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Enduretwentytwo

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  1. Although the above advise is solid, you might want to consider changing your tactics, or making sure your companion is well geared or even the right companion.
  2. For my PVP burst I go slightly different than Zintair: Force Slow Project (regardless of PA proc to gain 2 quick stacks of HS) Double Strike (hopefully PA will proc, even if PA procs wait until Force Slow finishes cooldown). Force Slow (Use all available DPS power-ups: stims, relics, etc.) Force Potency TK throw Project. Force Slow. Most people will go down low enough to use spinning strike and if not you will have 2 HS stacks to quickly restart your rotation.
  3. There is no positioning yourself correctly. It is line of sight. If an enemy player standing by a hazard 30 meters away can see you, he can kill you. I don't understand why people keep posting "pull is fine". I'm not saying pull isn't fine. Pull is a great ability and one that my class, KC Shadow desperately needs, but it is an extremely powerful tool that can be a game changer in Hutball and 100x more powerful than any other stun in the game and yet it doesn't affect the resolve bar at all.
  4. I apologize for using the term exploit improperly since it wouldn't technically be exploiting. In my mind having the ability to instantly kill another player in an arena PVP match with the click of two buttons and the opposing player having almost no way to protect themselves seems like an exploit.
  5. As for knockbacks + stuns into hazards they can really suck, but you also have a lot more control over the situation. In order to successfully keep from getting knockbacked into hazards, either don't go by hazards or always position yourself so that the enemy player is facing the hazard and not you. Pulling on the other hand is quite different because you can pull from 30 meters away and once the pull is initiated you really can't do much to save yourself, unless your CC breaker is up. As for snares, I think they are too OP as well, since they don't fill the resolve bar at all and some classes (mine included) can keep a class permanently snared.
  6. 25% of classes should count as "many classes". For the record my class does.
  7. To be perfectly honest I'm a KC shadow and my job in hutball is to kill ball carriers via hazards and "fish" during Ilum raids. I'm not someone nagging about a system because it affects me negatively. I'm offering constructive criticism on a mechanic that can be easily exploited (I do it often enough) to ruin competitive PVP. Being able to pull another player onto hazards, in the middle of an ops, or just completely out of position is already amazingly powerful. Being able to then instantly stun them, or better yet Spin kick + stun to lock them down for 6 secs is over kill.
  8. I think it would be a welcomed change in PVP if the pulling mechanic that many classes have, would automatically max out the opposing player's CC immunity after a successful pull. This would help alleviate some of the exploits that are linked with pulling+stunning that effectively instant kill players via hazards or during large group battles in Ilum. I understand it wouldn't put a stop to the behavior, but it would allow pulled players the ability to actually defend themselves after a pull and hopefully a better chance of surviving.
  9. Stat Order: 1. Defense 2. Absorption 3. Shield Some people open with taunts for initial aggro, but I like to save them for when I need them similar to the above post. Slow Time + Force Breach are better alternatives since they cost less force and add debuffs. Once they are on cooldown Force Sweep is a fine alternative. Shadow tanking does not work well with a rotation based system. It works much better as a priority based system, where certain abilities having higher priorities.
  10. For people who believe that anything goes during a duel, is it okay to AOE knockback of ledges resulting in death, or knocking players into mobs resulting in death, or going into stealth and purposefully avoiding fighting until they quit and you can say you won via forfeit? Just wondering?
  11. The only time where closing the gap becomes difficult for me is in Hutball due to the platforms. It helps to always start high and only go down a level if you absolutely have to. It's always better to be a level too high and be doing nothing then a level too low and not be able to reach a carrier when you need to.
  12. List of CC: 1.) Mind Snap: Primary tool, off the global cooldown, use it when it's up. 2.) Force Stun: Instant CC, use if Mind snap is on cooldown. 3.) Channel the Force: Does a lot of great stuff and resets the cooldown on Force Stun. Use it to reset Force Stun when on cooldown. 4.) Force Wave: The knockback breaks casting. Make sure you have enough force to cast it. 5.) Force Lift: Breaks casting but needs to be timed early enough to allow for long cast time. TALENTS: Infiltration: Low slash, works great. Balance: Instant Force Lift, works great. Kinetic: Spinning Kick, works great. Also has Force Pull, breaks casting but has a minimum range, so make sure to know in advance when you are going to use it. 6.) Resilience: Doesn't break casting, but allows a Shadow to absorb one spell if timed right; something to keep in mind. LAST NOTE: If you are still having trouble running out of CC, make sure you always let Theran's CC last the entire time, this will prolong the fight, but give your cooldowns longer to reset and help Theran's healing cooldowns.
  13. Your spec will do the most burst DPS hands down. If that is what your looking for and your happy with your spec then stick to it. Kinetic isn't about high burst DPS, it is about having great survivability, huge team benefits and enough tools at your disposal that it will hurt the fingers of even the most dedicated key binder.
  14. From a PVE standpoint I would have to agree, but from a PVP standpoint the extra health from Mental Fortitude would seem to have more benefit. If you gain an extra 350 hp from Mental Fortitude and you only gain an added 5 hp/sec from Rapid Recovery. Then a fight would have to last over 70 secs for Rapid Recovery to overtake the health gained from Mental Fortitude (not even counting the small added benefit from HS).
  15. You and I pay $15 a month in our trust in the Devs to properly fix PVP. If you didn't think the Dev's could fix PVP you would of left and you wouldn't be posting on these forums (unless your a troll ). As for the All powerful Alt + F4, so what. It takes about 5 mins. to completely boot up the game client and get into the world (negating queues). Quitters get a 5 min. debuff timer, whatever I don't really care about how they exploit the system. What I do care about is that currently they aren't exploiting any system. Bioware's designers give people the privilege to leave a game when ever they choose to, without any consequence what so ever. The system promotes quitting, and destroys PVP. If they put in a 15 min debuff, I don't care if you can find exploits around it, I care that they care enough to try and stop behavior that will destroy PVP.
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