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Polimeris

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Posts posted by Polimeris

  1. Hectic, membre des Shadow Protocol

     

    Ce qu'on fait :

    - Discuter avec certains impériaux bien particulier à Ilum à l'écart des combats.

    - Ne pas aider lorsqu'un républicain débarque pour taper sur le type avec qui on est en train de parler. On va même jusqu'à dire au susdit républicain d'arrêter. Mais on ne va pas en faire un drame parce qu'il n'arrete pas : on sait très bien qu'on peut ne pas voire le canal /S en plein combat. Et même sans cela, ben c'est pas une catastrophe. C'est pas comme si on se disait des trucs super important ou super intéressant !

     

    Ce qu'on a pas fait :

    - S'arranger pour les combats/caisses avec l'empire. De toutes façons, ce ne serait pas possible vu que l'empire est trop vaste par rapport à la République.

    - Donner des informations sur Ilum et sur la position des raids. Je veux dire.. pourquoi ? On fait partit de ceux qui font le plus de bagarre sur Ilum. On fait des raids, on les rejoint, des fois on donne des conseils, des fois on gagne, des fois on perd... Enfin on joue quoi.

    - Faire quoi que ce soit pour avantager l'empire sur Ilum. Flute quoi ! On fait partie des plus grosses opposition à l'empire. C'est l'empire qui nous mange dans la main et pas le contraire !

     

    On est pas une guilde PvP. On en fait pas mal, mais c'est parce qu'on joue pas mal et qu'on est un certains nombre à ne presque plus faire de flashpoint. On ne peut pas etre tout le temps en raid (on aimerait bien, mais une fois les id remplis....) !

    Chez nous, on fait tout !

     

     

    tldr : Premièrement, on joue à SWtOR. Sans tordre bizarrement les règles et sans faire des arrangements bizarres. Secondairement, on préfère considérer qu'on joue avec des adversaires que contre des adversaires. Des fois, on aime discutailler avec ceux avec qui on joue. Rien de plus.

  2. It's really annoying to see people saying "A well played op can nanananana", " A skilled op can nanananana", " Some op can nanananana"...

     

    If an OP or scoundrel bring you down to 30% hp in less than 5 seconds, it has absolutely nothing to do with skill.

    Think a little : what amount of uberzor skill can you input in 5 seconds on a confused and often controlled target ?

     

    Skill is usefull on op/scoundrel, and easy to spot. But certainly not in the opening sequence.

     

    Some people here are talking with absolutely no idea how the class work beside "It hurts when they damage me !"

  3. I really don't get why people fear nerfs that much.

     

    Throwing random buffs everywhere instead of nerfing a very particular thing is the best way to throw the entire game out of balance.

     

    If your class is getting nerfed for the sake of balance, you should be glad. And I play a scoundrel (healer since day -4).

  4. Sage/Sorcerer untalented biggest single heal is 3 sec cast

    OP is 2.5 sec cast

     

    You already have a 0.5 sec head start?

     

    You know damn well it heals more and you can buff it with clairvoyance.

    Yours is not better though. The main heals of the three healers are well balanced actually.

     

    It's just that operatives/sawbones only use (and should only use to be the most efficient 80% of the time) 3 abilities, only one with a cast time. So when we get kicked, we are effectively locked out while sorcs and mercs still have powerful heals to use.

  5.  

    lol?

     

    Or was your statement only for the new 50 operatives that don't have gear to do that to a full bm player?

     

    Well... You did pwn him when you both used all your cds. And he did have better gear than you. And he did crit on every single abilities (even most of the dots :p) on the first battle. And you do only have 16K hp as a powertech.

     

    I am not trying to say things are balanced out there. But you should consider that someone who get blown up that fast when uncovered (the scoundrel/agent) without any utility aside damage, that someone may expect some power.

    You saw it by yourself on the second fight. He was quite weak when you survived his burst.

  6. Hmm... That's a tough choice.

     

    On one hand, roots are very powerful aganst melee class. Nearly as efficient as a mezz without affecting resolve. (not as powerful as a stun because all of them breaks after 2 seconds if damage is dealt).

     

    On the other hand, I started playing a gunslinger. And 35 meters root on a short CD is the only single thing this AC has for itself. What's more, many of the roots in this games are here for a reason.

     

    After some thinking, my opinion is that it was a very good choice to make roots not affect resolve. In fact, it is even better knowing that it was going to be an unpopular but important for balance decision.

     

    Warriors get a root on their leaps to make the leaps work well : you can't really take that back.

    Gunslingers/snipers get a root on knockback and a single root on 15 (12 talented) s : you can't really take that back since even with that they have the worse survivability and LoS issues.

    Scoundrels/Agents get a 2 sec root on 10 m range on 12 s cd on their snare ability : you can't really take that back since it's their bread&butter ability to keep a target in range and kitting and tiny gap closer.

    Sage/sorcs... Heh. It's a different story. They don't completely rely on it (even in pure lightning spec) for anything.

     

     

    tldr : Everything considered, I think roots not affecting resolve is actually quite clever overall.

  7. I find dirty fighting quite good in PvP under certain conditions :

    -: Play as an hybrid. You need TA to deal good burst. You need to set up your burst. You are squishy. My conclusion : generate TA with underworld medicine (or even SRMP if you go that far in sawbones).

    -: Don't play against players who know how dirty fighting works and who can dispell your dots. I pulverise bad sawbone healers, but no dirty fighters can kill me when I heal.

     

     

    In PvP, the strength of dirty fighting is its surprise damage.

    When you dot someone, he is just going to say "yeah, whatever".

