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Zabrak

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Posts posted by Zabrak

  1. lol im tried of the nerf cry. i have been playing this game since launch and imo it has never been as balanced as it is right now. sorcs... OP ... operative heals... op... PTs... op assassins are OP ... snipers OP dont even get me started on juggs. You see a trend? people call OP because they cant accept that they get beat. i play every single class, and the only one i feel is laggin a little more is mercs, but even on my merc on regs i can ruin enemy team. dont fall for this nerf crap its about as good as it can get in an mmo right now. obviously the 4v4 metagame favours certain team comps but that is even harder to balance that with 8v8 regs.
  2. I've been trying to get a definitive answer for weeks. I don't think so, looking through my logs I usually only shield about 10-20% of attacks with 45% shield chance. But it shows shielded attacks for both white and yellow damage attacks. It could be that I can shield against all attacks and the lower effective % is just because of crits and autocrits. But I'm not sure as there are some attacks that I NEVER shield on the logs. I'll get some examples and edit, but I would like to know as well.
  3. I don't know the answers to most of this, but I figure a good honest request for help should not fall off the first page because of all the "premade" posts. :D

     

    As far as shield & defense go - they did make shield work against more attacks than it used to. I've seen opposing opinions on whether shields are now useful or not. I think the general consensus is "yes". And a more positive "yes" for Shadows/Sins. At least, if I pay attention to the ability on my Shadow that increases my shield chance (so that I keep it 'running' as much as possible) then I **seem** to last longer. But that's just my gut feeling. I don't have any numbers to back it up.

     

    I just don't know about #2 and #3 - I've never gotten that deep into the game.

     

    For #4 - well, again - I'm sort of a casual player, so I'm not on a team for ranked or anything - but the few I've been in the most basic rules for winning seem to be - stick together, try to separate them, and focus fire (not necessarily in that order). If you are tanking an arena, don't underestimate your AOE taunt - that damage reduction is nice. And if you end up with 2 or more tanks, it might be worth it to coordinate the AOE taunts so they don't overlap. I've been in one match where we did that, and we annihilated them. But that was only one match, so I'm not sure how much the taunting really mattered. The other tank in our group suggested it, and claimed it made a huge difference.

    i appreciate the answer, though i am looking for something a little more specific :p to the other replies i am well aware of the current state of pvp, and disagree on the balance. i have most classes to 55 and for 8v8s the class balance is ages better than it was when i left. cant comment on arenas yet really. although i would appreciate if someone who knows could answer some of my actual questions lol instead of telling me not to pvp. thanks :)

  4. Hey guys i just came back after being away for almost a year. (kovacc on bastion) Ive read as much as i could and gotten up to speed. doing alright in my wzs atm. all caught up on bolster(as much as anyone is lol) But there are a few things i just cant seem to get definitive answers on, and asking people In game just confuses me more because of dissenting opinions.

     

    1. How do the tank stats work in game pvp now days? (Shield/Defense) back when i left they were considered mostly useless but i heard they were changed.

     

    2. Do the Proc relics stick to the diminishing returns for that stat. AKA if i have a high crit rating getting a crit relic would net me negligible returns?

     

    3. Is there a log parser, that will show tanking stats at work. ( i remember Askmrrobot used to show how much damage got mitigated by shield, but its down:( and all the other ones ive checked have no mitigation stats. THIS one more than any would help me by helping me come to my own conclusions:P

     

    4. Some tips on how ranked arenas play, because i just seem to get steamrolled when i give it a shot would be awsome as well.

     

    Thanks for your time and responses. appreciate it :D

  5. well since all this comparing Assassins to ops id like to point out that assassins have 0 viable specs for arenas. (darkness/deception/lolmadness) while operatives have 1 thats BEST for arenas (healing) so concealment is broken? so is madness. anyway, yes operative DPS needs some kind of buff, but probably not it the way you guys would want, a nice defensive CD up in the concealment tree would probably be the best course of action. i just respecced my op to heals... cause why use anything else atm, it would be like me playing madness on my sin lol. not only frustration for me but for my team. neways my 2 cents.
  6. Why don't sports leagues balance teams? Well, that's a legit question even I don't fully understand; Money, probably. Oh, and the desire to win.

     

    You're basically saying premades are jerks for wanting to win.

     

    One property of competition? Wanting to win.

