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Archive for the ‘General’ Category

Gunslinger Rotation Thoughts

June 18, 2012 1 comment

LAST UPDATED: 6/18/12 for Patch 1.2.7

Up front – I will be honest – I am not a huge fan of set-in-stone rotations, as I primarily PvP, and that does not usually allow for rotations with no room for change. That being said, in PvE, I have discovered long fights can use a good rotation, so I usually do the following for each of the three specs. Read more…

6-month SWTOR Photojournal

June 5, 2012 1 comment

Here is a photojournal of all of my fun this last 6 months in SWTOR. Read more…

It’s Been 6 Months Already?

June 4, 2012 Comments off

Time flies…get it? 😀

Inspired by an article over at Inquisitor’s Roadhouse, I have suddenly realized that it has been almost 6 months since SWTOR launched.

So with that in mind, I have two things I want to share with you! The first is a Top 5 Things I Have Loved, where I gush about my favorite game and the things you should check out. The second is a Top 5 Things That Need To Change Immediately, where I bar no holds and tackle the issues that plague us all, or at least me. Read more…

Sentinel/Marauder Advanced Class Guide

June 3, 2012 11 comments

Welcome to the Sentinel/Marauder Advanced Class Guide! This is the go-to compendium of knowledge for The Fanatical Swordsman on the Sentinel and Marauder advanced classes.

LAST UPDATE: Update 2.3


Note from Geldarion: The Sentinel is my 3rd level 50, but it is actually one of my favorite PvP playstyles I have encountered. For readability sake, since I am used to the Sentinel, I will use the term Sentinel occasionally as the overall descriptor of this class-type, especially for things that are true of both classes, such as discussions of general tactics. However, I will refer to the specializations by both their names, and I will show builds for both the Sentinel and the Marauder, and I will refer to skills in a manner as such: Jedi Knight skill name/Sith Warrior skill name.

Read more…

Game Math and Redefining “Happy”

May 16, 2012 1 comment

Games are math.

Whether you play a logic game like Sudoku, an MMO like Star Wars: The Old Republic or Lord of the Rings Online, or CityVille on Facebook, you are using math to solve problems designed by developers.

I have mentioned before that I consider combat in MMOs to be like a problem of rates. All combat can be broken down into percents, coefficients, and factors. In the simplest terms, if ratedamage(me) * mitigation(you) > ratehealing(you), then I kill you.

Things like buffs, heals, shields, and debuffs all swing the rates one direction or another. The experienced raid leader looks at the field of battle and sees the rates shifting and swelling, and makes decisions based upon them. In PvP, this is also added to the issue of seeing when points are being captured, where the Huttball is, etc. Everything about the game becomes math, whether we realize it or not.

So two things today. One is a really neat article I found on Massively that has James Ohlen talking about some PvP formulae and their ramifications, as well as his approach to healer Sage/Sorcerer nerfs. The second thing I found was a website run by former Dev of Star Wars Galaxies and Ultima Online, Raph Koster. He shows his understanding of game theory and math in numerous articles, presentations, and Powerpoint slides. Read more…