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SinnedWill

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  1. Lol, If I'm on any of my stealthy toons, and you're solo guarding it, I will kill you and likely solo cap the node in time before any help arrives - even if that person has called for help the moment I opened up from stealth with a stun (err knockdown). Thus, I agree with the OP and one of the earliest replies that followed: "Remind your team how bad they are for leaving one person to defend.". And, sorry to the rest of you, but if anyone is ever node-guarding and gets jumped by stealthies, if you type "help at 'x location'", you will likely simply die immediately, wheras you might stun-break, defensive CD, stun, kite, and fight back (possibly winning) had you not bothered to type. Seriously, your team should keep track of enemy head-counts (individually and ops chat-wide for each node) and have enough common sense to realise that if they have only one person defending a node and the rest of them are facing a group of enemies with fewer numbers than they have... well, yep, there's obviously about to be some action elsewhere, so they should peel off (without overcomitting) to reinforce or pressure the node where none of their teammates are. Melees are the most frequent pugs that get "tunnel-vision" and fail to keep track of numbers, but it's certainly not exclusive to them. In essence, OP, you did the right thing in my opinion. But, yes, others are correct that if say... you get jumped by 2+ burst DPS stealthies as a solo guard (your team would be idiotic if they let this happen), then.. yeah, you're likely best off typing it up that the node is lost, since a good pair of stealthy DPS will stun-lock you to death before you can act.
  2. Uh... DPS ops don't need light armor wearing targets to dish out big numbers since they can bypass a good bit of armor and cause DoT's that ignore armor resits. In fact, Sorc/Sages (with a bubble up) are usually more difficult for an Ops/Scound DPS to kill - then again, if you catch a sorc/sage without a bubble up, any class/spec can drop them, heh.
  3. Other things to help improve Sorc/Sage is to cause STR to increase our force powers - as it stands, we're the only class to gain NO benefit from our secondary damaging attribute - believe this was done in beta, since sorcerers were actually decimating people with melee as well as ranged, but hey they went and nerfed pretty much all of our abilities' damage values now, so maybe the small amount of STR we do have might actually help us, somewhat. For those that don't understand what I'm talking about: Assassins - Melee Damage Bonus/Crit chance is increased by STR + WILL; all Warriors - Force Damage Bonus/Crit chance is increased by STR + WILL; etc... Sorcerer is the ONLY class that cannot benefit from their secondary attribute. After the 1.2 nerf, perhaps this is one of the possible reasons (though the difference even if we had STR bonuses wouldn't be significant).
  4. Both Affliction and Creeping terror do ~ 2k damage each total (i.e. if let run full duration) from a fully WH geared Sorcerer against an opponent that has 0% I/E mitigation (at the very least, you have no talent for mitigation and you don't have a consular or inquisitor buff) - please explain to me how ~4k damage over 18s (in which time you would regenerate SOME HP) - or less than 4k if you have ANY I/E mitigation, talents to reduce DoT damage (15% if talented), or if you happen to have a consular/inquisitor buff, you'll tack on an extra 10% I/E mitigation, or ANYTHING to keep yourself alive. How is it possible that these two DoT's cause you to lose half of your HP over 18s? Oh, that's right, you're confusing our DoT's with that of others - either Pyro PT/Assault VG, Annihilation Marauder/Watchman Sentinel, and even Concealment Ops/Scounds all have equally powerful (or in some cases, more powerful) total damage DoT's that last 6 seconds (meaning their damage is delivered much more quickly). The fact that our DoT's last so long makes their removal a non-issue compared to other DoT's - in fact, only one of our DoT's is really worth the effort to remove (crushing darkness) unless a lightning specced sorcerer has thrown affliction on you to make his 31-pt ability auto-crit.
