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copasetic

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Everything posted by copasetic

  1. I assume the OP that is doing the QQing means a Guardian/Jugg leaps on him, Force Chokes him to gain 4 stacks of Shockwave (assuming the Choke isn't interrupted and he doesn't gain 4 stacks), Force Pushes the enemy way to refresh Charge cooldown, leaps on him, Smashes for around 5k when buffed (and this 5k is only possible with a good amount of PvP gear), Force Scream for another 2k-2.5k = 90% of OP's HP? He's obviously grossly exaggerating the damage. Either that or he is extremely undergeared with no Expertise.
  2. Juggs/Guardians have an ability that makes them immune to CC? Maybe you are talking about the Resolve bar? They can also "stun lock" people? ROFL. Please continue though. This is quite entertaining to read. EDIT: If the immune to CC ability you're talking about is the talent "Unstoppable", which grants 4 seconds of CC immunity after using Force Charge, then you're grossly exaggerating the amount of burst the Guardian/Jugg is doing. A Jugg/Guardian's highest burst ability is Smash and only when it has 4 stacks of Shockwave. With the Unstoppable spec, they can only gain these 4 charges by using Force Choke and letting it channel the entire duration. If the Choke gets interrupted or if the enemy getting choked gets knocked out of the Choke, the Juggernaut/Guardian won't get 4 stacks and won't do anywhere near as much damage as you are saying. If he DOES get 4 stacks, then yes, he can do this combo if done correctly. The terrible part about this spec is he can't do this again for another minute (50 seconds if talented). This spec is literally a one-trick pony spec that completely revolves around Force Choke and Smash.
  3. Thank GOD there are no vehicles in Voidstar like in Strand. SotA was easily my least favorite BG due to multiple reasons: 1. If you had a dumb team that didn't focus on killing the vehicles and instead focused on killing players. The first set of vehicles often steamrolled to the end in these BGs. 2. If you had a dumb team that put too many people defending one side and not enough on the other. See Point 1 above to see end result. 3. If you had a dumb team that didn't zerg the right door and ended up being stuck on the beach or on the 2nd set of doors. 4. If you had a dumb team that didn't cap graveyards or didn't interrupt people capping your points. 5. If you had a dumb team that didn't use the cannons by the doors. 6. If you had a dumb team that never used the explosives you could pickup and plant on the door. 7. If you had a dumb team that never defused the bombs enemies planted on your doors. See anything familiar in each of these reasons? SotA is FAR too reliant on your team being competent and as we all know, the odds of getting a smart team in a WZ are extremely low unless you roll with premades.
  4. Haha this is hilarious when looking at this way. Nice post OP. This post sums up why Sorcs/Sages have FAR too much versatility. 10/10 Would read again.
  5. I can see it now. *group of Imperials at bottom lane get ganked by group of Republics from middle lane* "*** MID?!?! WHY U NO CALL MISS/MIA??" But seriously, this sounds like a great idea on paper. Can Bioware actually implement this correctly? I highly doubt it.
  6. I haven't read the entire thread so I apologize if it this has already been said. My biggest issue with Resolve is that as a melee class, any SNARE on me is nearly the exact same as being CC'd. When Snared, my only ranged abilities are Saber Throw, Force Scream, and Vicious Throw (Scream and Vicious Throw have very small range. Saber Throw has 30m). So I'm basically limited to Saber Throw when snared as a melee. This is practically the exact same as being stunned/CC'd. Either snares need to be affected by Resolve so when your Resolve bar is full, you cannot be snared OR snares need their own diminishing return system similar to WoW. Any competent enemies that have access to snares that also actually look at your Resolve bar can simply chain snare you until your Resolve bar empties.
  7. I'm just curious. Aren't fresh 85 players in WoW forced to go through this exact same gear grind? They obviously aren't going to have anywhere near as much as Resilience (the Expertise equivalent stat) as other 85s do so aren't they going through the same process of getting destroyed BG after BG until they slowly get gear and gain resilience? I realize that with Arena being available in WoW, full PvP geared 85s may not do BGs as much as full PvP geared players in SWToR (since there's no rated WZ or Arena) but nonetheless, fresh 85s will, for the most part, be playing against PvP geared opponents. Are WoW players complaining about this as well? I'm honestly curious. And yes, I am aware of the differences of Resilience and Expertise and understand that Expertise is far more "potent" than Resilience due to the increase in damage and healing as well. I know that this makes the grind in SWToR even worse.
