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tenehuini

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  1. Stopped taking you seriously right there. Also, point 3 and 4 from scoundrel list are mutually exclusive.
  2. Can't do that while fighting. Not even mentioning how often I get decloaked (+ possibly knocked back) by some random aoe, chain lightning etc.
  3. You do realize that this nerf won't do anything about scoundrels dispatching (undergeared) people in 5 seconds right? The issue of the class is sustained dps, to be more specific, when they can't get behind their target. But even then the dps feels really weak and rotation VERY clunky (when compared to sentinel and assassin). Yesterday in 16man EV I was the last one to kill my assigned guy even thought there were people with way worse gear than myself - half columni half champion (including one sent in the lvl 40 pvp gear). So, instead of addressing these issues, the patch is making them even worse. I also don't really undrestand why on earth do I have more abilities than spaces on action bars and still don't have enough (meaningful) buttons to push in combat.
  4. Because you can't snare/root someone with full resolve bar. Oh wait! But yeah, watchman sentinels (annihilation marauders) are really beasts when it comes to survivability. I'm not quite sure if nerfing the signature ability of the class because of synergy with one talent build is the way to go though.
  5. Juggernauts (Guardians) are the ONLY class in warzones I consistently see: doing 5k crits doing 2.5k heal (***) AND doing 20k+ protection. And you would want to buff that?
  6. I have both assassin and scoundrel, so I'm not biased here. Not sure what you mean with freecasting? Maybe the free backblast (that actually costs 12 energy because you have to flechette round before it every time to even begin dealing decent damage)? Ok, so you get a free shot with positional requirement every 10(something like that) seconds. Assassins have freecast as well (and it's ranged). Or the energy free ability that has 30 meters range and deals close to no damage (is good only for finishing off fleeing targets that have >10% hp) About the opener: I agree, scoundrels have better opener than assassins. Maul is nowhere near shoot first. On the other hand scoundrel doesn't have execute. So, the difference is, assassin gets his big hit in the end of the fight (where it matters more imo) and can use it on every enemy he's fighting while scoundrel gets it in the beginning and can use it only once every fight. The ranged dot hits like a wet noodle and has terrile DPE. There are only 3 reasons to keep it up in PVP: Keeping people from capping (goes away next patch), getting 3% damage increase on dotted target and getting upper hand back from round two (they should have flechette round dot on them 100% of time it takes you to kill them anyway, so it's kind of moot point). Obviously you can shoot it while trying to get back to melee range, but the damage output in the span of a PVP fight is really minimal. You do realize there are no ranged shared abilities past level 10? All scoundrels get is the detonation thingy (on 30 sec cd) and the 2sec cast ability. Assassin gets 30 meters stun to stop that fleeing git, and 2 30 meters lightnings every 90 secs. AoE mez (it breaks on damage so it's mez, not stun) is good only for escaping. Medium armor? Really? Like that matters in PVP. (not mentioning you can swap to dark charge if you really want to feel tanky). Healing of scrapper specced scoundrel is pretty crap, and it's usually better to spend that time and energy on killing stuff - talking DPS PVP specced scoundrels here, not the survivability specced ones. And as for maul not dealing enough damage - maul crits for over 2.5k in PVP from level 10. Scoundrel has to wait till lvl 36 to even begin thinking about getting 2.5k crit. My assassin is not well geared (about 300 exp) but I was getting 3k-4k crits with maul consistently in the lvl 50 bracket. About the same I can get with backblast (when I have flechette round running). Deception is fine, and feels considerably easier to play than scrapper scoundrel. If you have issues with positional requirements on maul maybe you should start using mouse for turning, the game engine is pretty forgiving when it comes to that. Much more than -the other game-. I agree that scoundrels don't need gap closer desperately for PVP. They could use one, but it's not required. They however do need it desperately for PVE. Assassins simply have superior mobility in both PVP and PVE.
  7. If you really really want to go PVP melee (god knows why), I say go with either of the Sith Warrior classes. Juggernaut for A LOT of survivability, insane self healing (saw as high as 4k crit on god knows what skill), very hard hitting stuff (again, up to 4k crits on 500 exp targets). Marauder probably gives up some of the survivability for more damage, and the lovely dualwield animations, but also gets some pretty dirty tricks - 99% damage reduction for finishing up someone in a zerg situation and a 45sec cd vanish (***, really?) that leaves all those stealthers in combat (again, ***?) exposed to the incomming zerg of your allies while you skeddadle away to heal up. And obviously the with jump + (talented) 10m jump + (talented) intercept jump they have the best mobility out of all melee classes. My god why I'm not playing one yet... Brb rerolling.
  8. Yes, you are. Contrary to popular belief, cover has place in Scoundrel's arsenal. Apart from shoot first, sabotage charge is actually our hardest hitting ability (I was quite surprised when I noticed that). The roll to cover might be used as well for some added mobility, but I find that mechanic bit clumsy with the very unfriendly camera, so I'm not using that. Obviously it might be useful for finishing off a fleeing opponent as well, however do note that you can not crouch when rooted. Considering crouching doesn't respect GCD you could actually fit it to your normal rotation, but I'm not sure about exact DPE here so it might not be worth using in PVE situation (unless you are forced to attack from front). It's however definitely very useful for bursting someone down even faster in PVP.
  9. I just don't get why on earth are there scatterguns with aim (and defense). Who is using those? I thought BHs/Troopers are using generators
  10. As with most other anti exploit systems, usually the ones doing legit stuff get the shaft while those exploiting find new ways of bending the rules (see Ilum changes. If you are strictly kill trading, the changes don't affect you, but god forbid you playing legit. Out of 20 kills in mid i got credit for 6.)
  11. The big problem in this game is, that casting a spell is just way too easy. In <game that shall not be named> if a melee is whacking at a mage, there's no way the mage wouldd be trying to get a spell off. Interrupts need to lock out everything, not just one spell. Right now only class that is properly punished for getting kicked is healing operative/scoundrel. Just kick his UM, and unless he has upper hand, he's as good as dead because he doesn't have any heals to cast. If you try to do that to sorc or bh, they will just cast another heal...
  12. I myself spacebar through convos only in instances/dialogues that I've already heard (and expect everyone else to), but as long as something is happening, I don't mind slower pace. I will however b*tch if there's no action and people are just standing around doing nothing.
  13. Wrong thread about the PVE healing, sorry about that. In PvP I'm mostly playing scrapper (and leveled also as scrapper). edit: If you check the post I was originally replying to, it was about 'going leveling another class to see how it's easier'. In my reply I was simply stating that from my experience scoundrel, especially scrapper, does not play more difficult than eg. assassin I've leveled before. Granted, now with 2 rakata adrenals I don't have enough slots on action bars, and I'm actually using all of those buttons, but that's completely different story (and the same was truth for my assassin).
  14. Well, I rerolled pre nerf, but after the changes were announced, and I've got to the levels that were affected by the changes only after post nerf. Not sure if 3 pc champ, 2 pc columi, 1pc tionese, 1 orange item (with rank 124 mods) and rest centurion classifies as 'decent' gear. But yes, I have completed Maelstrom prison, Battle for Ilum and D7 on hard mode as healer. (also EV 8 man normal, but that's really faceroll)
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