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lijahrobinson

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Everything posted by lijahrobinson

  1. I believe every class has a roll. Jugs and assassins are great and running the ball. Sorcs are great for getting into good positions and aggressively moving the ball forward or clearing the way with kbs. Your Heavy DPS control the middle and snipers on Defense can be a nightmare for advancing the ball. Opertives are great for getting people out of position, stealth waiting for goal line passes. The real problem comes when people want to do something they are not good at (i.e. the mercenary who grabs the ball from the middle and tries to run it all they way without any intention of passing) or when you are one a team with poor team balance. Premades have a huge advantage in this map (based on their ability to mostly eliminate the team balance portion and to coordinate via VOIP) and the best way to combat a premade is to form your own..
  2. I am full vengeance spec but run in Tank stance alot. 300k damage/100k+ protection is pretty common but i notice that healers will mvp you but everyone else loves the heals. Just be happy in the fact knowing that you are the unsung hero of the cost, or the war, or the star.
  3. The real benefit of Rakata Heals is saving your WZ comms to purchase Rated Comms to gear up faster. Its no stretch to go though 5+ heals in a match and thats ~1/3 of the Comms you make a match.
  4. It could also be a Juggernaut interceding (leaping to a friendly target). The target could be in stealth making it look like he is just jumping to nothing.
  5. It says people play more Warzones than anything else. It would be interesting to know what metic they are using to measure this. Are they talking about hours or completed instances? Warzones are many times quicker than operations so its not a big thing that warzones would be number one. You also have alot of cross over both ways. I think going forward that a more balanced approach between the two is needed and it would be silly to ignore an entire population. The more people that play this game the more we all win.
  6. Its not a metagame when there is only one.
  7. I haven't had a problem with Maruaders as playing either my Pyro Mercenary or Vengeance Juggernaut. These are the only classes i have played so i don't know how others fair but it seems pretty easy to stun them at the right time or slow and kite them into ineffectiveness.
  8. I play a vengeance Juggernaut and 90% of the time i am our teams primary ball carrier. I always mark pullers with certain icons and instruct my teammates to CC, knockback, slow, and do anything in their power to keep them outside of 30m or at least away from traps. if they cant then they are to yell and let me know. Dropping into the pit is sometimes the best call as i can leap up to someone later and i avoid the trap. I love anything in the game that makes you have to be cognizant of your surroundings. I don't think any of the pulls, pushes, Knockbacks.or force speed should be removed for any reason. They are all part of the subgame. Leaps are only as strong as the opposing team lets them be (i.e. if people make sure to line of sight and deal with teammates trying to get ahead then its a non issue). Getting pulled into a trap is annoying but its an exciting aspect of the game.
  9. I still see some stealth operatives on our server and they are doing very well at it. They did lose the ability to 1 vs 1 everyone but in a chaotic group fight they can still put up numbers and disrupt teams.
  10. They are going to have passives and expertise on them so its not a waste.
  11. There are some assassin combat animations that I have not seen in 4 months or more. I suspect that people played the tank assassin because it was head and shoulders above everything else. I wonder how the other trees are in full WH gear. Maybe someone has tried it out but i can tell you i haven't seen one on my server if they have.
  12. I think the changes to biochem adrenals/relics will go a ways to toning down PT damage.
  13. I think this will go far to help prevent a single assassin being able to defend a node vs 4 enemies for the 20 sec for help to arrive. That was the only real problem i had with them so i think the change will be about right and get assassins in line.
  14. Target Lock/Advanced Targeting has been redesigned. Now gives Full Auto/Unload and High Impact Bolt/Rail Shot 10% armor penetration per point. I tam also pleased with this for Mercenaries. Nice little buff.
  15. Assassins love to get on one of the top ledges and force speed/jump over the lower firepit for the score. As a Juggernaut, I get next to the lower firetrap and as soon as i seem them engage their force speed i use my force choke. They usually wait for the trap to engage so no one can follow them and so they promptly fall into the fire pit. This is something i don't see other Warriors doing enough.
  16. In PvP expertise is king. If you have queues popping at a half-way decent rate you will have full Battle Master Gear pretty quick.
  17. It would have to be a 50 and up bracket. Could you imaging being in a wz with a lvl 11 and you hitting them in your full augmented War Hero gear?
  18. Much has changed since the last mortal kombat.... I would say your cent gear will be fine for right now and you can forgo recruit gear (but its been so long since i have had this i dont remember what the expertise stats on these looks like so i would say give them a good comparison. Expertise has gotten alot more important since you left). Just start saving up wz comms and buying BM gear. Its A LOT easier now to get fully geared than it was when you left. I would say by the most expesnive pieces first (weapon/chest/etc) as they ususally give the largest sat increases. Fully equip and then its time to start switching them out for WH items. Just remember to pull your mods (although expensive to do, you may need them for optimization) from your BM gear before trading it in. Its a strait forward grind. Do daily and weeklys, trade WZ comms for Rated and trade it all in for what you need. Free transfers will be to other, less populated servers but from what i have read. If done right, they will have 7 or more light servers feeding into a single server to create servers that are at least standard or heavy 24/7. This would give us 5 or 9 servers that were somewhat comparable to the Fatman. I also believe they said paid transfers to anywhere you want to go will be out at a later date.
