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clearsighted

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Everything posted by clearsighted

  1. It's from people who are angsting about not being able to either 1) Solo world bosses or 2) More easily grief lower levels. That's where all this crap about how a player with 2018 expertise vs someone without, is equivalent to a level 60 player picking on a level 30. Not even remotely the case. A level 60 can one-shot a level 40 just from a force charge, or take 3/4ths their life with a basic attack. With level synch, a good level 30 could easily beat a down-bolstered level 30 bad with Expertise. And even an average level 30 with 2018 expertise can be easily double-teamed. In any case, it's a fight you have a strong chance to win with the right use of DCDs.. There is no comparing it whatsoever with the current system, and anyone peddling this line of argument has some seriously shady ulterior motives because it is just so blatantly untrue. A good pvper with 2018 expertise in a 1v1, attacking from ambush, will still probably win. But good pvpers are almost never griefers...outside the Ilum daily during the gree event.
  2. This post is so lol-worthy. Newsflash: I do the same on Yavin, but I've been jumped plenty of times by bads in pvp gear, that still get trashed. Have you never, ever beat a bad player while wearing pve gear? I'm not saying I would defeat an actual good pvper. When two good pvpers fight, expertise makes a huge difference. But there are a lot of bads on Yavin, and I've routinely defeated them. Also? It's mostly only bads that go to lower level planets to terrorize lower level players. It doesn't matter if they're in 2018 gear. They'll still have a much higher chance of losing to a decent player, than if they were a level 60 in the dune sea. So what exactly are you calling BS on? Unless you've NEVER won a fight when you were in pve gear? If so, that's hilarious. Any decent player, who has ever levelled up on a pvp server, should know exactly what I'm talking about. Namely, the griefers are usually the worst players. You don't see Krea or Mosh hunting level 25s in the Dune Sea. Most of them, unless they're on an OP class in a favorable matchup, are not helped much by expertise.
  3. You don't know what you're talking about. I can beat people in expertise gear while in my pve gear. There's not a remote chance in hell for say, a level 40-50 to eat a level 56+. Not even close. Higher level, geared chars will still have an advantage, but they'll still drop to a 2v1. I doubt you even play on a pvp server. I play on Bastion, and I beat people in 2018 in my pve gear on yavin all the time, cause I can't be bothered to change gear. Bunch've carebears in this thread who've never rolled on a pvp server but have an axe to grind against level synch cause they can't solo world bosses anymore.
  4. You're absolutely right and it's gonna be great.
  5. No no no. Never use any tank stat (Defense, shield, absorption etc) unless you're in a tank spec. Just give Quinn up to date blue cunning gear (Mods are very cheap nowadays, and so is orange gear). Use a DPS focus. Vengeance rotation is not that difficult. The Dulfy guides rate them for tryhard Operations DPSing. You're not a tryhard operations DPSer. With Vengeance, read the tooltips and the passives. A surprising amount of people don't do this. When you're questing, leap in, SMASH, sweeping slash a few times to kill the minions, (or you can Overhead Slash/Force Scream, whatever!) and then Ravage the surviving lieutenant. Then shatter to recharge master strike, and ravage again if need be. Later on, against golds/bosses, it never gets more complicated than leap -> ravage -> shatter -> ravage and then the rest is just filler. For questing purposes, it doesn't matter if you get a procc'd force scream or not. Just try to hit buttons when they light up. (So if Force Scream isn't lit up, use Overhead Slash/Dispatch first, but it sorta doesn't matter at your skill level). Use enrage when you leap. Get the utility at level 35 that recharges leap, enrage and throw saber after every combat. Then just go from mob pack to mop pack, leap, smashing and killing the survivors...with ravages for surviving LTs and golds. Always run with Quinn and make sure he's geared. Make sure you're geared too. You will NEED to buy mods. The gear you find while questing will not keep you up to spec.
  6. Hybrid specs used to be more of a thing and less worthy of being commented on. In fact, 'everyone' was a hybrid spec, in some sense, given how the old tree system worked. These days, the requirements/restrictions are much more severe. They're so severe, that the jugg ability to do reasonable DPS in soresu, while in vengeance/vigilance, is enough to draw attention. Despite the fact that it's sub-optimal damage and sub-optimal tanking. Mostly however, people get annoyed because it's a playstyle specifically intended to take advantage of the matchmaking system.
