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Cyber shock arm exploit : SWG Premium Discussions

Posted: October 5th, 2006
expurt
Medics will have the ability to remove group debuffs and dots.

Medics can buff and heal you and officers can remove snares and give buffs.

You see where this is going?
Posted: October 7th, 2006
lessdef
OOPS double post. Sorry.


Last edited by Guest on October 7th, 2006, 12:44 am, edited 1 time in total.
Posted: October 7th, 2006
lessdef
You seem to be one of the few who pay attention to things. I have tested so much I have forgot lots of data as it has all blured together. (Should have been writing this down as testing) Shame on me I know. I wanted to ask you a few questions. You opinions on a few specials.

1) Incisivness X/4 Adds 1% to crit - I think this is a waste
2) Improved shockwave x/3 Adds 2% damage per point spent - useless
3) Improved force throw X/2 Adds 5% damage per point spent - useless
4) Tempt Hatred A 10% chance for attacker to lose 5% action - useless/dunno

I gave you my opinions first. I didnt want it to seem I was going to agree with everything you said =]

I personaly don't see using points in adding damage by minimal percents. I mean if I hit for 1000 and I boost it by 6% I am now doing 1060 damage. Just doesnt seem worth my points.

Samething goes for crits. Four whole points for just 4% BAH!! I can better use my points elsewhere. I am not even going to go into fidelity. PFFT

I have a Lightside build with force choak with the extra points in damage/duration. (Extra points not for damage but duration)

STR + AGIL

Shockwave

Alacrity

Exacting strikes


P.S. Whats your thoughts on Anticipate Aggression?

-----===== linsen that is =====-----
Posted: October 7th, 2006
expurt
I know you're asking Linsen, but I thought id put my 2 cents in too. :P

I dont waste points on anything that gives a tiny % of benefit compared to the points needed for the ability. Unless it leads me to another ability i want, or stacks and works well with another ability.

Nor do I bother with decreasing timers or increasing length of abilities which only do so by a few seconds. As usually I can use it again before that timer is up (Force throw snare duration, bh trap duration).

I didnt bother going with force lightning, as it was far too many points, compared to force throw, which I can continually stack the snare anyway. It gave me more points to spend in protection.
I went for a tank template, instead of damage.

So I didnt need the focus line buff, which made force choke far too expensive to spend on. For the little damage i found it doing to players.

So now I have constant crits, barely run out of action, can heal 10k and have 20k health. For a tank.

All depends what you want to do. I went the role of holding the enemy back while my group does its thing, instead of rushing in for fast high damage attacks and rushing out.

BH i went for action cost reduction, damage, carbines, protection and retaliation.

offcier i went for support. Buffs, NPC, drops, paint target, pistols. Not a front line fighter.

Looking forward to spy. :)
Posted: October 7th, 2006
lessdef
Starting a new thread in SWG Discussion. Saw I was streying off topic. Come check it out.
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