  8. I agree that this is unacceptable. Bioware needs to AT LEAST acknowledge some of the issues people have posted about. This confirms to the community that they are aware of the problem. I don't even care if they don't post saying they are fixing it. I just want them to say: "Hi guys. We are aware that players are being sent to the Character Selection screen on instant Warzone queues. We are also aware of the community response on Ilum and will look into some possible adjustments. We have also been reading feedback on Resolve and appreciate your responses! We realize it may need adjustments and will run it by our PvP team." By posting something like this, they are giving their community things to look forward to thus motivating them to keep playing. This means less unsubs and more resubs. This means less whining about common issues on the forums and more meaningful threads. A simple acknowledgement of an issue goes a long way in MMOs and I wish Devs from MMO companies would communicate more with their community.
  9. Just to let you know, Bioware has confirmed that they are planning to allow players to remove mods from PvP gear to place in Orange Moddable gear, along with keeping the 4pc and 2pc bonuses, in a future patch. This means the majority of PvP players will look different eventually. Wins not registering is being fixed in the coming Patch 1.1. I agree Ilum is a bad joke but I'm sure Bioware is aware of this and will do something to fix it soon. I'm not trying to convince you to resub. Just wanted to let you know they are working on these issues.
  10. I laugh every time I see someone suggesting this to melee classes. Unless I'm playing against blind Sorc/Sages, it doesn't make any sense whatsoever to run up to a Sorc/Sage. I will eat an entire Force Lightning, which slows by 50%, while trying to run to him. This also applies when facing Commandos/Mercs. Running at a Merc/Commando means I'm guaranteed to eat at least two Tracer Missle/Grav Rounds. And please don't say "durrr go around and flank him." Again, the majority of my opponents are not complete morons that are completely new to MMOs that don't know how to use their camera. I wish I could face enemies this dumb.
  11. I'm in the Rage boat as well. I play Rage and consistently do over 400k damage in Warzones as long as they aren't complete stomps. I can burst down Light Armor squishies that don't have shield/Guard up in one Force Crush -> 4 stacks -> Smash -> Scream -> Vicious Throw combo. The extra mobility from Obliterate and snare from Force Crush are also extremely valuable against Sorcs/Sages and Commandos/Mercs. The second they knock me back (assuming my Force Charge is on CD), I can be back on them in seconds with Obliterate. If you know they will try to run, Force Crush keeps them within Charge/Obliterate distance. The only classes that give me trouble are good Vanguards/Powertechs, Commandos/Mercs, and Sages/Sorcs. The burst potential from Rage, especially when geared and when you know how to play Rage correctly, allows me to take down other classes with ease. Marauders/Sentinels are sometimes a nuisance since they try to outlast me with their stronger defensive CDs. Vengeance just can't offer this much burst potential. The faster you take down that Sorc/Sage or that Healer (just doing good burst on a healer applies enough pressure on him to switch heals to himself meaning he isn't healing his team anymore), the better off your team will be. As people have already stated, burst damage is king in MMO PvP. I'm not saying Vengeance is bad and that all Juggs should go Rage. I realize its all preference. I'm just giving my personal experience and thoughts.
  12. Before doing any buffs to Sith Warrior classes, Bioware needs to make some changes to Resolve to see how it plays out for Sith Warriors. 1. Snares either need to be on Resolve OR they need to have their own Diminishing Returns system. The whole purpose of having a full Resolve bar is to prevent you from being CC'd. However, being snared as a melee class is pretty much the exact same as being CC'd since Sith Warriors only have three(?) ranged abilities they can use while snared: Vicious Throw, Saber Throw, Force Scream (are there more I am forgetting?). Since snares are not affected by Resolve, enemies can simply chain snares on a full Resolve bar Sith Warrior. 2. If your Resolve bar fills up completely and turns solid white, you should be immediately freed of any CCs and your CC immunity should instantly start. This means enemy players have to choose wisely when to use their long duration CCs instead of mindlessly spamming their CC on enemies without looking at their Resolve bar. Since most CCs fill Resolve to about 80%, this would force enemies to pay attention to enemies Resolve bars. This would give melee more uptime on enemies as well.
  13. Fixed that for you. It's impossible to do that kind of damage anymore due to no more buff stacking and 50 only brackets.
  14. I agree. This post sums up PvP in MMOs ever since WoW was released. The part about that post I love the most is how perfectly he describes the problems with this "micro-objective" system. In SWTOR, you can easily win all three Warzones without killing a single enemy or with very minimal fighting. - Hutball: Coordinate pulls/Intercedes/Leaps and you can win 6-0 rather quickly without actually having to kill hardly anybody - Alderaan: Stealth classes can simply ninja cap points. Yes, I realize they will most likely have to kill at least a couple players but in general, combat can be avoided. - Voidstar: Stealth classes can once again ninja cap the doors. I love how in DAOC, there were no "micro-objectives" and that the goal in PvP was simple and straight-forward: Kill enemy players, gain Realm Points. Taking keeps involved: kill door, kill enemy players, kill lord, keep is yours. EasymodeX is 100% spot on in his post. Nice job.
