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Trenyc

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Everything posted by Trenyc

  1. Having this problem right now. BioWare, please get on top of this. These guys on Ilum are getting about 6K per seven minutes on level 12 characters.
  2. I remember when WoW offered epic quality rewards for PvP and didn't have a PvP stat. I believe they came to be known as "welfare epics."
  3. You're spot on about the medpack, but you're ignoring the issue with adrenals, too, which is exactly the same as the issue with medpacks. Yes, people can buy adrenals, but since Biochems only craft 1-2 of them at a time (and that only if they're crafting them at all, which they have no reason besides profit to do once they get the purple), if people choose to buy them, they'll go broke fast. Why? The effect for adrenals only lasts for a few seconds. They're very short duration, very powerful boosts that are ridiculously crazy awesome in PvP and can make or break raid groups. When raiding, their use will be situational, so it shouldn't be too much for people to carry a few on them just in case, but we're seeing people in PvP spamming adrenals whenever they're off cooldown. The result is Biochems popping adrenals literally every three minutes in a PvP match. Non-Biochems, on the other hand, have to be very careful because when an adrenal is popped, it is consumed, and a number of factors ranging from death to being crowd controlled can cause the person using it to receive literally zero benefit from it, and this coming at a credit cost. Now, of course a Biochem using an adrenal can also be stunlocked for its duration, but the Biochem doesn't care. His adrenal isn't consumed, so no loss. Herein lies the issue, as people are running around in warzones with frequent huge boosts to power, critical, or armor, giving them huge advantages that can only be obtained by non-Biochems by spending a whole heck of a lot of credits.
  4. Stims yes--adrenals, no. Adrenals provide huge short-term boosts that are immensely powerful both in PvP and PvE, and any non-Biochem using them (at least in PvP) will be spending tons and tons of money, whereas a Biochem can just spam his or her purple whenever it feels appropriate. Consumables should be consumable.
  5. What are you talking about? The way this game is set up, it doesn't even take effort to craft. You literally just send your companion(s) off for an hour and do whatever you want, including log off. Where is the grind in that?
  6. Did you do Hoth yet? Also, check your quest log and see if you have any other class quests. Sometimes you'll have two at a time.
  7. Hey guys, I haz secret: team game is for teams. Shush, don't tell anyone.
  8. Er, you didn't say if you want to heal or DPS, so I'll go through both. DPS DPS specced Scoundrels do some absolutely wickedly insane single target DPS right now. Some people call it OP, but I don't agree. The problem with Scoundrels in PvP right now isn't so much their skill and abilities. It's PvP gear and the mismatching of lvl 50s vs. lvl 10s. The big vulnerability Scoundrels face is that they are a melee DPS class with a fairly tiny life pool. They die fast if focused, and they don't have a lot of tools to help them avoid it. Disappearing Act (in-combat stealth) is handy, but using it incurs a two minute cooldown and doesn't protect you from being immediately removed from stealth by AoE abilities or DoTs. When people learn how to deal with Scoundrels and Operatives, I somehow suspect it will magically become a whole lot less fun to play them in PvP, though they will still dish out the damage in PvE. Scoundrels get Slice Droid for droid CC and Tranquilizer for organic CC, though Tranquilizer must be used from stealth and at a fairly close range. Tranquilizer also kind of sucks in PvP because you cannot use it on targets that are in combat. In addition, the Scoundrel gets a slow on a CD (about 6 seconds) and a stun on a CD (30 seconds if talented, 45 seconds if not). Commandos specced for DPS have a similar but not so severe problem. Unlike Scoundrels, the Commando has access to long range attacks, making them great for defending points in Voidstar and Civil War. Being ranged DPS also makes things easier for the Commando in PvE, as the range means there are fewer fight mechanics you have to worry about. Though the single target DPS is significantly lower than the Scoundrel's, the Commando is also more durable and has access to a few powerful AoE attacks. (The Scoundrel gets one good AoE attack, but it's on a 90 second CD and has a cast time.) The Commando gets a ranged crowd control ability, which is hugely, stupidly, tremendously useful in PvE, and in PvP they can do well. Though you won't be raking in the medals or topping the DPS charts as a Commando, you will be contributing quite a lot to your team, except on Huttball, where your only real advantage is that you can hit people on the upper levels from below. Heals Heal specced Scoundrels are tons of fun in PvP. With your HoTs and personal shield, you can be one tough cookie to kill. The best part is that the HoTs are both insta-cast, meaning you can't be interrupted casting them. You can top the healing charts using HoTs alone, though your single target heals certainly aren't bad. Just don't count on them. A Scoundrel's burst healing kind of sucks in PvP because of its fairly long cast time (about 2s for the main one and 1.5s for the Upper Hand one), making it easy for others to interrupt you. Commandos specced for heals suck. The power of their heals is fine, as is the flexibility of their abilities, but Commandos have one giant, glaring problem PvPing as a healer: the animation. When you heal someone, you shoot a big ol' honking green laser at them, which might as well be your own personal "Please kill me!" sign. As a Combat Medic, you need to stay in the back of your group at all times (in both PvP and PvE), and you need to play much more defensively than a Scoundrel does. IMO Scoundrels have the upper hand in PvP for healing, but Commandos heal fine in PvE.
  9. DPS specced Scoundrels and Operative are by far the highest burst single target classes in the game from what I've seen. They can take down a single target right fast, but they're super easy to kill if you focus them. Sages / Sorcs, on the other hand, have shield, HoTs, and all kinds of crazy shenanigans that make them hard as crap to kill, and while half your team is trying to take one down, he's sitting back facerolling the keyboard for 400k damage and 200k healing.
  10. It works the same way as hiding head slot. If you turn it off, it doesn't show up to anyone.
  11. It increases your chance to hit, which in effect acts against your target's "dodge" rating. The avoidance stat in this game is called "Defense Rating," and it's the same concept as dodge rating in other games.
  12. Nylasteel is a purple researched compound, meaning you have to crit Investigation missions to get it. You do not need to make purples to advance your skill. Ever. Visit your trainer and learn more green recipes.
  13. I'm fairly new to PvP and am not all too confident in my own skills, but I'm noticing time and again that heal specced Sages and Sorcerers are hitting upwards of 300k healing and 200k damage per warzone. I am a healing spec Scoundrel who just hit 50. I have about 4 pieces of Champion gear, and the best I can average per round is about 150k healing and 75k damage. That's with a good team and a tank backing me up. I understand that the Sage / Sorc AoE heal will pad their healing numbers, but how the bloody blazes are they able to do both so much healing and damage? Is there something I as a Scoundrel can do to match that, or is this just something wonky with Sages and Sorcs that needs to be fixed?
  14. Trenyc

    50's and bolster

    Yep. There is a BH tank on my server that always queues with a 50 healer friend. Those two by themselves can beat an entire team of sub-50s. The bolster system was designed to ensure that lower level players aren't a liability. If I'm going to be a liability or face the possibility of being stuck with useless team members, I simply won't PvP. This needs to be fixed ASAP, especially since the rewards for losing warzone matches were decreased substantially.
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