.
Some fights require a lot of improviation. For Example here is how the average 1v1 fight against a melee WP goes.
I rush in pop MA while I go in and detaunt so his first hit does half dmg (clever no?). Start whipping his ass, it goes fast he'll take a lot of dmg fast because most melee WP axe their surviability because they think they can heal through my dmg. Before he knows it he's below %50 and goes for channel heal... 2 options
Disarm him because chances are you've parried him by now with %40 parry that I have in this set up... he has nothing for 4s and you can finish him off.
Mouth of T - Cone Interupt stops his channel heal and he's on cooldown. The Disarm is far more effective because most people hesitate when that happens and they don't know what to do. The Interupt they can snare you and kite. If somehow the fight goes past that first rotation and he goes again for it and you've disarmed him he'll be immune, that's why you save the Interupt.
Good ones will try for the punt the second you disarm them because it still works when they're disarmed, even then you have the Pull so that they can only really get 1 heal off and then you have immunity also and they have no knockdown, disrupt, disorient to use against you and you'll probably win the fight shortly there after.
In closing
This build is not for everyone but it works if you want to go wreck face. It really shines with a guard on the Marauder so that he can freely do his thing. Unguarded the Marauder is still great because, yeah sure we can keep ourselves up better and more reliably then a WE or Choppa but it's not as great as most people people make it out to be. If you carry absorbs and healing pots you're going to make life a lot easier for yourself and your healers. Remember that builds and gear are only parts of the game... not-overextending, communication with your party and proper assisting ethics will win you most any fight large or small. I can be very selfish on the battle field going for the kills rather then most important target because I am bloodthirstly out there (hahahaha) and I'd way rather kill that Shadow Warrior who's not doing anything to anyone then kill the Archmage healing the White Lion. Sometimes I stick my head out of my ass and play smart.
BTW all ShadowWarriors must die.
Monday, September 26, 2011
Morales?
I've been thinking about things to try and improve WAR that would not be horribly unbalancing to one side or the other. One of the things I've noticed is that for the most part, all classes in their archetype use pretty much the same Morale abilities except for some classes having some really great ones.
As I look at some Morale Abilities I question why they have remained in the game. If we look say at MDPS, almost all MDPS Players use Confusing Movements, having 7s of defence against other melee classes as well as Engis/SW/SH etc is too good to pass up for the other M1 abilities that the classes get. All of the MDSP get Sever Nerve as well, which after T1 serves little Purpose except for that 1 shot chance to get a Tank or killing blow with an undefendable attack that garuntees dmg, and that's great but is it as good as 7s of dodge/parry... I would say no.
The Marauder/White Lion mirror gets a ranged 5s root. This might sound very cool, but really with immunities the way they are in this game most of the time your target is already immune and I suspect that you can simply break the root with juggernaught as opposed so say the Sword Master M2 pounce/snare which is not cleansable, breakable or otherwise removed at all thus making that morale amazing.
Choppas I know recieve a M1 absorb, which you do see as well in the Archmage. Both make sense as good options for morales considering how the Choppa really doesn't mitigate much damage and an absorb is just really handy, and if I were a choppa I would indeed have a good deal of trouble choosing between the absorb and the parry, in the end I guess since you cannot parry a bright wizard or an archmage I would take the absorb as it is the most universally applicable. Choppas also get other great morales like superchop and tantrum!
As a Marauder, really the only morale that is any good is Confusing Movements. I honestly wish they kept the M1 self heal to mirror Ensnare on the WL and give the WL the 1200 self heal but again this was like 2yrs ago I guess. M3 dmg and heal is not worth saving up to M3 for and really honestly hasn't done much for me in any given circumstances. If it did AoE Dmg then that would be viable but...
M2's Force of Will is meh, The Cone attack is what I tend to push out in morale pushes with (saving it for when everyone is low) and what is the purpose of that idiotic core MDPS M2 that gives a little bit of AP back... that needs to be removed/changed completely from all the MDPS. M3 Broad Swings is also bad. Then of course Morale 4 Frenzied Slaughter...
Since the core M4 for Healers doesn't work and Frenzied Slaughter is also worthless I often wonder how it could be fixed. Morale pushes for me is about Tank M4 cycling with DoK/WP M4 in the healing tree. Outside of that no DPS classes are really specing for Morale, they get far more mileage out of putting points in other trees to maximize scaling. Healers will often spec M4 just for pushes out of keeps but nothing is nearly as good as 1K1 + ID cycling. When I am at a keep and someone is calling to build to M4 I just sit there and think... ok M1 is up, that is enough I guess since it'll be about staying alive to dps with my regular rotations and not about some quick burst.
I guess I would love to see some changes to the morales, and the core morales at that not the class specific ones so much. Although Black Orcs need some viable morales I would say.