  15. copasetic

    jedi knight

    I don't know about Sentinels/Marauders but as a Rage Juggernaut, I can consistently do over 400k damage in Warzones as long as they aren't complete stomps and end too soon. I had a 613k damage game last week. And before you say it, I didn't have a pocket healer in the 613k game. I hardly ever have a healer solely focus on me. This is merely a case of knowing how to play your class correctly instead of whining about how underpowered they are.
  16. Hah good point. I never realized that. Then Gravity is definitely a solid choice. Thanks for pointing this out.
  17. Bioware has already said that space combat is getting a big update in the future. Does this mean open space/railed PvP? Open space missions? Who knows. Just be patient and give BW some time.
  18. There are some good Republic premades/guilds and players on Fatman that know how to PvP. Ilum-wise, Repubs are obviously outnumbered but you will encounter these skilled players more often than not in Warzones, especially around prime time.
  19. That's like saying baseball team A should win the game after scoring 10 runs in the 9th even though they lost the game to baseball team B with a final score of 11-10. Team B played far more consistently throughout the entire game and stumble in one inning so they deserve to lose? You could apply this same scenario in any game/sport. It's called momentum. If you control it for the majority of a game, you usually win unless there is some massive choking. The team that plays better throughout the ENTIRE game deserves to win over a team that suddenly gets hot for one quarter/inning/etc.
  20. This is the Rage spec I'm currently trying out: http://www.torhead.com/skill-calc#101cZI0oZGMRbdrMbGR.1 The Rage and Immortal trees are pretty much set in stone for me. - Strangulate is a must-have because it means you are still casting the Force Choke on enemies that are knocked away and out of the Force Choke animation. This is critical due to how often enemies are knocked around. This talent is absolutely critical because the entire key to the Rage tree is building 4 Shockwave charges and having your Force Choke cast the entire duration gives you 4 charges - Payback isn't worth the 2 points for only 10% HP (around 1600-1900 HP depending on spec/gear) - I don't use Vicious Slash enough to utilize the 2 points in Brutality. I only use it as a rage dump when everything else is on CD - I don't find Gravity necessary since the Rage spec is already so mobile between Obliterate and Force Charge. I never have any issues staying on enemies and rarely need to use Chilling Scream - I may test Improved Sundering Assault soon but I am currently fine on generating rage. I'm thinking about trying out 2/3 in Single Saber Mastery and 2/2 in Unyielding to see how much of a difference it makes in rage generation
  21. As a Rage Juggernaut, here's my list of classes that are most difficult to fight against (1 being the hardest): 1a. Powertech/Merc/Commando/Vanguard 1b. Sorc/Sage 2. Assassin/Shadow 3. Marauder/Sentinel 4. Juggernaut/Guardian 5. Operative/Scoundrel Yes, that gap between 1 and the rest is there for a reason. 1a and 1b are that much more annoying and troublesome than the rest. And yes, I didn't list Sniper because I haven't faced enough GOOD ones to make a fair judgement. Honestly, I feel like Snipers don't do enough damage since nearly all(?) their attacks are mitigated. Apparently this wasn't the case during closed beta and Snipers were actually doing insane damage then Bioware nerfed it. Sound familiar? Go figure.
  22. I got some Sith Warrior Orange Bracers yesterday from the Imperial Heroic daily quest on Belsavis where you have to kill Lord Raxxus. They dropped off Raxxus. I think it had two open slots in it although I could be wrong. I will check once I get home from work.
  23. I find it hilarious that you think Guardians/Juggernauts are the worse PvP class. But I'm not going to ruin our fun and explain how dominant the class can be and how I am consistently doing over 400k damage in every Warzone that isn't a complete stomp and ends too soon. What's that? Did I hear something? It sounded like the distinct sound of a Tracer Missle/Grav Round being casted. Let's focus our attention back on them.
  24. I applaud your post OP as you clearly invested a ton of time and effort. I agree on all aspects of your post and hope Gabe (the head PvP guy) or someone from the PvP team reads your post. In fact, I suggest that we all send emails to Gabe or whoever else with links to this thread motivating them to read this.
  25. Also, please stop posting pre-1.1 screenshots where damage numbers that high aren't possible anymore. The Guardian in this screenshot was taking advantage of two things that were removed in Patch 1.1: 1. He is stacking Expertise pickup buff and Adrenals, along with multiple other buffs, which isn't possible anymore. 2. He is doing this 10k hit on a low level player that is most likely in the 10-30 range. This isn't possible anymore due to level 50 brackets. Of course a Guardian's strongest hitting ability will hit that hard with every buff possible on a gray level 20 enemy. I wish these old screenshots would just be deleted or threads closed instantly that involve them.
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