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Member Since 27 Aug 2010
Offline Last Active Dec 29 2012 08:35 PM

Topics I've Started

Surviving while built for damage

31 October 2012 - 11:27 PM

Is it reasonable for any kind of DPS spec to be able survive most encounters if the player know what they are doing?

I mean most pure damage builds out there right now have some degree of survivability, like thieves stealth(toughy subject) and evades, guardians block & regen abilities, even a warriors can have high damage with it's health and armour,

How do people actually feel about this? Should these builds have what it have, and when use well be able to say alive for as long as they play better than others?

Or should these build be nothing but single minded, only useful for doing it's damage, and if it fails then your pretty much dead?

From what I've been reading lately on these forum, a lot of people expect the latter.

Vulnerability question/discussion

21 August 2012 - 01:09 AM

Does anyone know if the increase damage is before or after calculating armour? or is it still a reduction of armour itself? I would guess little is know yet, but it's worth a shot to ask.

So about you spirit weapons...

11 August 2012 - 03:06 PM

Quick question and i checked a few pages back for this and couldn't find anything about this, so i ask.

Why are they not fricken kill-able???

Fun tricks with infiltrator's strike

10 August 2012 - 01:16 AM

So i didn't get to play the the last stress test to much, (They need to stop doing the it while i'm at work god dammit ><) so I just played around in the lobby with my thief for like 45 mins. I noticed that shadow return from infiltrator's strike doesn't stop our current action (Ok i noticed long ago, but never payed attention to it much), so it got me thinking and i started to try a few things, what i found was really interesting.

If your target is near the shadow return marker, and you use say flanking strike at a distance, then hit shadow return before the you make the first swing, it brings you to the marker and to your target, causing the first strike to hit, and then the second one. If you do that alittle before the first hit, then it wraps you around alittle. Time it right and it makes the first hit almost instant, with the second shortly after.

This works on anything with a cast time, your target comes up to the marker, wind up C&D and port to it for an almost (if you time it right) guaranteed stealth. Work with pistol whip too, but it's slightly clunky because it doesn't auto face you like flanking strike and c&d does.

Now a real cool trick is combo that with scorpion wire, have your marker behind you, use scorpion wire on your target, before the wire hits, port back, and it will bring your target to your marker location as well, (max scorpion wire distance).

This will work even if your not in line with the marker and your target. Example, your on keep, your marker is towards the mine side, your on henge side and your target is in the middle, use scorpian wire and shadow return before it hits and both you and the target will now be on the mine side. If you use shadow return after the wire hits, you port back to the marker and you target is sent to your old location. This work at close distances too, tho you'll need to be really quick with it.

Don't know if anyone else noticed this, but it's something I thought I should share, i wanted to try this out in a game but sadly the beta ended before it did :(

Extra Credits: Perfect Immbalance

04 August 2012 - 04:14 PM

Love these guys, this ones a recent once, any opinions?