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SinnedWill

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Everything posted by SinnedWill

  1. Bubbles absorb a set value of damage. Bubbles being put on classes with higher armor ratings and/or shield generators and/or classes with damage reducing abilities are far more effective than the bubbles on a sage/sorc due to the armor rating differences. Yes, a single Force Scream from a marauder either breaks a fresh bubble (on sage/sorc) and deals some damage (small amount) or leaves very little value to absorb for that bubble from another hit (just using that as a single example).
  2. Another thing they should remove is getting kicked out via deserter detection, you end up getting transported to fleet. Some people will join a warzone queue solely for this purpose if their Emergency Fleet Transport is on cooldown so as to save time and/or travel fees to get to fleet from other planets. Furthermore, other people will queue for warzones and leave just to get buffs from other classes then they leave and go back to their pve (which honestly I don't think that a deserter debuff will even bother to help with).
  3. If they restrict access to levels 10-13 for the reasons you have stated, then they should restrict access to anyone that hasn't pvp'd before... oh, wait, learning to play your class in pvp is quite different from learning to play your class in pve. So... how about no? Regardless of level, if a player is geared well and knows what they're doing, they can perform rather admirably in pvp. They can heal quite well and dish out lots of damage due to the huge bonuses they get from bolstered stats. I remember my lv. 13 marauder dishing out more than 300k damage, for example. Not to mention that even without sprint, they can still force charge around. Sure, low levels lack the adaptability/versatility obtained at higher levels, but if you know what you're doing in pvp, you can still hold your own and serve a valid purpose. Besides, it doesn't take many wz victories to level up from 10 to 15 with a quickness.
  4. I'll assume that you're referring to a Marauder, since assasins can't force choke. Again, marauders are good against heavy armored classes since they either use DoT's lots of DoT's (one skill tree) which are internal damage - so armor rating doesn't do anything to help, or the other 2 skill trees grant armor penetration.
  5. Ok, well I was just trying to clarify. None of my statements have been false and I've only attempted to address the OP's second complaint being about the damage from Sents.
  6. The thread or someone's post? If it's someone's post, please clarify as to whom you're referring to?
  7. I've had this bug occur on my marauder sometimes when I use force camouflage (the stealth) at the same time as another skill (such as retribution or the interrupt since you can interrupt and use retribution at the same time as other skills since they're not on the GCD). It actually offers no benefits since your name and healthbar are still visible and doesn't interfere with other people targeting you, but it can certainly be pretty cool in appearence, granting the whole "OMG, there are 2 lightsabers coming for me with a mind of their own!" =p.
  8. Huge hits (around 7k+) like this typically only result from classes that have a very powerful attack that crits (and usually requires skillpoints for bonus crit damage) AND your target has a full stack or multiple stacks of grav/tracer on it. Unfortunately, by the time that a merc/commando teammate gets a full stack on a target, they're typically at about 1/3 health (with exceptions often being tank-specced classes that use shield generators). As for the whole "vanishing acts" you all have been seeing, I'm sorry to say this, but I'm yet to see this happen and I pvp a LOT. Yes, Marauders/Sentinels get an in-combat stealth (which we usually use to escape in conjuntion with Predation and the sentinel equivalent or we use it if we can't manage to interrupt something like tracer/grav/activated CC's, and lastly, we'll use it if enemies are grouped up and we're getting primed initially, so we'll use it to break their locks on us while we make our way to the enemy group's healers). Also, keep in mind that a great deal of marauder/sent damage either comes from: DoT's from one skill tree (which deal internal damage, so unless you have inquis/consular buff which grants 10% internal/elemental resistance, you're not likely to have much resistance to them without skill points for some classes that counteract this), or the other 2 skill trees grant armor penetration (i.e. Gore from the Carnage tree for marauder is an attack that gives 6 seconds worth of 100% armor penetration, or rage tree has "Shii-Cho Mastery" which grants 20% armor penetration while in shii-cho stance). So, I suggest you learn which tree a Sent/Marauder happens to be and practice methods to counter each, since they're all quite different in skill cycle usage. Practice makes perfect!
  9. With a full stack on, a fully BM geared Sorc. with a fresh bubble will still have bubble broken + damage from a crit or nearly broken from a normal hit. Yeah, bubbles work much better when they're on non light armor wearing classes, but they still obliterate my marauder even while I have Saber Block active. Mind you, my Marauder isn't 50 yet. But, yes, I'll agree that the first 2 TM/Gravs don't do much damage - about 400-800 (depending on whether or not it crits) for the first TM, then up to about 1.2k from the second TM for my sorc. with 4 pieces of BM gear. Too bad expertise has a soft cap once you reach about 10%.
