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MasterFeign

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Everything posted by MasterFeign

  1. Does anyone remember the time past, when a dev had commented that Sins were meant to be a hit and run class? Like they said that you'd do your rotation, and whether or not your target was dead, you stealth out and leave that fight... This reminds me of now, except there won't be any 'run' to the 'hit and run'...
  2. I'm just curious on what they'll do with the trauma debuff (the engaging in pvp debuff, it reduces healing by something like 40%), if they get rid of it as well, and you have dps that can guard, I would assume it would be nearly impossible to kill a healer/tank combo, even more so than in 4.0...
  3. Back in the day, madness sins were nerfed into the ground (2 years of being non-viable), and deception wasn't as great, So people either played as hybrid madness/darkness or full darkness or I think there was also darkness/deception too. Bioware didn't want sins to upset their bubblestun/smash combo so they decided to nerf darkness sins as well so that they no longer received self heals (this was before jugg tanks became healers), so all 3 specs were not viable for a time, in pvp. PvE sin tanks rejoiced though, as their survivability in nim content went up.
  4. I'm still confused as to how the sins had a lot of mobility to begin with. I figure though if they want to get rid of sin phasewalk, they should at least reduce the CD on force run, for sins...
  5. Let's say you have 100k wz comms, you change all of them to common data crystals. That's 2500 crystals. You can buy 83 companion gifts on Odessan. And depending on your server's price on the gtn, say you can sell them for 100k each, netting you a profit of 8.3 mill. With regards to the cap, of 40k comms, with the same above calculation, you'd get 1000 crystals and with that, 33 comp gifts. If you sell them for 100k each, that's 3.3 mill, still a profit of 1.3 mill. Alternatively, you can also use the 100k comms to buy decos and sell those on the GTN, and get an even higher sum (with the risk of having a harder time in selling them). Also, your DMC should not be sold under 450k, as you'd be losing money. As well any Exotic Isotope Stablizer should not be sold under 15k. Anything above the previous listed amounts will still be better than BW's conversion. A level 5 purple comp gift should not be sold under 5k each, and an odessan endgame comp gift should not be sold under 15k, otherwise, anything above, and you'll make a profit relative to BW's conversion.
  6. 40k wz comms Not sure how it'll work for the pve crstals though, as you can only carry so many, at a time. That is to say, since you can only carry 1k common crystals, that's equatable to 500k. Unless if they introduce new stack limits for the time remaining.
  7. I've made about 10 mill so far, just by selling things on the gtn... Even the waning prices of things being on the GTN (on my server DMCs can go for over 1 mill sometimes, are now sitting at 450k) is still a giant gain compared to the conversion rates listed.
  8. Wow, that's a kick to the nuts... I only pvp on one character (and I have plenty of alts), so to see that conversion rate, is pretty laughable... Thankfully however I've already spent my comms to game the GTN, and have already made 2 mill off of 2k comms. Sure it'll take a while, but I do plan to make over 100 mill, and I laugh at BW's attempt at a cap limit...
  9. Are all crystals changing to the mastery stat, or only expertise ones? Why can't we chose for them to be another stat, other than mastery?
  10. A lot of people just hate pvp... And BW has already done their part to make it pretty inviting both in the present and the past (recruit gear, doing away with ranked comms etc). I'm genuinely surprised in the lack of interest in pvp, sometimes... Like I really really enjoyed owpvp, especially in outlaw's den. But then they introduced planetary scaling, and pvp and pve only instances (originating from pot5). Server organized duels can no longer happen there (and you can't use WZ medpacs/adrenals in strongholds). What I would love is having more perks being in an pvp instance (such as gaining 15% more xp or larger rewards in repub/imp heavy areas), as well as no planetary scaling in the pvp instance... I mean on shadowlands, on the imp side there's sometimes around 80+ people in the pve instance, and up to 4 in the pvp instance... That disparity is kind of depressing... You might as well take advantage of using the pvp instance just so that you won't have people taking your mobs or looting something you're working towards... I think the lack of owpvp also gives an indication of what BW thinks of PVP, hence the smaller pvp community...
  11. There's still a method to getting to Mos Ila as a pub, using a mountain route. You need a guardian at the very least (and another person). You take queue pops to get back on to tatooine, alive again, when going through exhaustion zones. Other areas that I'm aware of: both pubs and imps can get into their respective enemy's bases on Section X. Pubs can get into the imp orbital station on ilum.
  12. I'd like to see our mobility go back up to par again. Like a 15 second force run CD. I'd also like to see sin tanks be on par with jugg tanks (in terms of pvp)...
  13. When the meta of jugg skank tank and sorc heals as well as sorc maddness is common in the game, it allows for an easier time for a merc to do arsenal dps.
  14. I go full power augs, and generally do quite well. With the dynamic of 3 healers being in a wz minimum these days, sins definitely have it the hardest in terms of being able to burst down an enemy compared to the other classes you mention, but it's not all bad. The sin interrupts and stuns and whatnot can still be debilitating (though I wish the interrupt CD on sins was reduced...). Deception is of course still, quite viable in guarding. While they may have a little less burst, in arenas, the starting from stealth aspect gives them that extra little edge of being the dps no one was targetting, and you obliterating their team. My rotation is something like: stealth > spike >recklessness > (force shroud or deflection around here) > maul > discharge > phantom stride > discharge > (priority DPS or CDs/DCDs > volatic slash (usually x2 proc ready) > ball lightning > assassinate etc (whichever procs thereafter) The only class that I have the most trouble fighting is a well played skank tank. Though a well played concealment op will give me a run for my money (it's just a matter of keeping on him).
