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Found 5 results

  1. So, I watched this review: It really got me interested in the game, which has clearly gone through a lot of changes since the beta I so disliked. Jordan, Nick, and I have decided after looking at a lot of MMO options (WoW, FFXIV, etc) to give this a chance. The above review really sold us. Right now, the best way to purchase the game is to go to Green Man Gaming and sign in. Then, click on the green VIP section, and scroll down and you should see the standard version for $46.79 (you can upgrade the version using the in-game store to the imperial edition). I do recommend once purchasing the standard game using the above link to upgrade to Imperial Edition and purchasing the starter pack (both in the in-game store), but those are not required. Just good to Get the mount early, as they are pricey and need to be leveled (time and gold) Have the option to play any race in any faction. I like the fact there is no subscription (optional, but only minor cosmetic advantages) real moral choices completely voice-acted players reporting they actually care about questing, and questing actually effects story line tense, objective base PvP So, we're diving in. We have created a Mumble channel. There is only one North American megaserver, so no need to choose a server. vVv will play on the PC, and we chose the faction Daggerfall Covenant (this is the far left faction with Breton, Orcs and Redguards). We chose this faction because the ESO community is looking for good guilds to help build this faction. Seems like a good place for vVv to play to avoid being in a zerg, and having no que times.
  2. http://db.darthhater.com/skill_calc/sith_warrior/marauder/#::efefe4fe4fe5f2efef8ef17ef8: For those of you looking for an overall PvE spec look no further. While their is some room for variations, for the most part this is likely what you will be wanting to build for your PvE Marauder. Annihilation is also an incredible leveling spec as it gives you quite a bit of sustain not avalible in either Carnage or Rage. The Breakdown: Tier 1:Enraged Slash refunds Rage for several abilities that you will use on occasion (more so in the early levels, and again 40+ with Annihilate) so it is a decently useful passive to keep a supply of rage. Quick Recovery is very useful for PvE as it reduces rage cost of your AoE abilities to 1,This allows for much faster AoE killing as soon as you gain Sweeping Slash. Cloak of Annihilation doesn't feel all too useful as their are quite a few ways to keep your HP up, it would be more or less points wasted. Tier 2:Juyo Mastery is a must. Since DoTs are a large part of your Annihilation build, anything to improve them is usually a good option. Hungering returns HP on bleed crits, which works very well when using Berzerk. Seeping wound is more of a PvP skill and is thus pretty useless here. Tier 3:Deadly Saber gives you a stacking DoT and has a very low cooldown (12 seconds) this is one of your primary DoTs so you will need it. Bleedout further increases crit damage of bleeds so it is a must. Blurred Speed is great for leveling as it allows you to jump into most of your fights rather then running on foot. It would likely prove useful in Flashpoints / raiding as many enemies seem to use knockbacks; however you may choose to go for Seeping Wound or Cloak of Annihilation if you find them more useful. Tier 4:Deep wound is yet another damage boost, this time for Rupture, another primary DoT attack. Short Fuse increases Fury building, which is pretty important for leveling and PvE in general to gain either a damage boost or defense boost for the group. I would take Close Quarters only if you go for Blurred Speed, it gives a decent dmg attack plus 3 rage. This will serve to keep a rage supply if you are in need. Subjugation isn't necessarily bad, however a few seconds off your disrupt and blind doesnt give you a ton of value. But it is an option. Tier 5:Pulverize gives a decent chance to refresh the cooldown on Rupture, so for Flashpoints this is very nice to have. Leveling it can be overlooked, but stil holds value. Between Phantom and Ferocity, Phantom would be more useful in Flashpoints and leveling overall as it essentually makes you invulnerable for 6 seconds, which may just save your life. Ferocity turns 50% speed boost into 80%. Not bad but really more of a PvP ability, and Berzerk is likely a priority over Predation. Tier 6: Everything in this tier is good to increase damage and sustain your Rage. I see no reason not to take either Hemorrhage or Empowerment. Tier 7:Annihilate... this is your big hitter. It does tons of damage and is likely your go to ability when it is off cooldown. With the remainder of your points there are some i would recommend: In Carnage take Dual Wield Mastery and Defensive Forms. More Damage, increased fury build and some extra damage mitigation. From here it is up to you: Narrowed Hatred, Defensive Roll, or Erupting Fury. All can be useful, however if you are looking to do Endgame PvE, then Defensive roll will likely serve you best. In Rage you will want to take Malice for the 6% crit, this is pretty much a standard for any Marauder build.
  3. PvE: http://db.darthhater.com/skill_calc/sith_inquisitor/sorcerer/#::f3ef4ef2ef8de16f14ef5: PvP: http://db.darthhater.com/skill_calc/sith_inquisitor/sorcerer/#::f3ef4ef2ef7e5fe9fe3f13df5: So I have seen some debate about Healing specs: what works and is better for PvP/PvE, and really if it is needed to switch your spec for each. The answer? Listed above and yes it matters. The differences are only 7 talent points, however the change is pretty necessary if you wish to be the best that you can for either situation. Primary Differences: For PvE I take: 2/2 Haunting Presence 2/2 Force Suffusion 1/2 Dark Resilience 2/2 Will of the Sith For PvP I take: 2/2 Dark Resilience 2/2 Fadeout 2/2 Conspiring Force 1/2 Will of the Sith So why the differences. Well it comes down to what matters more for each situation. In PvP, mobility is more important then say 3% more healing per second. Likewise in PvE mobility and slowing enemies is pretty moot, thus you want to heal as effectivly as possible to conserve force. In the PvE build you gain increased healing from of Haunting Presence, Force Suffusion, and Will of the Sith. The 1 point in Dark Resilience is due to a lack of useful talents avalible to improve healing. Thus the only real choice is 1% less damage taken or 1% less sacrificed from consumption. I prefer the latter as Im not always going to take damage, but I will likely be using consumption in boss fights. Other builds have suggested 1/2 Subversion, but this feels like a poor choice. It only gives a 50% chance to increase force regen when using a 1.5 sec casted damage ability. That is a waste of force and time to attempt to gain a regen. In the PvP Build you are dropping the extra healing for an instant 20% slow and a 20% movement speed. This is great for PvP and has many applications such as getting away from players (or catching up to them), moving into position, executing ganks properly, etc. As I stated before, your mobility in PvP is everything. If you are not able to break away from chasers, to find safety or teammates, you are probably gonna die. In the same token if an enemy can break free from your range, you lost the kill. Less healing per ability is fine as you dont generally dont need that small fragment of extra health every few seconds. Would it help? sure, but at the cost of catching or breaking free from an enemy? not worth it.
  4. Just saw this video today and it seems Bioware has some stuff already in the works. Over the next several months patches will include some very needed features, along with more content (both PvE and PvP) and finally rewards for the legacy system! Check out the video for yourself.
  5. http://db.darthhater.com/skill_calc/bounty_hunter/mercenary/#::e8fe11f10ef8e2f18: Here is a pretty standard Healer build for the Bounty Hunter: Mercenary. This spec Takes 35 points in Bodyguard, really only leaving out Powered Insulators as it just isn't quite worth the points. With the remaining 6 I spec into Arsenal for what is necessary (namely: Upgraded Arsenal, taking the most useful T1 talents). To be honest there is very little variety that can be made to the Bodyguard build to make it any better no matter what you wish to use it for; thus this is a well rounded spec for whatever you plan to do. If you are seeking to be a more single target healer and gain survivability for PvP you could drop points from the kolto missile upgrades, however the gain to other heals is small and frankly the amount of healing + kolto residue more then makes up for whatever you may gain otherwise.

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