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Polimeris

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Everything posted by Polimeris

  1. Stop trolling Cwild. Stun+speed and he is out of range. Let's see : You are on the sorc. He kb you. If you don't sever tendon, you will never catch him. So you use severe tendon to get back to him. Sever tendon is a 2 sec root. And someone with force speed and sever tendon will be faster than your scoundrel/op. So the sorc/sage only need to speed after the root. He can even use a stun if he is not that confident and he get a highway out of your range.
  2. Oh no no. I am talking full scrapper. The 31 point is too good to be not taken. Sucker punch is not meant to be spammed when available I think. Keeping two TA as much as possible is a very large damage boost. I typically use sucker punch when I know I can blaster whip just after in case fliying fists don't give me an additional TA. Or again, to take down a badly injured target. Sucker punch is free and spammable, but eats a damage buff. So I think it's legit to try to keep it as long as possible without overwriting the buff.
  3. I get it, but while smart placement and forecasting is more critical for us because of the lack of mobility and vulnerability, it is still a skill common to every class. It's more important, but it's not really harder. On another note : a sprint, even if it costs a TA, would be awesome. I always run around with as many TA as possible : don't forget that 2 TA means 12% more raw damage to all your abilities. I don't eat all my TA right away with sucker punches. I try to always keep one, except if my opponent is very close to death. TA generation/consumption is ok for scrapper anf for sawbones. For dirty fiighting... well, in pvp I use a hybrid sawbone/dirty fighting so TA is not an issue. But pure dirty fighting is TA starved beyond common measure, so.. yeah.
  4. I mainly play an healing scoundrel, but I sometime go as dps in every spec concievable. Scrapper has the lowest skillcap of all three specs a scoundrel have. The skill cap is actually quite mediocre. In terms of pure "what am I able to do if I play perfectly my character ?", scrapper is clearly (that is not an opinion. It is quite obvious.) behind everyone else by far. I mean, even dirty fighting is better at that. What does that mean ? It is still possible to play a scrapper badly, that's for sure. You will still see scrappers spamming around their quick shot and whine about having no energy after a burst, while scrapper is the most energy friendly spec of the three we have. But the fact remain it doesn't take much to play the scrapper near the top of its full potential. The full potential of the scrapper is very narrow. He is a godly assist dps, with no way to properly reach a target to assist dps it. A sprint on demand by consuming a TA ? I say HELL YEAH to that. It should be baseline for scoundrels.
  5. There is one spec that imo is clearly the most difficult to play while having a lot of potential if played well. The hybrid sawbones/dirty fighting scoundrel and its imperial counterpart. -Healing as a scoundrel with even less tools (namely the free instant heal. Just that point should make it the "most difficult spec") -Backloaded dps which needs a long set up (between 4 or 6 gcd) -Melee damager with the worst survivability of all class -Huge energy issues. Like, you have no idea. Huuuuge. Now for the plus points : -Some ok healing -Very good mobility -Powerful, and most important nearly unpredictable burst damage. Played well, you are a slow paced healer. And when someone jumps you, you pulverize him.
  6. I nearly chocked there. Anyway, the big picture of pvp healing is actually quite fine currently.
  7. Most people won't understand what you say here. It takes a sniper/gunslinger to comprehend the breakdown inducing fact that on top of having gigagnormous los issues, they are also stunned by twice as many abilities than the rest of the class. (For those who don't understand : root prevents cover. A rooted slinger/sniper can't use his main abilities).
  8. To be accurate : Make a distinction between force/tech attacks and force/tech damage. A tech/force attack can deal kinetic/energy damage. There are three situation now : - White damage : ranged or melee attack dealing kinetic or energy damage. Mitagated by armor. Dodgeable. -Yellow damage type 1 : force or tech attack dealing kinetic or energy damage. Mitigated by armor. Not dodgeable. - Yellow damage type 2 : force or tech attack dealing internal or elemental or tech or force or poison damage. Not mitigated by armor. Not dodgeable. Addendum : Yellow damage can be missed and resisted under certain circunstances. All this circunstances doesn't involve accuracy, which is related to dodge/parry only.
  9. I really liked your editing in the first half of the video. The way you you cut and intricate combats withanother was quite fresh and enjoyable. Kudos !
  10. Yep. 1 MVP = 1 medal pre patch. So, it gives some minor valor and distinctions. edit : Anyway, even if everybody in your wz is absolutely terrible you should still vote hoping they eventually get better with gear.