  19. I have played a couple games that switched to a free to play model and it can be a little bumpy at first but after a month or so it smooths out again. The increase in players and interest in the game makes up for the growing pains.
  20. I have a Juggernaut and i can tell you that i am only as strong as the opposing team allows me to be. As long as people play smart and stay out of LoS then my power level goes way down. I don't think its a question of overpowered mobility but more of stupidity on the part of the opposing team. Quick Aside: Sometimes the correct call is to just stand at your respawn ledge instead of quickly rushing to the pit where Warriors can leap to you. That or use the ramps as LoS breakers until you can quickly drop down.
  21. It never ceases to amaze me that after i score and drop into their pit, that there are usually 2 or more people that follow me down. I entertain them for a while, throw out a AoE Stun and an AoE slow before i die. Our team usually scores at least once during the time it takes them to kill me and get anywhere close to a position of relevance.
  22. These classes cause you to have to think in a non linear way. The first thing i do in any HB match is mark pullers with gear/sabre/star and tell my team to do everything they can to keep them out of 30m range or at the very least, away from traps. This also applies to same team pulls. Instead of See Ball handler, kill ball handler, you instead must keep an eye on your surroundings. This is one of the aspects of the game that i absolutely love. Huttball is all about positioning and moving. Knockbacks are an important part of preventing people from scoring. With narrow catwalks and ledges preventing LoS. This importance cannot be understated. There are several things you can do to minimize the effects. Lets your teammates go ahead of you to eat the kb. Use your own kbs to set yourself up. Position yourself where the KB actually helps you ( i am thinking if your on the tier 3 catwalk near the firetrap edge, they can knock you off to their goal line ledge. You can also jump right above them when they kb and it just shoots you strait up in the air. Takes some practice but its pretty awesome when you get it down. It does so so ranged classes have some kiting ability. Otherwise they would, for the most part get absolutely destroyed. This is where passing really comes into play. or just slow walking. or giving it to someone with speed boost. There are plenty of ways around it. This makes you have to change your game plan. The easiest way i have found to deal with them if to go around or under. send someone to get behind them on the back part of the upper catwalk or to the goal line and just run though the pit. Alternatively you can have teammates rush them and make them blow their KBs before you attempt getting past them. Once these are gone they don't have much else in their arsenal. They do what they are supposed to do, which is fortify a specific area and that is their role in HB. At some points of the map, yes, but there are plenty of places to be where they are limited by LoS. if they are on one side, go to the other. When they try to move, then someone can jump,pull, etc. Or have one of your ranged DPS classes mess with them so they aren't paying attention to the match. Eitherway, it works in your favor. This is another pay attention to your surroundings. Mark pullers and stay out of 30m when they are near traps and have your teammates slow, stun, kill them. Their importance in HB is very close to the top but its easy to manage/counter by having your team and yourself to pay attention to what they are doing. If you see them trying to get to the trap, knock them off, stun them, force choke them, snare/slow/root them.
  23. One of the reasons i like huttball so much is that its much easier to still win vs teams of 3 or 4 healers than the other wzs. . http://s253.photobucket.com/albums/hh70/lijahrobinson/?action=view&current=Screenshot_2012-06-02_16_36_34_629478.jpg I like healing in the game an i am sure other classes do to. You have to play a little smarter and determine who to target and who to forego. Granted, it is super annoying getting into a game when the other team has 3 and you don't have any but that's the nature of the beast.
  24. Plus, with only a handful of queues popping on some servers a day, its neigh impossible for those people to get them. I was lucky enough to get my 2nd set back when we were RNG'ing tokens (if you can say a 25% chance on 2 quests a day is lucky) but if your only getting 7 or 9 wzs a day to pop, then that's barely over 1000 WZ comms, or 300 ranked) assuming you win them all.
  25. If you really love the game and want it to be your main play then i say reroll and bide your time until it comes out. Other servers *cough* fatman *cough* have an amazing PVP scene. When transfers happen, then you can go back to your regular routine. Until then its SW:ToR, Interrupted. That being said, i really hope when 1.3 does come out they have an open week or two to where all the people that did quit can come back and see whats going on without having to pay anything. that way, with ranked and everything they may very well decide its time to return. Most people i know didn't quit because they hated the game, they quit because of server population, faction balance issues and getting some super-servers merged up might be just the remedy.
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