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tenehuini

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Everything posted by tenehuini

  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)
  15. ok, since my last post got removed as we are apparently allowed to pop only one question, I'll ask something completely different: I haven't tried the common tree yet, but the scrapper tree is clearly built around using back blast on cooldown (talents improving damage, crit chance, crit damage, reducing cost, providing major dps buff after usage of the ability) and not being able to hit the backblast at least every 15 seconds to keep flechette round buff up hurts scoundrel damage pretty bad. The multi boss fight in EV definitely comes to mind here. Therefore my question is following: Are there any plans for adjusting scoundrel/operative ability to deal decent sustained damage from front of the target?
  16. Assassins got the same talent as well in their stealthy tree, so that's definitely not a valid point. We are currently the only melee class without any kind of gap closer and we desperately need one for PVE. We also need a way how to deal damage from front (also for PVE purposes). Losing my hardest hitting attack as well as 30% ArPen as soon as I'm not able to backblast is way too punishing considering how hard time we have moving around in OPs already. I'm really wondering how exactly will I be killing my miniboss in EV.
  17. People who complain about 0 medals for healers just have l2p issues. in void star/civil war there's NO reason you shouldn't be sporting at least 6 medals - 2.5k heal, 5k heal, 75k healing, KB, 10 kills, 75k damage (aoe, especially freighter flyby, is your friend) in void star, 1k defense points in civil war. Managed to get as high as 8 medals in both void star (300k healing, 25 kills) and civil war (25 kills, 3k def points). Getting 2.5k crit from the freighter flyby when under effect of surge trinket + pvp adrenal is also not uncommon. Sure, it's not as super ezmode as for example juggs have it with their imba selfheals + tanking medals, but just roll hots on everyone, pop colto cloud and go do some damage, it's not that difficult. Edit: and just so that I'm not completely OT, yes, scoundrel healing needs quite a bit of tuning. 2 resource systems, number of healing tools (5 if you count the 1.5sec heal that costs both energy AND UH, ***???) and the energy regen system just make the healing very user unfriendly.
  18. Yeah, let's make tanks work for their guardian medals even less than they have now. I'd be all for these changes under one condition: Guard medals are awarded only to tank specced characters, and tank spec chars can't hit/heal over 2.5k. It's getting kind of ridiculous when you see a jug with 3 tanking medals, 300k damage, 2.5k hit (4k), 2.5k heal (also was 4k heal actually, ***???) AND almost 75k healing.
  19. Scoundrel is fine. It's just l2p issue. This comes from assassin who rerolled scoundrel POST nerf.
  20. This. The 'pre stats' you see in purple item is actually purple armoring of appropriate grade that can't be removed from the item. Eg: rating 124 purple (req lvl 49 or 50) with mod/enhancement removed will have exactly the same stats as an orange item with rank 22 purple armoring
  21. And now imagine how the melee that doesn't have move that ignores ledges feels.
  22. Where you meet those snipers? The ones I meet are usually back in cover before my GCD from knockback ends... Snipers are fine, they just need to tune the cover mechanic so that it's not possible for them to enter cover when there's two melee nuking their a** and then shoot them to face point blank with 2 sec long casts that ignore pushback, interrupts and facing (ie. you can't run behind them to interrupt the cast)
  23. I'm using Guss. Good thing is, that if you go single target, Guss will aggro the mobs you don't fight so that you can the get a back blast off them as you switch targets, effectively peeling the mobs off Guss as you are killing them. Cool stuff if you ask me.
  24. I was playing this game on 2 computers: First is my 2 years old gaming laptop (was very high end back then) i7 720QM (@2.5 GHz) Radeon HD5870M 10GB RAM Intel 320 120GB SSD. freshly installed Win 7x64 home premium 1920*1080, lowest possible graphics settings, fullscreen (windowed) open world: 50-70fps (with occasional drops on planets like nar shaddaa during taxi travel) fleet: ~30 (pretty playable, but I'm on fairly low pop server) pvp: anywhere between 15 and 30. Lowest framerate was in civil war near mid tower. But sometimes I'd get great fps (~30) and next game in the same warzone it'd be around 18 without any apparent reason. space: 30-60 depending on amount of action on screen. There are 2 places where the game would drop to like 5 fps for few seconds (entering asteroid field on one of the escort missions and when the big capital ship appears near the end of mission where you have to kill 7 ace fighters and one heavy ship) Load times: anywhere up to 2-3 mins when entering planet (even reentering after warzone) Mount/Dismount lag with companion: About 2 sec every time recently I bought new rig: i7 2600k (@4.5GHz) nVidia GTX 570 SOC 16GB RAM the same Intel SSD (took it out of lappy and put it to this computer) freshly installed Win 7x64 Professional 1920*1200, highest settings, fullscreen (windowed), running with vertical sync FPS: getting 50-60 fps everywhere with occasional stutter when approaching a spot with a lot of characters - like PVP daily mission board on fleet (fps counter still reads 60 though). FPS drops to about 30 in the space missions on the two places specified above. Load times: max 1 min even on planet like Tatooine or Nar Shaddaa Mount/Dismount lag with companion: Mounting is always smooth, dismounting sometimes produces minor lag Edit: Not quite sure how I'm supposed to fill in the survey considering I have two completely different experiences.
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