  11. Coin toss. edit : There is an official statement. Somewhere. I don't remember where, sorry. But I am sure someone is going to get it. Until then, you will have to believe me. BELIEVE !
  12. I disagree with your opening statement there. Even if we would transform in a "10 meter range class", it wouls still be beneficial for us to use blaster whip and backblast because of the raw damage input. Of course, your suggestion would help. But it won't solve the TA starvation issue of lethality. How can lethality benefit from TA ? -: with a +10 energy bonus every 20 seconds with pugnacity. -: with its hardest hitting attack How can lethality generate TA ? -: opener from stealth (between 0 and 3 per combat) -: blaster whip every 5-6 seconds depending if you want to waste 0,5 seconds doing nothing for the gcd to come out. Currently, it's a waste of TA to use pugnacity every 20 seconds because 10 energy is weak compared to the rarity of TA and the power of wounding shot. We don't have enough TA to refresh it every 20 seconds and we should. YOur idea of Countermeasure giving TA is nice, but it would have to be on a 20 sec cd. 30 is still too much. Another popular solutions is to have TA proc from vital shot as on SRMP. Hell ! We wouldn't even need an internal cd on TA proc, as our only way to spend a TA is by using wounding shot, which cost a lot of energy.
  13. I am quite sure that was not the case, since I checked multiple time on multiple ennemies in different environment. However, I am very pleased to hear that it works fine for you. It means there is no reason it may not work for me. Maybe it was just a twitsted bug related to an obscur manifestation of dark powers lurking in the deepest shadows of the game code. This kind of things happen, you know.
  14. I find it hilarious that a thread discussing OP/Scoundrel dps ends up discussing whether other class will get their buff next patch.
  15. Well. You can't say that scoundrels and secret agents are blatantly overperforming in PvE, can you ? As for snipers... no one here can guess.
  16. Hey there everyone. My main is a scoundrel, but since we smugglers are awesome, I rerolled a gunslinger. Now that I am hitting level 36 and getting the awesome ballistic damper skill, I can't help but notice it works rather awkawardly sometimes. When I go in "soft cover" (crouching behind my screeny thingy) everything works fine. And that's awesome ! However, when I go in "hard cover" (rolling behind a barrel, a crate or other stuffy thingies) everything doesn't work fine. I do get my three awesome charges of ballistic dampers. But as soon as I go Bam Bam with my guns, they just vanish ! I am not even hit by anything, no no. It just goes Bam bam, and suddenly the dampers go all wooshy and stuff. Is that a common bug ? Am I the only one seeing this ? Am I crazy ?
  17. The only way to reach these numbers is with a perfect PvE gear, healing a target with bonus on healing recieved, healing a target with kolto bomb bonus on healing recieved, advantage, using trinket + boost AND the target must not suffer from trauma. Also, if you are using KP you are probably doing something wrong. It's cheap when compared to KC. It's astonishingly expensive when compared to emergency medpack.
  18. Some says it's useful. I don't. You can do without it with ultra minimal impact on your healing experience, and that's a fact. I personnaly consider it's much better to use a simple flurry of bolt than squeezing half a diagnostic. And you miss some real lifesavers in pvp if you talent diagnostic.
  19. He, it's all a matter of scaling. You could need it to struggle your way to relative efficiency. You could needt it to be balanced in groups. You could need it to be balanced 1vs1. You could need it to dominate in groups. You could need it to dominate 1vs1. You could need it to be an unstoppable killing machines who splashes 2K heals when multihitting 3K. Wherever you are on the scale, you will allways need all your abilities. The question is : where are you on this scale when using your abilties ? Hint : you are neither on an unstoppable killing machine level nor on a struggle to efficiency level.
  20. Kudos for perpetuating a legacy OP. PS : The mercenary duel was hilarious.
  21. J'aimerais moi aussi faire part d'une injustice flagrante entre l'assassin et l'agent secret. En effet, l'attaque de base de l'assassin est au corps à corps, tandis que celle de l'agent est à distance. Ne faisant que comparer les attaques qui ont le même role pour ces deux classes, mon analyse est juste et permet de conclure que l'agent secret est immensément favorisé.
  22. Objection ! Les malfrats et agent secret n'ont jamais eut besoin d'etre nombreux pour être considérer cheaté
  23. In PvP, that's arguable (even if both class are still playable and enjoyable). But in PvE, snipers are crazy good.
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