    When you chain one backblast, one blaster whip and 3 wounding shots, all that while dots are ticking, well... it's efficient.

    The burst is heavy in dirty fighting. The huge drawback is that you are completely depleted of energy when your burst is over.

     

    It's actually quite easy when you get the hang of it to kill healers who don't know better, thus making you quite valuable.

     

    However, the drawbacks really are consequent :

    - squishiness (especially when you start casting underworld medicine, instantly making you a priority target)

    - huge energy issue after burst

    - clever dispells turn you into a mere annoyance.

  8. Smugglers are supposed to be a bit cocky but it's getting a bit ridiculous here.

     

    Some guys gave you good advice on this thread. Just consider them instead of acting like you know everything better.

     

    You are not "bad". But nothing in this video makes you deserve the rank "good" too. Let alone "skilled".

     

    My ranking system is like that :

    bad : use abilties at wrong times.

    mediocre : use main abilities.

    good : use every (or nearly every) abilities at good times.

    skilled : someone who is good and able to perform some "tricks".

     

    Your video shows mediocre gameplay. It's not bad, but there is room for improvement without that much effort.

     

     

    Here are some some example of "tricks" :

    -: cover mechanic as a gap closer

    -: melee kitting, bonus if the class can leap

    -: Vanish+shoot first as a way to control secondary target

    -: smart LoS (for example : los to set up a flash grenade on multiple players)

    -: multiplayer management

    -: burst/stun management on long fights

  9. Good post except for this. It would seem you didn't play some classes enough.

     

    I agree with him actually. The balance isn't that bad (except in huttball where scoundrels/secret agents obviously perform very low and sins/shadows obviously high).

    Most of the time, the classes are able to do their job.

     

    Sure, sorcs get a truckload of utility with no obvious drawbacks, but marauders deal with them fine. Sure, Mercs healer are invincible during their bubble, but they are static. Sure dps scoundrels are an avatar of squishiness, but they disable healers very well with some assist.

    I could go one, but the point is it's not that bad.

     

     

    PS : except for smugglers/imperial agents. They can do the job but there is no real incentive to play these class.

    You play sorc to have utility.

    You play BH to have resilience.

    You play jedi warrior to be THE melee.

    You play agent to be... to have... cool storyline.

  10. gcd is the mechanism that prevents players to use multiple abilities at the same time (except for very specific and often non damaging ones).

     

    Such a mechanism exists in nearly every multiplayer games (except RTS). For example, you can't shoot 15 grenades in one second in Call of Duty. Call that animation time or whatever you want, it fells under the same category as "cooldown to prevent the players from irrealisticaly spamming one attazk".

    It's the same in street fighter : attacks have animation times during what you are unable to perform anything else.

  11. Yeah no, you're clueless for sure.

     

    Operatives work in the 4-10 range. That is not a ranged class.

     

    Clueless people like you should not have the audacity to post ignorant nonsense.

     

    Best change for operatives might just be reducing the cooldown on vanish to 30 secs. It fits the class and works for a minor speed boost without making them huttball crazy.

     

    He is right on something :

    Sawbone is not a melee spec.

     

    ...

     

    Yeah he is clueless.

  12. This spec is ridiculously good and I'm amazed people don't use it enough. I'm doing good damage and ensuring that my opponents do not cap notes. The burst is lacking, but topping or close to topping damage as a fresh 50 is worth it. I see it's potential growing more in full BM.

     

    Also I'll be playing my scoundrel over my sage when rated warfronts comes out. If that says anything :D. This specs fills the sustained damage portion of your premade. Your job isn't to kill but to put pressure on healers (which it does very well).

     

    Burst damage is awesome in dirty fighting. And doting around is pretty much useless inflated numbers : as a healer, I can tell you you put no pressure at all with the dots only. It's the mix of dots + single target damage that make dirty fighting dangerous.

    Dirty fighting is good, especially hybrids specs, but it's very difficult to play well. And you better stay away with dispellers..

  13. Ton guide est super. Félicitations.

     

    Cependant, tu passes outre le fait qu'un très grand nombre de joueurs n'utilisent jamais ni le diagnostique ni le soin incanté qui coute un avantage.

    C'est une façon de faire différente (et plus simple), mais théoriquement (et en pratique hin hin) plus efficace et qui en plus permet de libérer les 4 points de talents d'amélioration du diagnostique.

     

    Il faudrait au moins signaler le fait qu'il est complétement viable d'ignorer le tiers de nos compétences de soin.

  14. u dont play an opertive healer at all, now myself i do, and u think u cant get away then well u dont understand the class, go reroll a sorc or tracer missle spaming BH. u might have a chance playing that face roll toon. leave the good players to the opertive healer. flash bang, stun lock and sever tenden. hmm thats the 3 things u got to get away, oh wait!! vanish? with evasion befor hand to wipe dots off of u. bads are bads.

     

    Amateur.

    Trolling isn't an art, yet you fail to master it.

  15. Nope.

    Your only defense against melee is the nutkicking/knifestun or the flash grenade.

     

    You do have a snare though.

    On 12 s cd.

    At 10 m/y range.

     

    1 on 1 as an operative/scoundrel healer is very tight. However, in groups you do quite well because of your ability to heal without casting (to some extent). So you are resilient even if tunneled and your buddies should do the work for you.

     

    Everything considered, we are quite balanced and fun to play. Mercs and commandos are a bit better than us in pvp I think, but it's marginal (the bubble mode is quite a god mode. But they cast a lot more and can't precast as well as us).

    Sorcerers and sages though... Well. It's not fresh news their healing spec is... let's just say powerful.

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