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marshmallow

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Posts posted by marshmallow

  1. I really don't understand this.What s the big deal about 2100?

    Full pvp gear gets 2274.14 and Im not that good or have my rotation sorted.

    No adrenals either. Actually records would be way higher than this from players that can actually play.

     

    APM Hits Damage DPS Normal Hits Normal Damage Crit Hits Crit Damage Crit % Interrupts

    46.13 1048 1005623 2274.14 840 578005 208 427618 19.85% 0

     

    http://www.torparse.com/a/503353

     

    ya ur beast

  2. ...

    If you want I can go back and find the scoundrels on other servers that I talked to. A lot of these ideas are from them(except proc to allow shoot first to be used out of stealth, and force camo for scoundrels). A lot of the other survivability issues are things that I've noticed from simply changing the class. Thanks for taking the time to read what I wrote anyways.

  3. i completely disagree that the +5 energy set bonus is very good for PVE scoundrels.

     

    in fact, it's my main concern with the class as a whole.

     

     

    first, it's only 5%, not 5, so we only get 42 energy for our max-regen pool.

     

    i'd also add that it's more beneficial for a PVE scoundrel to get the 2-set PVP bonus. this applies for all specs as stacking the healing set bonus hasn't been fixed and the extra tick of flyby is worth more dps than the 2-set bonuses, even counting the reduction in mainstat, and certainly more useful than the 4-set bonus.

     

    i'd like to know if it's intended to only provide 5% energy rather than 5 energy for max-tier regen and what they feel, if anything, it adds to a scoundrel's rotation. i'd also like to know what they feel about the PVP set bonuses being BiS for PVE dps

    i think that this can be tied to the existing concerns over PVP set bonuses.

    .

     

    I agree 5 energy for both PVP and PVE set bonuses is a pitiful set bonus, especially for a 4 piece. I meant the critical strike increase(the 2 piece PVE) is much better than added time on smuggle for PVPers, as smuggle is rarely used in PVP matches I've been in.

  4. Scoundrel Community Questions

    Greetings! I am marshmallow, and I have been elected as your Scoundrel Class Representative. First off I wanted to say thank you to everyone who showed their support and voted for me.

     

    I've basically been elected to initiate a discussion within the scoundrel community about issues within our class that we would like to see addressed. I will not be coming up with these questions on my own, I will be requiring a lot of input from all you other scoundrels out there. Hopefully in the end we can all decide on 3 questions that we see fit to send to the developers to answer. Keep in mind we do need to have 1 PVP question, 1 PVE questions, and 1 question that can be anything about scoundrels.

     

    Our questions are due by 8/30,(as seen here:http://www.swtor.com/community/showpost.php?p=6591749&postcount=172)so we do have about a month to procure our questions.

     

    Now, I have already discussed with several different scoundrels from a variety of different servers about concerns they had. The suggestions ranged from questions about sawbones spec, to implementing a new stealth detection system in flashpoints. Here are some of my concerns:

     

    Scrapper


    • Scrapper spec really lacks sustained damage in my opinion. Basically all of the damage in this spec comes from your opener. My personal idea to improve this issue is to add some sort of proc to the scrapper tree that would allow you to use shoot first out of stealth, however the target would not be knocked down from shoot first used out of stealth. I've also heard from a lot of other scoundrels that would like to see an auto-crit on shoot first.


    • There is a lack of survivability in scrapper spec. If you get caught in the enemy back line as a scrapper scoundrel out of stealth, you're in trouble.


    • PVP set bonuses for scoundrels really need a change as well. The Enforcers set bonus for PVP is, "Increases the duration of Infiltration or Smuggle by 5 seconds and Evasion or Dodge by 1 second." and "Increases max energy by 5." Honestly both of those are pitiful. These should be changed to the old back blast set bonus as soon as a new tier of gear is released. The PVE set bonus is much better. "Increases critical strike damage of Shiv or Blaster whip by 15%" and "Increases maximum energy by 5."


    • Energy management is below par in scrapper spec. You will find yourself running out of energy on a regular basis without having cool head available in both PVE and PVP environments.


    • The spec lacks a healing debuff. Adding a healing debuff, and an auto crit on shoot first could give this spec a much better chance to get a spot in competitive PvP. Plus adding a proc that would allow shoot first to be used out of stealth could make the spec much better in a PVE environment too. Another idea would be to add a camouflage on a 45 second cd that works like the marauders force camo, and you could use shoot first through this camouflage. Of course if you had the temporary stealth, you would not have the proc that allows you to use shoot first out of stealth implemented into the game.


    • One of my own ideas I had for scrapper spec that could address survivability and sustainable damage in one talent would be to make a talent similar to scramble from the sawbones tree, except for the cooldown of vanish would be decreased. Now the way that it could be decreased is debatable, it could be every time you deal damage, every time you crit, or even just every time you take damage. In order for this talent to be more viable for PVE the cooldown would need to be reduced through damage dealt in some way. This would allow you to reopen many more times during a boss fight, or any kind of long fight in PVP.

    Dirty Fighting


    • Currently, PVE wise this spec is one of the top dps specs according to some of the logs I've seen on Torparse.com. PVP wise it is very rarely used in competitive play besides occasionally on Voidstar offense.


    • Survivability is a huge issue for dirty fighting scoundrels in PVP. If you push up too far into the enemy line and get caught you will almost definitely die unless you have all of your cooldowns. Survivability for Dirty fighting is really my only concern with this spec.

    Sawbones


    • This is probably scoundrels strongest spec PVE, and PVP wise. Scoundrels and Operatives are topping the charts for HPS in PVP and PVE, and is arguably the best healing spec in the game. A lot of people on these forums say that sawbones is the most overpowered spec in the game.


    • The only thing I could think of that would be nice for this spec is some way to track your HoTs. It can be difficult to distinguish between your HoTs and someone else's. It could be added as feature within UI customization.


    • A few people from other servers also mentioned making Kolto Cloud hit more people than it currently does, but I think this change is unnecessary.

    Miscellaneous


    • As I listed above one scoundrel I talked to had the idea of changing the stealth detection system in flashpoints and replacing that with some sort of trip wire system. This could of course apply to all stealth classes but I thought I might as well mention it. (Thanks to MiralukaJedi for this one)


    • Another issue that still occasionally happens to me in warzones is the roll bug. This is the bug where you become stuck in place and are forced to wait until you are removed from the warzone. I had this happen to me about a week ago and it is very frustrating, especially when you're in a ranked warzone match.

    Now its time for the rest of the community to give your feedback. Keep in mind we do need to formulate questions not suggestions. The above post is simply to get the discussion started! In a week or two I hope we can have enough questions prepared where I can create a survey, so we can all decide on our questions. Thanks for reading and I hope together we can come up with some good questions that can change scoundrels for the better in the future.

  5. I have really never seen a game go more than 8-9 rounds. The only time it would is in ranked, and if a ranked team is stacking that many healers on one side, that's sad.

     

    What would be more sad would be the ranked team that couldnt dps through that, swap to the other or win in other ways.

     

    It seems to me this stalemate would be caused by both teams using a turtle comp and that is just bad playstyle.

     

    Solution: 6 dps, 1 heal, 1 tank. Go win.

     

    If you have 1 heal on Hypergate you will probably lose the node on the side with no healer. In RWZ nowadays every team splits on Hypergates.

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