  7. Powertechs have a ton of mobility - insane mobility really - with hydraulics. An intelligent player can use HO to mitigate/avoid a ton of damage and bad situations. Playing on my PT, I save myself from certain death at least 10 times a warzone, just from being fast and unable to be rooted or slowed. Furthermore, while doing this, I can unload incredible damage on the move. Juggs are more slow and plodding. Once they're in a fight, they're pretty much in it. It takes MUCH greater skill to get 'good' at Guardian Leap/Intercede than HO...And HO being active 10 out of every 25 seconds, vs a quick jump every 20 seconds, is a world of difference. Assuming you're a DPS jug, my survivability advice is: 1) Force Leap as often as possible, for the damage reduction, CC immunity. 2) Pop warzone adrenals and medpacs constantly. My jugg goes through them like crazy. I like to time my Endure Pain, Medpac and Adrenal all at the same time. 3) Use Saber Reflect often. Whenever you're taking ranged damage. It'll also really mess up an operative/scoundrel. 4) Saber Ward can be timed, to where it'll 100% mitigate any damage received in the first 1.5 seconds. I normally end up timing Saber Ward with Ambushes I'm about to receive, or PT bursts. 5) Never die with Enraged Defense off-cooldown. But at the same time, get the most out of it. When you have bleeds on you is a good time. Against some classes it's not worth it to pop. You don't want to be the guy that pops ED against a scoundrel or something, and gets flashbanged for your trouble. 6) Try not to just use force choke randomly. Wait until someone's near death, to get them right before they pop their DCDs (this is more instinct than skill, really) OR, at least use it to interrupt something. I'm not saying to totally sit on it, but too often this is the FIRST thing someone does. 7) Force Push often. It essentially robs your opponent of 1.5s of their life, and can refresh your force leap. I like doing it to interrupt their rotations. 8) BIGGEST TIP: Don't hang onto your DCDs. I know I suggest a few optimal scenarios to use them, but the truth is, they should be used early and often. An arena ranked fight will often last about 2 and a half minutes. I like to really get their attention at the start, blow through my DCDs, chokes and pushes, etc...and chances are, I'll have most of them recharged before the match ends (saber reflect at least). It's better than waiting until you're at 10% health and the match is almost over before using everything at once. In the end though, juggs were made to die. It's very hard for a jugg to get 'unstuck' once they're stuck in. Your success or failure depends a lot on the quality of your team. If they can take advantage of the attention you draw, then you will win. If they're pretty much worthless, then you'll be dying for nothing. Juggs don't really have the OPness (sorcs), annoyance factor (stealth classes) or savage burst (most other DPS besides us) to singlehandedly swing a match by themselves. At least one other person near you needs to have a clue and take advantage of the time you buy them. It's okay to die if your team wins the node or the match. That often means the enemy focused you too much, and your teammates (being decent) were able to go to town on em. In that sense, you might end up dying a lot, making other classes look better i.e (WOAH, that PT/sorc put out 1.2m damage, he must be way better than the veng DPS that only did 790!). A jugg can pull some sick damage and top the scoreboards though, if they're allowed to just smash on cooldown and spread dots the whole fight. But it's 'pressure' damage. There's no hard burst to catch people off guard. You will never surprise anyone that they died, except in tanking...when the occasional ~11k crushing blow crit coming simultaneous with a ~6k retaliate, all while clipping ravage after an instant choke...can be hilariously devastating. But that only happens like once a match, cause of everything that needs to line up (relic procs, etc).
  8. clearsighted

    Under 60 pvp

    59-64 should get rolled into 65. They just can't queue for ranked until 65. Having them running around regs though, would be fine.
  9. I hope you have his chat turned off.
  10. Vengeance vs Vengeance fights are more about gearing than anything else, provided both parties have a clue and know when to use their DCDs. (especially since Vengeance guarantees your opponent getting full use out of their enraged defense). I'd be interested to learn how the two of them were statted, if one went more alacrity or surge, etc, or if both were in 174s and how they were augmented. It was too blurry to see cast times and health.
