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Draemos

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Everything posted by Draemos

  1. It's funny, cause last I checked (cata) resto Druids sucked in PvP because they are strong PvE healers and blizzard is afraid to buff and make them op in PvE. It swings both ways.
  2. the wrecklessness bonus is a 4 piece stalker bonus. You can't get it and get 2 piece survivor.
  3. The assassin set is actually significantly better, since it focuses far more on crit/surge. I wouldn't be surprised if other classes had similar stat shifts. Not that I support the OP in even the slightest.
  4. Their burst will still be better, especially on heavy armor targets.
  5. Guess what else has all of that, and a ton more survivability? A Darkness Assassin. Playing Deception in Huttball is a handicap.
  6. Heh, that's what I was thinking. He actually had a pretty good pull from my experience.
  7. Voltaic x2 (induction buff) Wrecklessness Shock Discharge Maul (when exploit weakness procs) Assassinate (<30% health) If you shock without induction, your screwing your energy pool. If you Maul without exploit weakness, your screwing your energy pool. I actually play a rogue in Wow and the difference in difficulty is negligible. In Wow it's about managing combo points and juggling finishers, in TOR it's all about proc watching and proper rotations so your attacks are energy efficient. It's actually a lot harder right now (in TOR) just because we don't have macros or tools like powerauras. Assassins are very unforgiving for using abilities when the proper procs/buffs are not in place. In PvP, my rogue is significantly easier to play because of the all the defensive cooldowns. Assassins survivability sucks in comparison.
  8. A lot of it has to do with how terrible Deception is for Huttball. Empire plays a ton of huttball, Republic not so much. My Deception Assassin in Huttball is an exercise in frustration. In order to really have an impact you are pretty much forced to go tank spec.
  9. Armor makes a pretty huge difference in mitigation. Defense and Absorption not so much.
  10. Deceptions survivability is TERRIBLE. We're hands down the squishiest class in the game.
  11. Yes it does. Once you start playing w/ competent tanks and DPS that are capable of taunting & guarding, you will understand why.
  12. We not particularly strong soloers, but I certainly didn't need to out level the content either. Once you get talos, it's easy-street.
  13. Stealth classes stealth... News at 11.
  14. Darkness Assassins are pretty solid. Good DPS and good survivability with solid utility. Deception & Madness Assassins could do w/ a little better survivability. You are the squishiest class in the game if you use a DPS charge; and while our damage is pretty good, it doesn't really justify how fast we die... especially when compared to heavy armored classes w/ comparable damage. Having said all that, we are not a weak class. I'm pretty happy w/ my deception assassin.
  15. This is accomplished with any healer/tank combo. A Powertech/operative is equally successful. A merc/juggernaut is damn near impossible to kill.
  16. It's fine. You just don't want to PvP for PvP gear. Silly raiders.... It takes all of a week or two to have enough expertise to be competitive.
  17. This is written from the perspective of a DPS Deception Assassin. In my opinion, we are a solid class w/ a couple small issues. One is that our DPS spec w/ a DPS charge is the squishiest class in the warzone, and our damage and defensive cool-downs aren't representative of this. I dislike the idea of increasing our damage, because honestly I think most classes do too much damage and we are certainly capable of putting a hurting on someone already. So I'd like to see us have a little more staying power in a brawl, especially since our ramp up cycle demands that we brawl quite a bit. The other is that we just have some awkward design choices with some skills. 1) Deflection sucks for DPS Assassins in PvP. Most attacks completely bypass defense, and unless your tank specced, a % boost isn't that great regardless. I'd like to see this be some sort of baseline damage reduction for someone using a DPS charge. This way it stays the way it is for Tank specs, but improves the survivability of the DPS trees. 2) Force Cloak requires you to save Force Shroud in order for it to be successful the vast majority of the time. You'll almost always have a DoT on you, or you'll immediately get knocked out of stealth by AoE. This takes one of our only defensive cool-downs in Force Shroud, and makes it a slave to our escape mechanism. I'd rather Force Cloak worked in a way that made it less reliant on force shroud in order to remove DoTs so I could actually use Force Shroud to mitigate direct damage attacks (or CC). WoW uses a "improved stealth" mechanic that prevents damage for the first few seconds after a "Vanish" from removing stealth. I think thats ultimately what needs to be done here. 3) Lacerate sucks. It even sucks for tanking. It's an energy hog and doesn't do enough damage for the GCD, plus Assassin tanks have a couple other AoE ways of grabbing aggro. Make it hit (significantly) harder, but it on a 15-20 second cooldown so it's not spammable. I should want to Lacerate w/ 3+ targets regardless of my spec.... I do not want to at this point. It needs to hit harder. Especially since its a damn cool animation. 4) Spike is awkward. You can tell it's a leftover skill from beta when it didn't require stealth. It costs too much energy for the effect it produces and the damage it does. Either make it cheaper (say 20 energy), or make it proc a free Maul. It's not terrible right now, I certainly still use it. But it leaves something to be desired from an opener for a stealth class. It needs some sort of synergy with the class.
  18. If you actually think Projects ability delay is what's causing you to lose, you are hopelessly bad at PvP.
  19. Some sort of experience bonus for a couple months would sort things out. Preferably while people are still in heavy alt mode. Barring the creation of new Empire players on servers is a bad idea.
  20. They are no less cheesy than the jumps and defensive pulls. Which is why it's perfectly fine. They counteract each-other.
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