As I look at some Morale Abilities I question why they have remained in the game. If we look say at MDPS, almost all MDPS Players use Confusing Movements, having 7s of defence against other melee classes as well as Engis/SW/SH etc is too good to pass up for the other M1 abilities that the classes get. All of the MDSP get Sever Nerve as well, which after T1 serves little Purpose except for that 1 shot chance to get a Tank or killing blow with an undefendable attack that garuntees dmg, and that's great but is it as good as 7s of dodge/parry... I would say no.
The Marauder/White Lion mirror gets a ranged 5s root. This might sound very cool, but really with immunities the way they are in this game most of the time your target is already immune and I suspect that you can simply break the root with juggernaught as opposed so say the Sword Master M2 pounce/snare which is not cleansable, breakable or otherwise removed at all thus making that morale amazing.
Choppas I know recieve a M1 absorb, which you do see as well in the Archmage. Both make sense as good options for morales considering how the Choppa really doesn't mitigate much damage and an absorb is just really handy, and if I were a choppa I would indeed have a good deal of trouble choosing between the absorb and the parry, in the end I guess since you cannot parry a bright wizard or an archmage I would take the absorb as it is the most universally applicable. Choppas also get other great morales like superchop and tantrum!
As a Marauder, really the only morale that is any good is Confusing Movements. I honestly wish they kept the M1 self heal to mirror Ensnare on the WL and give the WL the 1200 self heal but again this was like 2yrs ago I guess. M3 dmg and heal is not worth saving up to M3 for and really honestly hasn't done much for me in any given circumstances. If it did AoE Dmg then that would be viable but...
M2's Force of Will is meh, The Cone attack is what I tend to push out in morale pushes with (saving it for when everyone is low) and what is the purpose of that idiotic core MDPS M2 that gives a little bit of AP back... that needs to be removed/changed completely from all the MDPS. M3 Broad Swings is also bad. Then of course Morale 4 Frenzied Slaughter...
Since the core M4 for Healers doesn't work and Frenzied Slaughter is also worthless I often wonder how it could be fixed. Morale pushes for me is about Tank M4 cycling with DoK/WP M4 in the healing tree. Outside of that no DPS classes are really specing for Morale, they get far more mileage out of putting points in other trees to maximize scaling. Healers will often spec M4 just for pushes out of keeps but nothing is nearly as good as 1K1 + ID cycling. When I am at a keep and someone is calling to build to M4 I just sit there and think... ok M1 is up, that is enough I guess since it'll be about staying alive to dps with my regular rotations and not about some quick burst.
I guess I would love to see some changes to the morales, and the core morales at that not the class specific ones so much. Although Black Orcs need some viable morales I would say.
Sunday, September 18, 2011
Marauderlolcritz
Monday, September 12, 2011
back at WAR
Yeah I caved and came back to WAR until SWTOR comes out. I figured restarting the blog might be something to pass the slow times at work or at least when something interesting happens.
Maraudering
I have gotten my Marauder up to RR92 and have been playing with various builds and gear combinations. Lately my favorite is running 2 Tyrant (shoulders/belt) 5 Glyphs and the rest Offensive Doomflayer. I also am slotting FoF which when all the procs go up (and they do stack) gives me a 346dmg bonus with a 75% melee crit.
LMFAO
It is rare to get that all up at the same time, but it did happen once and I had MA up and I 1 shot a AM with Thunderous Blows + Auto Attacks coming out of Brutality with the armor debuff up. I laughed so damn hard I couldn't screen shot it and it was in ORvR so I never got a ss on it but the TB was for 2.9k and the AA both crit one for 1.9 and one for 1.7 and a sorc proc. Clearly a low level AM but still stunning non-the less.
3.4 Guilotines on Slayers and BWs is somewhat routine if you can find a Slayer unguarded (rare) but whenever I see one out there over extended or not guarded it dies.
I used to love Soloing in the lakes. I don't care that they nerfed the 7piece Sov bonus on defensive one bit (I used to solo in 6 offensive + ToVL Glyphs) but soling now is very difficult because there are no other soloers out there. In the past you used to be able to run around solo or in a 3 man and find other small groups and have a nice little fight. Now you always run into a group of no fewer then 6 it seems and if you're solo against 6 and not a tank you have no chance of escaping, I just try and take one with me and often times it's not really possible. Order on Badlands runs tanks and healers, and most tanks are S/B which is a nightmare for me.
I'm glad to have some guildies back, and to be back. But really once SWTOR comes out I'm there in a flash, mostly because i'm a big SW nerd and I think it looks like a good game so far.
