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Xenon-se

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  1. I can. It is harder on my republic toon, but far from impossible. /who is your friend. On the republic side i play a healer. So when i want to do a flashpoint (for example boarding party) i first check my friend list for tanks i played in the passed. If that fail i write a polite request that i copy to clipboard. go /who and punch in vanguard 32-37 and paste the question to all valid vanguards not already in a flashpoint. repeat with shadows and guardians. Most will not answer back. Most of the people that do will be dps and not tank. Of the few tanks that respond some will be busy but there will always be one or two that also want to do the flashpoint. DPS is easier to find. I always try to set up a team of all four base classes so no drops goes to waste. No risk for that in 1.2 i guess. good luck. (This was also how you would put togehter groups in "the other mmo" if you were in a hurry - long before looking for dungeon features or if you cba at spamming general chat in the main capital city all day long)
  2. It works for me. The resolve game mechanic is in place to prevent too many hostile abilities that cause total loss of character. Snare and Root do not prevent total loss of character (you can for example still pass the hutt ball, you can still use your abiliites and you can still use a consumable). Skills that cause a mesmerize or stun effect etc. does not work on a target that currently have resolve immunity. Snares and Roots are not affected or affect resolve. If your force/tech accuracy is low enough or if your target have high enough force/tech resistance (or even immunity) then your memerize or stun effect etc can miss (or get "resisted" which is the same thing really) even if your target does currently not have resolve immunity. Force Shroud is a good example of an ability that does this. There are other examples. To recap; Resolve work in the expected way for me. Every single time. Maybe you have different expectations on what resolve should do compared to what it actually does...?
  3. Welcome to this thread AngryCa. However, your contribution to this thread felt a bit taken out of context to be honest. Why do you even feel the need to use this thread to reply to a post from a different, not to mentioned closed, thread...?
  4. Agreed. But a sniper on defense can deny your opponent the luxery of mobily. Your opponenents can't force charge themselves up from the pit to a sniper as they could on another class defending your ramps or your home court. A sniper can knockdown enemies that stand at the edge ready to receive a pass to deny intercede or Pass the Huttball. He can sit up on the ledge and rain down death while the enemy ball carrier can not jet charge up to him. A stealthed operative that sneak to enemy ramps or even enemy home court create mobilty for your team. He enables your juggernaut ball carrier to intercede (or pass the ball) from the side or straight from the pit into the enemy home court. Bypassing the need and the time to navigate all the fire traps. Yet both the sniper and the operative are arguable the least mobile classes in swtor...
  5. I think most people realize that different classes are good at moving the ball in Hutt Ball. Snipers/Gunslingers, for example, are very poor hutt ball carriers. What some people seem to miss, however, is that to win hutt ball you cannot only have a strong ball carrier (supported with sorcs that use Extriaction or operatives that use stealth at the goal line). You also need people to control the middle so you get the ball when it reset and you need people on defense. If we take the Sniper/Gunslingeris example again. This class is arguable THE best defensive class for Hutt Ball. You can not force charge them (and use them to traverse the ball). They have a very strong knockback (much stronger than SI, very hard to position yourself so you are not knocked down from the ramp). They are one of the few classes that have access to a ranged root (and root bypass resolve and it also root people that use force speed - very good tool to when you want to kill someone at the owen). They can make themselves immune to knockbacks (they win a knockback wars against sorcs that try to get into position to use Extriaction). They deal insane amount of damage. They have 35m range. I would not be supprised if there will be top ranked rated teams that will bring a sniper and use him for this purpose during hutt balls.