  15. I was one of the few that liked to hang out in the den on any class and jump unsuspecting players, as well as obtain wz comms while waiting between WZs. It beats fleet chat often. But now with the implementation of pvp/pve isntance, the functionality and the purpose of the den has become a moot thing. Like, I could go on Harbinger, and there'd be over 100 people in the pve instance, and 5 people in the pvp instance. I mean I guess it's great for finding the lock boxes. But my chance of encounter is generally 0. There really needs to be incentives to go on to a pvp instance. I realise the pvp community is much smaller, and largely ignored anyway, but something should be done to liven it up... I mean, at least in the den, there could be no ganking due to the revive mechanics... But please if something is done, be rid of the stupid planetary scaling, at the very least, in the den. People would often go there for dueling tournaments. Planetary scaling has ruined this. And the alternatives of a guild ship (faction specific) and using places like Nar Shadaa, (planetary scaling) still means you cannot use things like wz medpacs or adrenals during the duels...
  16. The stupidest part of this nerf is that if you're already in the endzone area, you can't charge someone who is or isn't on it either. So, for example, upon exiting the queshball killbox, if I see a sorc down below, to charge to, I have to waste several more seconds to be on that bottom floor first, before charging them... Or if I'm too close, then I lose out on force charge's gain of rage...
  17. The 250 valor thing has had the same info tip associated with it, since launch, I think. So any changes, won't be immediately seen or based on how many medals you have, etc. Also, I believe warzone commendations has gone through multiple changes over the years, and aside from the 8 medal max thing, I wouldn't trust the "250" thing either. The max you can get is 147 commendations, 1 full win (140) and 7 votes. Not including double commendations weekends.
  18. Though it seems that 99% of people on the forums are here to complain. So I figure the less people on the forums, the better. Fun fact: the last time a dev has posted in the pvp forums was August of last year, regarding season rewards.
  19. It could also be you're being heavily focused. I with another madness sorc, and he generally gets more dps than I do in a match, because he ends up taking less damage/less deaths. It partly has to do with placment on the map and how and when you off heal. But it's also a bit luck. Like on my mara, there could be an ally of mine near death. But as soon as the enemy sees a mara or merc, they jump straight to them, because they're generally a faster kill. Same would be said for a dps sorc, I find.
  20. I generally help good sports, but I often don't see that much any more, and I end up solo queuing because some guildies are just irredeemable (why a 65 dps sin is using force lightning, in melee range, in a huttball, I will never know). That and no one wants to practice dueling on the guildship. I like giving advise though, on gearing and rotation, and every once in a while, hopefully make a player better for it. At one point some guildies wanted to start a group ranked group, and I was just like "Hahaha, no." People don't seem to understand, that for that, it requires, a lot of practice and synergy with the same team of 4. Min-maxing, and keybinding, among other things...
  21. I use creeping terror (root) > affliction > recklessness > death field (dot spread) > polarity shift > force leech > force lightning > crushing darkness > force lightning lightning strike (instant). If I don't have polarity shift. And i get interrupted on force leech, I'll make some distance between the enemy and use force lightning instead. You also want to make sure you use death field when your target already has affliction and creeping terror on that way you can spread the dot.
  22. Fighting a madness sorc or a jugg as a mara is definitely frustrating, even with the two root cleanses in the last tier of mara utilities. Fighting against other classes isn't so bad, as long as you're fighting them with the right skill trees. (I mean like how carnage maras should never be able to defeat darkness sins (that kind of thing). I have a much easier time defeating a madness sorc though, but a well played jugg will always beat a well played mara. I think if the level 61 mobility abilities also came default with a root breaker (instead of the optional utility), this would help. But yes, it's generally accepted that a marauder does more damage than a jugg, but a jugg can out survive a mara, especially if a healer isn't present.
  23. Yes, operatives totally need more passive and active DCDs when fighting... That's totally it, right there...
  24. MasterFeign

    Attack order

    Yeah, that sorc isn't very intelligent... The attack order is generally: dps or healer in pve gear (though right now with the bugged bolster it's a bit difficult to tell who is wearing what) healer (if unguarded) (dps if unguarded) dps order is generally: merc sniper mara PT operative assassin sorc jugg It's not the exact order, as others will disagree, but it's a decent baseline. You'll also have to take into consideration the map and their spec as well. Like marksmanship snipers that freecast will be pretty deadly compared to virulent snipers, as at least they have a ramp up time to get damage out. If I were in your shoes, I'd have told everyone to focus on one sniper, then start on the next, then the mara, etc. Even if the tank is smart enough to switch guard, the burn from your team should be enough to eat through and kill the sniper quickly, which in turn, kills the sin faster (if there are no heals around). I see a lot of people tend to forget their interrupts and stuns too. It just depends on how well your team listens, like I've been on teams where we should have had the clear disadvantage, but we ended up winning because the other team was a mess, and not in sync like we were.
  25. "We are looking into the login issues that players are experiencing and will pass on updates as we have them. Thanks!"
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