Alts
The grind from 87 to 92 when I resubbed has been brutal. Yeah I would like to get to RR100 but I just cannot see it happening. I've resolved that I will only play this game when it is fun. Strangely that has meant rerolling toons with guildies and screwing around in lower tiers more then T4. T1 is amazing fun, there is always ALWAYS a fight in T1 and there are SCs popping all the time. Since there are no retard builds or 1 win buttons in T1 it actually is a challenge for everyone except for melee WP/DoK and DPS AM/Shamans. I tried a Magus, to 10... didn't like it that much. I then went with a Zealot and love it. My guildies are all around the same level early in T2 and we're running around the lakes with a little 5 or 6 man playing toons we started years ago but just got caught up in T4 when it was fun.
Today I'm starting a Black Guard and I think that I want to play it as a completely stupid turtle regen tank and if I like it as much as I think I will (becaus I love the IB) then I might actually take it to T4 for a laugh. T2 is actually hopping with fights if you don't just trade zones and most people are bad enough that you can be effective if you're a good player regardless of level difference. I was able to kite a 26 WL around BV for about 5mins before a WH came up and I still kited them around for another minute or two /lol at them over and over. Twas funny.
Other Games
A friend bought me a game for my Bday, some sort of compute rhacking thing, Deus Ex I think. He said it's great, I will believe him and try it. It seems like a puzzle like game and although I haven't yet tried it I don't know, I don't like Puzzles, my brain doesn't agree with them but maybe my initial thoughts on it are not correct, which is fine. I'll probably load it up tomorrow or Wednesday and see what it's all about.
Over the Summer I played mostly Civ 5 and read books instead of spend a lot of time video gaming hence why this block was totally inactive.
Maraudering
I have gotten my Marauder up to RR92 and have been playing with various builds and gear combinations. Lately my favorite is running 2 Tyrant (shoulders/belt) 5 Glyphs and the rest Offensive Doomflayer. I also am slotting FoF which when all the procs go up (and they do stack) gives me a 346dmg bonus with a 75% melee crit.
LMFAO
It is rare to get that all up at the same time, but it did happen once and I had MA up and I 1 shot a AM with Thunderous Blows + Auto Attacks coming out of Brutality with the armor debuff up. I laughed so damn hard I couldn't screen shot it and it was in ORvR so I never got a ss on it but the TB was for 2.9k and the AA both crit one for 1.9 and one for 1.7 and a sorc proc. Clearly a low level AM but still stunning non-the less.
3.4 Guilotines on Slayers and BWs is somewhat routine if you can find a Slayer unguarded (rare) but whenever I see one out there over extended or not guarded it dies.
I used to love Soloing in the lakes. I don't care that they nerfed the 7piece Sov bonus on defensive one bit (I used to solo in 6 offensive + ToVL Glyphs) but soling now is very difficult because there are no other soloers out there. In the past you used to be able to run around solo or in a 3 man and find other small groups and have a nice little fight. Now you always run into a group of no fewer then 6 it seems and if you're solo against 6 and not a tank you have no chance of escaping, I just try and take one with me and often times it's not really possible. Order on Badlands runs tanks and healers, and most tanks are S/B which is a nightmare for me.
I'm glad to have some guildies back, and to be back. But really once SWTOR comes out I'm there in a flash, mostly because i'm a big SW nerd and I think it looks like a good game so far.
Alts
The grind from 87 to 92 when I resubbed has been brutal. Yeah I would like to get to RR100 but I just cannot see it happening. I've resolved that I will only play this game when it is fun. Strangely that has meant rerolling toons with guildies and screwing around in lower tiers more then T4. T1 is amazing fun, there is always ALWAYS a fight in T1 and there are SCs popping all the time. Since there are no retard builds or 1 win buttons in T1 it actually is a challenge for everyone except for melee WP/DoK and DPS AM/Shamans. I tried a Magus, to 10... didn't like it that much. I then went with a Zealot and love it. My guildies are all around the same level early in T2 and we're running around the lakes with a little 5 or 6 man playing toons we started years ago but just got caught up in T4 when it was fun.
Today I'm starting a Black Guard and I think that I want to play it as a completely stupid turtle regen tank and if I like it as much as I think I will (becaus I love the IB) then I might actually take it to T4 for a laugh. T2 is actually hopping with fights if you don't just trade zones and most people are bad enough that you can be effective if you're a good player regardless of level difference. I was able to kite a 26 WL around BV for about 5mins before a WH came up and I still kited them around for another minute or two /lol at them over and over. Twas funny.
Other Games
A friend bought me a game for my Bday, some sort of compute rhacking thing, Deus Ex I think. He said it's great, I will believe him and try it. It seems like a puzzle like game and although I haven't yet tried it I don't know, I don't like Puzzles, my brain doesn't agree with them but maybe my initial thoughts on it are not correct, which is fine. I'll probably load it up tomorrow or Wednesday and see what it's all about.
Over the Summer I played mostly Civ 5 and read books instead of spend a lot of time video gaming hence why this block was totally inactive.
Subscribe to:
Posts (Atom)