  10. I'll admit that sometimes I'll accidentally waste my interrupts on a Fusion Missile instead of Tracer Missile since I read the activation timer so as not to waste my interrupt on a powershot. Sometimes I only catch the "missile" text, so accidentally interrupt the FM instead of TM. I pretty much /facepalm if I can't get to the spammer due to force charge being on CD (so long as the merc isn't within or near melee range) when I'm on my marauder. And if I don't have enough time to LoS in this instance, I might as well target someone randomly nearby instead otherwise I'm flat out dead unless a healer saves me. The "juking" another guy mentioned also works quite well, so long as it's a 1v1 situation.
  11. Your other abilities deal more base damage than most other classes' abilities (with a proper arsenal build). Tracer is meant to be an opening skill for your other abilities to really shine. A damage reduction to tracer shouldn't hurt many of the other arsenal mercs too terribly since the other abilities are capable of dealing comparable (for some) and greater values of damage (for those that synnergize from TM as an opener). Furthermore, the fact that multiple stacks (caused by multiple tracer/grav) spamming stacks result in a sorcerer being able to crit with shock for more than 2.5k on such a target. Also, TM/Grav are unavoidable, so multiple mercs/commandos working in conjuntion can easily pound on warriors using their 3 min. CD of saber block.
  12. This is another good potential option to reducing TM/Grav damage - albeit, the heat-starvation effect would result in them not being able to attack multiple targets and make them less capable of maintaining the benefits TM gives. But I fully agree - good mercs/commandos don't rely on TM/Grav ONLY. But, they still need to remove having multiple stacks (from multiple players) and also make TM/Grav capable of being evaded.
  13. Marauders use auto attacks a lot - as do low-levelled snipers.
  14. Not true at all, maybe some reduction in heat cost on their other attacks would also help. Tracer is supposed to be used initially so that a merc gets their damage bonuses on their other attacks and grants them the damage reduction - lots of good arsenal mercs can get by with a 4-stack on someone and still dish out big damage with the other attacks. You probably aren't high enough in level.
  15. Nothing in the game can ruin your day more than having 2-3 tracer/grav spammers on an opposing team that coordinate their attacks. Is it an easy class to solo? Yes, if the merc doesn't know what he's doing, but 1v1 against a good merc/commando isn't as easy as many of you claim. Against about 2/3 of marauders, they can still typically win in 1v1's; against a sorc., they should win a 1v1 unless the sorc. has 2 skillpoints invested to increase jolt's lockout duration. Better players tend to only need 4 stacks from tracer/grav to dish out their serious damage attacks, so tracer spammers gradually decline as they level up higher and still dish out big dps, but nothing sucks more than having 3 seperate sets of 5-stacks on you - not even multiple healers can keep anyone alive with that much of a debuff for more than about 5 seconds. Furthermore, Tracer/Grav are GUARANTEED to hit, so this renders the 3m cd timer of saber block rather completely useless since I haven't noticed tracer/grav doing 20% less damage, when saber block is up, either. Guardian/Jugg armorbreaks can miss (and do, quite often) and are much harder to get stacks up. I say leave tracer's spamability, significantly reduce its damage (mercs/commandos, you all have plenty of other damaging attacks to use once you have a stack on someone), make it so that players can't get multiple stacks from multiple tracer users, make tracer/grav capable of missing the target, and fix the dang visible activation timers coz about 50% of the time you interrupt a tracer when it's about 2/3 of the activation bar filled, you don't interrupt the tracer resulting in a wasted usage. The reason I say to let tracer remain spammable is because mercs need to spam it (initially, at least) so that they get the damage reduction buff stacks as well as the damage output for their bigger damage attacks; it's just not necessary for the ability to be able to deal out consistantly big damage while also providing the buffs/debuffs. Mercs, do you all agree that this is fair?
  16. SinnedWill

    Damage

    Marauders can ignore armor with certain skills, making them do vicious damage to heavy armored players. Also the DoT tree can really hurt those with heavier armors since the DoT's aren't energy/kinetic damage (which comes from armor).
  17. For the resolve issues: maybe they should change it so that stuns fill the resolve bar based upon the stun's duration (for example: many stuns are a 4s duration timer without skill points invested to extend the duration, so make say 4s stuns fill resolve bar 40%, 5s stuns = 50%, etc...) and change the current system so that a stunned target without full resolve cannot be "chained" into another stun until the duration of the first stun ends (causing any stuns used by enemies too soon to be wasted). Also, they should make all true CC skills (whirlwind, flashbang for example) either fully fill resolve or fill it about 80% of the way (since some skillpoint investments can result in short stun if the CC effect ends early). Lastly, they need to either make ALL knockback/knockdowns fill resolve since "overload" from inquisitor fills enemy resolve bars about 60% even without skillpoints to make it root targets and I know many knockdowns aren't filling ANY resolve (and let's be honest, a knockdown is identical to a stun, possibly worse since you can use your stun-break skills and still be unable to move or act for about half a second while your character animates to get up). As for the hutt-ball changes... meh, I don't agree with many of your suggestions, but I do think that they should make the fire and poison damages do a flat % of your max health in damage for the duration, so that it ignores armor and abilities that might mitigate it (too many times you'll find heavier armor-wearing classes able to sit in the obstacles with a single healer able to keep them at max health or just flat-out walk right through the fire since it'll only do about 20% of their health - and yes, sage/sorcerers can just bubble up and force sprint through fire many times without even having a bubble break).