  11. Later on, they get 20% damage reduction after charging, and 5% permanently. At your current level, it's just a learning issue. Rage has a lot of buttons. Run with Quinn and you'll be fine.
  12. I bet the OP had a hardon the entire time he was putting together and editing his video. Looked like a good fight, though. You spent an amazing amount of time seeming one hit from death. But that's how jugg fights can be crazy. My own personal philosophy is to never duel someone who is so psyched up by winning, that they'd put together an inspirational rock video of beating your *** up on youtube, if they succeeded. It's served me well, so far.
  13. Stop peddling this myth. AP PTs actually have quite decent defenses, especially combined with their mobility and heavy armor (which while not great, still gives them more DR than any other burst class). I love it when people try to focus my PT/VG in an arena. Energy Shield + Warzone Adrenal, means at least ~15-20 seconds of taking very little damage. After that, I have kolto/adrenaline, ~35% health back from shoulder cannon (which works out MUCH better than the Mara's blood ward heroic, owing to its extremely awkward internal limitations, which makes it impossible to get the full benefit many times...a PT is assured of their 35% even if no one is attacking them. Also, that is 35% without it ever critting, which it will, 2-3 times). I still have the medpac as a last resort, which helps me more than other classes, as I can do a whole rotation in the extra time it affords me. Having two stuns, and the only aoe stun in the game is also very useful. And you can interrupt as often as a marauder. Half of each match has hydraulics active, which is how all the truly 'great' AP PTs make their bones. Don't get me wrong. It's EXTREMELY easy to faceroll a PT. And very easy to be an average one (and an average PT is still WAY better than the average DPS of most other specs). But the great AP PTs are extremely adept at using hydraulics to mitigate much of their potential damage. A good AP PT can pretty much farm juggernaut or marauder in any spec. (BTW, if you're a PT, and you have trouble with juggernauts because you keep eating your own burst from their saber reflect, then I hate to break it to you, but you're not a good PT). A good PT can just slow/kite a jugg/mara while waiting for cloak of rage/enraged defenses/saber ward, whatever, to wear off, then go to town. The reason why AP PTs are by far and away the most over-represented DPS aside from sorcs, is because a good PT should be able to kill one player of any other class, and get another half down before dying. If the rest of their team has any sense, they WILL win. That said, the biggest reason there are more powertechs at the top is because of shield tech being OP.
  14. 4v4 isn't ideal, but 8v8 is worse. It's even easier to be carried to top ranking, when 8v8. At least in 4v4, everyone on the team needs at least a clue. What the game really needs it to enforce the trinity for arena ranked. That would put the kibosh on corruption sorcs right quick. Although, shield tech tanks and sorc heals are still a bit OP, owing to their far FAR easier mechanics combined with higher effect. (Shield tech damage reduction is IDEAL for arena pvp).
  15. It is extremely disingenuous to compare KOTFE to NGE. NGE was like a 70% overhaul. KOTFE is like a 15% overhaul at best. Almost everything fundamental is staying the same. Classes are almost entirely untouched.
  16. I can confirm regular warzones always pop, even at 3 AM PST. Faction balance is good (these days). All tiers seem to pop frequently. Regular warzone wise, there's no real difference between Bastion and Harbinger. Arena ranked is a different beast, especially this late in the season. But 4.0 should supercharge it.
  17. There's a lot of people planning to start playing again/return to the Bastion, when level scaling hits in 4.0. It's going to be a great improvement for an open world pvp server.
  18. ITT: PvE'ers giving pvp gearing advice. PvP is just a monkey humping a huttball. All that matters is stacking power, surge, and getting lucky to chain a few big crits together. And knowing how to use the DCDs of your class. Nothing else matters. In most situations, your victory or death is pre-ordained, and it only matters how quickly it will happen either way. If people's DCDs are up, and yours aren't, they usually win and vice versa. In ranked, it's just whoever has the shield tech tank and the sorc healer combo who wins.
  19. Level synch is going to be amazingly awesome, especially on pvp servers.
  20. I bet LordMcEgo is the same douche that goes to Alderaan or Tattooine to attack lowbies on ow pvp worlds.
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