     

    I don't really care too much about premades as I'll do both, but your argument comparing to sports teams doesn't make sense. American professional sports are all about balance, why? Because nobody wants to watch a league with no competition. Competition is profitable. How do they balance? Through salary caps, draft picks ect... Sure sometimes there are better teams anyway, but how often does a team win multiple super-bowls consecutively? And for that matters there are also leagues, even high school ha JV and varsity levels, same with college and any other level of sports. Without competition the game dies would u watch a league where teams were on such different levels that it wasn't even slightly a match all the time? Probably not so to male money the NFL balances.. I've seen this sport comparison b4 on here and it drives me crazy because it's the exact opposite. Good day

  7. A message from your local elite Hybrid PT PvPr:

     

    "

    NO DUDE. I rerolls a PT since 2.4 and I'm here to tell you all that all PT hybrids are fine as is. Anyone saying otherwise is a bad and needs to l2p. I'm 1337 and I play for zhe best pvp guild in the servers, my 1337 buddies would agree with this message as well - do NOT disagree don't make me call them into the forums here we'll run a 60 page long train on you brah l2p w.t.f. leave me and my OP healer frend alone and don't ever say I reroll so i can win cause its not true *uggh*

    All you look at this and repeat after me: "PThybridsarefinePThybridsarefinePThybridsarefinePThybridsarefine l2p l2p l2p l2p"

    ... thisss guy...

    "

     

    No, what classes do you consider OP? PTs? Maras? Snipers? Op Healers? Assassins? people dont seem to understand that a balanced game means your going to be angry. its not a balanced game but its getting there. everyone just thinks they should be able to faceroll everyone because they are simply that good. as the saying goes A good compromise leaves everyone angry. AP PTs are fine, its not a hybrid spec its a DPS in tank stance simple fix by linking PFT and Immolate to HGH. hybrid tanks in general are fine, sub par damage and sub par tanking. i only run Dark Maul when im PuGing reg wz. because although sub par, it allows me to guard and help dps. but when i run with premades or RWZ its a waste of a spot. the only issues are buffing a couple professions, not nerfing anyone we are finally getting to a semblance of balance. So many overpowered professions Bioware is finally doing something right, now just help merc and sorc, dps ops and were getting there.

  8. Yeah, basically what you wrote in 10 lines, I wrote it in 2 lines. This is not to mention the fact that I wasn't exactly addressing you personally alone. I was talking about all the other suggestions.

     

     

     

    I'm always against huge buffs/nerfs in whatever the case is, going from 5% to 20/30% is insane. If currently they have 5% flat damage reduction, increase it to 10% flat damage reduction, and 10% melee damage reduction for assassins. This way dark maul and VG tanks won't do the damage they do now. Assassins tanks already do pitiful force damage, this is why they don't need a flat damage reduction.

     

    Hybrid tanks are not broken, While ap PT in ion stance needs a tweak. ITS not a hybrid spec ITS dps spec in tank stance. Dark maul for example is fine. meager damage compared to full decepcion And less survibabilty, it adds utility that may be good for PuG wzs. Which os what it should be. But is next to usless in a premade or rwz envirent. What needs a fix is the role hybrids get in ranked wz matchmaking

  9. while i agree that skank tank PTs are a bit over the top atm. i dont think hybrids should net that much of a loss so as to make the COMPLETELY nonviable. i mean i hate getting pushed into 1 of 2 cookie cutter builds for each class. balanced hybrids have their place, less damage than dps, less tanking than tank. 50% more utility. similar to dark maul now days, a balanced hybrid spec.
  10. Lol when i see people complaining about so many classes Being OP. Gets me feeling bioware is finally balancing more, PTs are OP assassin are OP maras are OP operative heals are OP snipers are OP, it looks like a couple classes need a little buff the. They Will ALL be OP!!! Lol
  11. Couple of things, i play on the imp side and sometimes it feels that exact same way, just depends on who is queing for each side. Also the stuns can get annoying but are working as intended, take some time to read some guides on resolve and how to use it, helped me a lot when i first started. and on the 49 thing, its bull if their quitting not to get xp, but i myself didnt do anything BUT pvp from 40-50 just to start 50 with capped RWZ comms and capped comms as well as a huge stock of stims, never quit a match not to get xp though.
  12. OP is not a sentinel

    OP wants legitimate stun defense (not resolve)

    OP can deduce by simply common sense that being stunlocked for approx 1min with a stun break CD on 1min or more is ridiculous.

    OP also knows Bioware needs to do some major work on PvP and fix stun/stun locks. There is no reason there is no defense against it at all whatsoever. Stun has a 100% chance to stun every single time.

     

    Your using ur stun-breaker wrong man. and FYI all classes are mirrors from imp/pub. check out the sticky on resolve up top for more info.

  13. I agree with most of what you said. but often times, defenders get overwhelmed by a low number of enemies, while your busy fighting off the main bulk of their force. a call for help with number of baddies helps the team realize how many are needed to defend the other node against the smaller force. without this by the time you can do somthing about it, it might be too late. like i said often times your right, but incs help better determine how and how many of your team and theirsare to be spread across the map.