  18. HELL NO! Do NOT allow for controlled 8v8 or even 4v4 pvp matches. This is *by far much too easy to abuse for farming purposes. All it would require is coordinated queuing so that people can quickly farm warzones. By forcing warzones to typically consist of 50% of the members being random, this helps counteract a lot of "arranged" warzones, preventing sides from taking turns on winning/losing purposely; although a potentially half-random team often cannot pull a victory currently, this at least typically results in warzones that were intended to end quickly taking MUCH LONGER than farm groups intend.
  19. Tracer/Grav round mercs (with some of them being hybrid healers) - there's a NASTY bug where if you happen to get hit at the same time by seperate tracers/gravs, each starts their own stack, so you can EASILY have multiple 5-stacks on you. Furthermore, back to "why ranged classes dominate" - majority of ranged skills will ALWAYS hit. So, say you happen to activate Sabre Ward + Predation + stack Defense + use defense-boosting relic, you will still get hit by most ranged skills. Worst of which would be Ambush, Snipe, and of course Tracer/Grav, heatseeker missile, etc. This doesn't apply to force powers - force powers are always guaranteed to hit, but at least Sabre Ward reduces their damage. Oh, and holy god the gunslinger's DoT is strong. ONE of their DoT's does more damage than all three (if you have creeping terror, if not only 2) of a Sorcerer's DoT's combined! Nasty. Many melee attack skills can be evaded, so they need to look into some of these mechanics.
  20. I also think they should implement a loss in valor if a player decides to select "leave warzone" or "logout" while in a WZ and if a player happens to leave 3+ warzones withing 60 minutes, they should take a heavy valor loss and get an 8hour lockout from being allowed to enter another warzone (to discourage players from making "pre-mades". As for players that get removed for "desserter detection" or actually completely disconnect from games, there should be allowed to do this 3 times without getting their first penalty (since sometimes if you end up joining a WZ already in progress, you might not manage to get past the barrier in time even if you have every intention to participate). Same for those that choose to leave an in-progress warzone after they were late to join - grant them 3 "grace-periods" every 60 minutes before they suffer their first penalty. But, yes, I agree that they need to make certian that numbers are even in warzone queues before the warzone begins without having to wait for late-joiners. Also would be nice if they would balance the quantities of specific classes on each side since it's quite annyoing to face 3-4 merc tracer-spammers on one team while the other team has only sorcerers and operatives (heh, hate getting stacks of 10 tracers on me) - not 100% certian, but I think that they can actually cause a player to have negative values of damage reduction. Sorry if that's a bit off-topic, but happens a lot.
  21. One thing they need to fix on voidstar is the defenders having to ride the speederbikes for 30 seconds before even reaching their spawn point in the first room - this usually results in anyone that happens to be slow to load or late to puts off accepting the "enter warzone" button to usually still be on their speeder while the first round actually begins. Usually the attacking team can easily snag one door against the few defenders that managed to make it in time, so if a bomb's already planted before those people even get to land, they typically leave the warzone, expecting it to end badly.
  22. Forgive me if I don't have a Merc or commando and for being confused between the different knockbacks, I simply called it an uppercut knockback + slow coz... well, that's what it looks like. Also, I think that person who said "AND THEY CAN HEAL THEMSELVES" was referring to the heal-specced/tracer-specced hybrid - the big heal becomes pretty quick and a crit can heal them for more than 50% health. As for what they said about mercs having the armor of a tank... well, no, they don't. They're highly vulnerable to the 2 damage types armor doesn't give and are still moderately squishy.
  23. I have a Sorc, Sniper, Op, and yes, a Marauder - I'm not requesting that they give marauder some love (I find that my build works quite well, personally). I'm merely responding to one guy that was considering force charge to be a disrupt when it really isn't.
  24. Yes, I know, but that damage isn't nearly as insane unless the target has some armorbreaks stacked on them. Did you even notice what my post stated? I was proposing that instead of either reducting TM's damage or increasing its CD time, make it only have a % chance to cause the armorbreak effect but still always give the damage increase buffs for the other skills.
  25. OH NO! You're going to have to restart your activation timer! (gasp) Seriously, though, all a merc has to do is the uppercut knockback + slow and that buys them enough time to get at least one tracer off on a melee. Charge is a gap-closer with very limited interrupt so you shouldn't consider it a disrupt. Also, about 90% of the time when you charge a target and finish animating, despite the fact that the target appears to be right next to you, you can't use any melee attacks as it will say out of range until your target "blinks" to another location just outside of melee.
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