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Skotal

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  1. Yea they did it stylistically not for mechanics they probably wont do it but it would solve the dps problem without messing too much with pvp. but currently mm dps is exactly where they want it in relation to the other classes. the other solution is that operations bosses need to be re-designed to make mm useful. MM's failure in pve is based on poor operation design. past evidence shows the operations design team does not consider the capability of each class prior to designing each fight. (revan and the hold the line, reflect and the fire from torque) yea I want to bring OS back as useful has a great animation and no real value except as pvp denial or preemptive casts.
  2. oddly i feel like if the old OS was returned it would work adds a new ability to the rotation increases complexity of rotation and energy management concerns increase pve dps and allows for more sustained damage while moving pvp burst wont change as it is highly telegraphed and evadable
  3. http://www.swtor.com/community/showthread.php?t=406027 they said to report it and they would fix it and never have fixed any of the issues identified.
  4. Marksman and snipers in general have several issues that are by design or working as intended. While i disagree with the methodology they are more or less where the devs want them to be. This was stated in one way or another by the devs to more or less be how they think dps should rank Sustained Melee +5% Burst Melee/Sustained Ranged 0% Burst Ranged -5% +or- 1% snipers are at -5% from mid. The general thought is that sustained has a dps loss due to target swap and ramp-up time and melee has to deal with range and movement to a greater degree than ranged. This would be valid way to balance classes in a practical environment. A ranged burst would need to have 10% more up time on the boss than a melee sustained to have equivalent dps. This is not the case on current operation bosses. Many ops bosses some worse than others require constant movement this hurts mm snipers that need to be stationary 60% of the time to attack and any interruption during the casting periods is a dps loss more so because FT could not proc. So in actuality sniper uptime is less than 100% and melee sustained uptime is typically greater than 90%. While it has been some time since I played a veng jug i expect they could use a dps boost or change to prevent breaking of ravage. Other issues include: Oddly BW seems to have a mentality that sustained dps needs to be DoT based/target based. A sustained direct damage class could buff himself overtime to create an internal ramp-up (if desired) that allows target swap. But I digress. Snipers mm especially a turret class. In order to make operations interesting they have started adding in lots of movement and added abilities that bypass entrench. In fights with adds the balance is off. It is more practical for dps to use mass aoe than to single target. The bonus to some classes aoe abilities are massive and far easier to sustain than suppressive fire. OS is horrible and grenade doesnt work in operations as the splash only hits weak and standards. Long story short the target swap abilities of mm are negated by the super powered aoe. BW seems to have forgotten about solid cover points. No operation boss has solid cover. At this point it is a pvp utility and a pve curiosity. In pvp the mobility requirement of ops bosses goes out the window. In reg you can sit and free cast and in arenas the strat seems to be burst and move and go for the executes. I dont want to see MM with more DoTs unless they are proc by existing abilities. I wouldnt mind seeing MM start to look more like combat in creating the equivalent of gore windows or generating something similar to combo points or a secondary resource that could be spent to buff attacks. TLDR MM is a turret in a raid environment that doesnt allow turrets, a burst/target swap where neither is highly useful, and given a dps penalty that is not equivalent to its advantages to allow for equal dps in practical situations.
  5. with the necro of old ops it turns out several of the things listed in this thread are still true. I assume they are still being worked on.
  6. Well if you really want my opinion. The current set bonus is ok the extra crit for mm is great less spectacular for others. I would hope that any future set bonuses do not alter the rotation. They should be bonuses not massive changes to play style. That being said I think I would prefer it if dps boosts (direct damage increases) should be included with the skill trees. The set bonuses should reflect their origins they are from group content and should improve group synergy. For example: reduce cooldown of ballistic shield by x secs all allies within x meters gain x% accuracy
  7. you end up with several disadvantages but you can force a draw or delay them significantly to call for help. 1. place your self in a position to take full advantage of spotter removing their ability to get first hit. 2. if they hit deflection you hit target acquired doesnt cancel it out but sure helps. 3. if they hit the force tech resist stop using tech abilities. a. keep in mind leg shot and the knockback on SoS/penetrating is not tech it is physical. 4. dont use diversion if they have the tech immunity up wait for their buff do drop use evasion, shield probe, roll etc. 5. dont forget to refresh ballistic damp or pop ballistic shield. generally you need to force them to use their defenses without losing too much health. If you can flashbang them while they have deflection or root/knockback during deflection you can do well. The problem is if an assassin doesnt want to die he wont combat stealth and phase walk give the best escapes.
  8. i would love to see regular wz maps have a ranked option. would probably see more people play, limit griefers, and objective play has different balance issues than deathmatch opening the field to more classes. team ranked needs to run on a different system by having different ranking tiers for rewards and only granting points over particular values against teams with ranking scores. even requiring static teams that are registered with a group with team score. the creation of teams also allows for better tracking and limiting groups made to grief.
  9. so.... what you're saying is unless they are very obvious about it you wont do anything? any 60 can go in with any gear level. as long as they try to attack and/or heal something you cant take action against them. Maybe they are just really bad and only wear gear they like the look of. There is nothing to differentiate someone who has bad gear and plays poorly from someone who just wants to grief.
  10. yes and the healers own tanks can taunt (and all the other dps that have taunts) to reduce dps output by 30% (trauma is only 20%) this also is healer HPS + targets HPS (and other defenses) vs overall sustained. anyway the point of my post was to point out that the dps specs for pvp tend to be burst specs for various reasons. pressure/sustained builds are not bad for pvp its better if you have the dps output and defenses of hatred.
  11. k Every pressure comp and hatred. burst is better. why? sustained healing surpasses sustained dps general defenses delay/negate effectiveness of sustained allowing more time for healing (shields, self heal) burst allows you to kill healers pressure builds need to be combined with burst builds unless pressure outstrips healing burst allows faster kills in 1v1 (this concept ignores the defenses which is half the reason why hatred does well) burst reduces reaction time. (killing a sorc before they can barrier) burst requires less prep time decreasing enemy ability to interrupt the sequence. burst has generally better target switching hatred has burst btw
  12. Skotal

    PvP Tanking Help

    Greetings, I am looking for a dye color (also possible armor set but mostly color combination) that is so blindingly horrible to see you feel obligated to shoot at it to prevent permanent damage to your eyes. or at the very least forces you to look at it from halfway across the map
  13. oh its pretty bad for marksman. I dont have the damage profiles of all the classes and specs but going by current info mm will rely on 90% of the damage to be single target ranged attacks with CD filling in the final 10% (might be more). In any fight requiring (or benefiting from) multiple damage types (aoe, internal/ele, force/tech) the more hybrid damage profiles will likely come out on top. Arsenal will have better aoe than mm with the same single target dps so any fight with additional targets arsenal steps ahead. The loss of purge on evasion makes things bad in pvp (3.0 has jacked up the amount of dots by massive amounts). no new abilities with the loss of some abilities (i assume to fight bloat). generally very lackluster and nothing to look forward to except the extra aoe dot ability on CG.
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