  6. Here we go, again. The issue I have with your suggestion is that you refuse to disconnect it from the resolve game mechanic. The resolve game mechanic is there to prevent loss of character from hostile abilities. Extriaction is not a hostile ability. Friendly abilities, such as Extriaction, will never be affected or affect the resolve game mechanic. Nor should they. There are a lot of suggestions to nerf Extriaction that does not involve the resolve game mechanic. Including, but not limitied to, putting a debuff on the target to prevent further Extriactions for a set time period (basically your suggestion but disconnected from the resolve game mechanic - why do you think this is such a bad idea??), cast time on Extriaction so it can be interrupted, longer cooldown to reduce the overall usefullness and spammability in a full game etc. etc. This thread is full of suggestions that does not involve having a friendly ability affect or being affected by the resolve game mechanic. Extriaction is overpowered because Pass the Huttball is too hard to execute? You might be right, this might actually be one of the reasons why so many people does not use it. But if this is the problem then a solution could be to make Pass the Huttball easier to execute (or to make Extriaction harder to execute). Then again I guess that - at least top ranked rated - teams could practice and eventually learn to master the art of using Passing the Huttball just as efficient as using Extriaction.
  7. Agreed. Pass the Hutt ball is probably the most overpowered ability in hutt ball, more so than Extriaction. Everyone have access to it. It has no cooldown. You can use it while rooted, snared and even while you [or your target] have resolve immunity. To be honest I wonder why not more people [ab]use it.
  8. I don't worry about offensive abilities that cause loss of character (such as stun, grapple, mesmerize etc) also affect and are affected by resolve. I do worry when someone want to have a friendly ability (such as cleanse, heal, guard, extriaction, force speed or intercede) affect or being affected by resolve. There are other ways to nerf friendly abilities than to break the resolve game mechanic. A 30 sec debuff on the target you just used extriaction on is probably the best suggestion so far, but there is a whole list of suggestions on how to potentially nerf extriaction if you re-read the entire thread (IFF extriaction [and/or force speed] is in need of a nerf in the first place that is).
  9. Trading Extraiction and Grapple every other 10 second or so is not really "chaining" (according to the OP as using Force Charge every 12 seconds is not "chaining" the ability). What OP is worried about is when you (or rather several people of the same class) cast the same ability back to back to "chain" the ability. Moving a target from middle to goal in less than 10 seconds with multiple Extraictions. Grapple does not cause 1000 points of resolve on its own. You can "chain" grapple a target up to 60m (which is out of range for Extraiction) before you reach immunity due to resolve.
  10. Shieldtech Powertechs even get a talent that root the target for 3 seconds after using Grapple (without extra resolve contriubtion) so they can do this even in a PuG and even without the need for co-ordination (without filling the resolve bar). That sound as an excellent way to nerf chain casting Extriaction (IFF Extriaction is in need of a nerf).
  11. Agreed. There are statistics that show SI being the most popular base class (a lot more so than for example the Smuggler base class which I belive is the least played atm). If a lot of players play SI then it is a fair assumption that SI will also be overrepresented in wz (and in operations and in flashpoints and even when you walk around the fleet). But there WILL be top ranked rated teams with less than 4 inquisitors and there WILL be top ranked rated teams with less than 3 sorcs. People will [eventually] realize that snipers and marauders are extra good at killing sorcs and people will [eventually] start to spam the forums with "nerf marauders!" and "nerf snipers!" (actually there are "nerf marauders!" posts already - something you didnt see just a few months ago). The FOTM population will [eventually] reroll into the "next big thing".
  12. Grapple -> grapple + no escape > grapple -> stun
  13. You can kill targets in void star without sacrifice yourself in a number of ways. Here are two: Your target end up slightly infront of you. If you position yourself close to the speed buff but on the very edge of the platform while your target either run between the console to extend the bridge on the other side of the gap or if your target run across the bridge - in both cases your target will land slightly off the platform and fall down and die, from full health. If you are being pushed off the bridge by a knockback you can grapple your opponent and bring him with you (but that would count as sacrifice yourself). As a shieldtech powertech you can also Jet Charge back to the bridge (but I don't think you can do both at the same time due to GCD).
  14. Force Shroud does not break roots The darkness assassin ability to "grapple" opponents is called Force Pull. To avoid confusion you should probably call the sorc ability by its rightful name; Extrication. Or at least use "friendly pull" to differ it from "force pull" which is a grapple-like offensive ability that is affected by resolve and to which Force Shroud is a good counter against. Can you stop insulting fellow posters? Please? Is it too much to ask?
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