     

    First: there is no excuse for not calling out incoming, I'm not defending poor communication. Many times, however, the call does come late, and/or the opponent attacks from stealth, of for 'some reason' a node is lost very quickly. So, I ask:

     

    How many of us realize that moment when the focus of the enemy has shifted away from our node?

     

    I've seen many people who do recognize it, and I thank them for the lesson. They rush away from a 'successfully defended' node even as the last enemy is still struggling to die as slowly as possible. They know the enemy respawns are already closing on our other node, perhaps stealthed, perhaps hidden by terrain, perhaps our defenders there are too busy dancing.

     

    "inc" is helpful, but if we really know our stuff, we shouldn't need it. I can see if there is red near my node, and how many greens are with me. I can count to 8, and add and subtract as well. I can see the raid frame, and if a greyed out health bar drops, I know what that means.

     

    So the next time your team loses a node and you're tempted to yell about it in ops. Maybe you should first ask yourself why you weren't already there.

  14. lol this is long as hell, but i just had to chime in that if u think assassin tanks were better before, you obviously didnt know what you were doing, i have a tanksin and a jugg. Believe me there is a reason my juggernaut is the only one my guild wants for runs.

    Currently Shadow/Assassins are a lot better with tanking than a Guardian or a Juggernaut. The damage a Shadow Tank does makes it rather common that you don't even run into serious problems because you've already killed the critter. I'm currently leveling a Shadow Assassin and it is like Easy Mode compared to what a Guardian or a Juggernaut has to deal with.

     

     

     

    There are a few flaws in your statement.

    1. There is an enormous DPS disparity among tanks, Shadow/Assassins do significantly more damage than a Guardian or Juggernaut Tank.

     

    2. Shadow/Assassin Tank trees actually have skills that boost one's ability to tank, I'm sorry but the reason a Vigilence/Defense Hybrid can still match or outclass a pure Tank Guardian is because the Defense tree for Guardian is a complete joke. Guardian/Juggernaut Tanks are completely dependent on their gear, and their skill tree setup doesn't do all that much to help them.

     

    3. Shadow/Assassins have CCs and stealth, something that Guardians and Vanguards don't have nor do their Imperial Counterparts.

     

     

     

    You also have a self heal, a CC, stealth, and do at least double the damage a Guardian Tank does. You aren't as dependent on your armor as you believe. Vanguards are more dependent, that you are, and the skill tree for tank guardians is a total joke.

     

     

     

    False, Consulars start off with double the Defense (avoidance) that Guardians do. Jedi Knights/Guardians start off with 5% Defense. I believe there is a skill in the Tank tree that might boost that to 11% while in Sorseu, but you have a skill in your tank tree that boosts your defense to 12% and isn't triggered by using a skill so you have a permanent 12% defense before upgrades are applied that isn't affected by your stances. Additionally blade barricade which is a guardian skill only increases a guardian's defense for 6 seconds.

     

     

     

    That would be a good conclusion if the facts matched up, and they don't. Sorseu boosts our armor rating, it does not boost our Defense in and of itself. Your tank stance gives you a self heal, plus you have substancially better elemental resistance than a Guardian.

     

     

     

     

    You have cc's in fact you are the only tank class with a CC, that means you don't have to deal with as many critters at the same time...

     

     

     

    That's a gross exaggeration on your part, currently Guardians are probably the weakest tank class, you aren't as vulnerable to certain attacks that can't be blocked by shields.

     

     

     

    I got news for you, your avoidance and damage resistance in some areas is a lot better than a Guardian tank currently. You also have stealth and a cc, plus you probably dish out at least double the damage a tank guardian can do currently, and tank guardians are going to have their damage reduced.

     

     

     

    So are you saying that shadow/assassins should lose stealth, your cc, and your superior damage dealing?

     

     

     

    You are the only tank class with a self-heal which you are not taking into account. You are the only tank class with a CC also, additionally the only tank class with stealth.

     

     

     

    I think you are overreacting, if you think your class has problems tanking with these changes, you should try playing a guardian, we are extremely weak against elemental attacks which bypass shields, your class even with these changes are still going to be a better class for tanking for that reason alone.

  15. LOL OK. Yeah a marauder is far more tankier then a class and spec that's walking around with 43% armor around 20% dodge/parry and a ton of self healing that you can pop off quite often...

     

    didnt u read?? 50% self healing reduction and 9% dmg mitigation reduc for sins... not saying some of it isnt warranted just asking why somthing similar wasnt done to the mara/sents

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