  5. Actually, I agree with this - but I don't think it should be restricted to sorc/sage. I think it should apply to all classes that have activated abilities, but only their spec's primary activated should be capable of being talented into for this affect. It should ONLY apply to the specific activation time required abilities (specific ones, not ALL, and they must be talented into -i.e. lightning would get it for their lightning strike, arsenal merc would get it for tracer missile) but doesn't apply to any channeled abilities (i.e. force lightning, death from above, unload, etc... all still require temporary turret-mode). This would work, so long as the caster must MAINTAIN facing their target with clear LoS the entire time they activate the ability (back-peddling would be the only guaranteed method to have their ability fully activate, strafing might cause issues if the angle isn't perfect - this way you can't just begin the activation + turn around and begin running full speed if you want the ability to land). This will also be a nice bonus for healers without potentially overpowering them if you restrict it to their most basic activated heal (which usually requires significant resources for a moderate heal value) and it will certainly help the less mobile (turret-mode) healers with keeping at least some heals coming as teammates are on the move - instead of continuing to favor ops/scound healers in this situation. Albeit, damage still needs some fine-tuning - sorc. DoT's are GIMPED. Yes, as the OP suggested: maintaining the current damage while decreasing the duration will SIGNIFICANTLY help madness sorcerers, but survivability is also a HUGE issue (though I am ok with having 0 defensive cooldowns if we have maybe a LITTLE something extra to keep enemies off of us - it's easy enough for us to kite 1, sometimes 2 enemies, but issues arise with multiple enemies and we don't have any possible method to prevent that). My suggestion would be to give us something like a "Black Hole/Implosion" ability - which would be a ground-targeted AoE pull (immediate) that can affect up to 3 enemies within 10m of its location - and after 2-3 seconds (enemies being rooted for that time), it will "explode" so as to cause moderate damage - roughly 1.5-2k. That would be a very cool ability (without being overpowered due to its range limitation and maximum number of enemies affected being 3 - it would also be capable of being "purge/cleansed" as a force power) - it should also fill enemy resolve by ~500. Sage equivalent should be called "Gravity Well" - since they like their rocks. Lastly, they need to fix madness sorcerer's self-healing from DoT crits and Death Field - Death Field is only give one heal value regardless of how many targets it strikes (should be giving 3 if it strikes 3, and shouldn't give any if it strikes 0 - currently always gives 1 heal value) - all heal values are far less than 2% max HP heals - I have 19.7k HP on my madness sorc. and the heal values are between 62 and 216. No idea why they fluctuate (and yes, I'm aware of pvp trauma debuff AND the possible presence of healing debuffs from marauders/sentinels/snipers/gunslingers). The values are too low even if you factor in the healing debuffs.
  6. Don't forget that it's much more easily countered when compared to flame burst + CGC proc. Pyro is a bit too nasty, I must admit, so I'll milk it right now .
  7. Flame burst (from pyro) certainly doesn't do 5k crits. Highest I've done from a flame burst crit as pyro is ~ 2400 damage (up front, so not even factoring in the CGC DoT). As AP flame burst crits have gotten as high as 3200, but they don't leave a CGC DoT (personally, I'd like to see retractible blade do far more damage from its DoT, considering it requires 4m range, and only slows 30% for 6s, but AP damage is apparently balanced in the metrics - no idea how, unless you catch a clustered group with a 5-stacked Prototype Flamethrower several times, but this is easily countered via stuns/knockbacks and it has range/LoS issues that pyros don't need to contend with).
  8. One example of one WZ where a sorc. was either left completely unchecked or tab-DoT'd a merc/commando/ops/scound heal-heavy team while taking many deaths to refresh his force doesn't mean sorcerers do more damage. In fact, I'd waiger that the enemy team kept clustering (I'm assuming this was a void star) and the sorc. tab-DoT spammed and remained unchecked while he AoE'd the clustered heals-heavy pugs - in which case he didn't cause many deaths to the enemy team with his tiny DoT's. Bad example, since a Pyro can do the same thing (tab-IM spam + Death From Above clustered fools, take a quick death to reset his heat or /stuck to respawn - assuming the enemy healers aren't removing our DoT's) and come out with much more damage compared to using our normal damage cycles - much of pyro's final damage values are reduced due to the fact that our killing blows deal significantly more damage than the enemy's remaining health.
  9. Nah, we kinda' are unkiteable... we can slow from 30m, we can half-burst cycle from 30m, and if anyone is kiting us, we can grapple + carbonize + electro dart (love it when folks break carbonize from the grapple + stun-lock cycle, btw). Only one class can significantly keep us at range and that's an entrenched sniper - in which case, we IM, TD, RS and LoS if we have to until entrench wears off, then electro dart + grapple and they're toasty - or you can just spook one up out of his entrench (or cover, in general) with death from above (surprising how often they'll break their own entrench cooldown just to avoid it) which lets us grapple them to us. Seriously, madness sorcerers and assassins tend to have better luck at kiting pyro PT's, but their luck tends to run out quickly.
  10. Sorry, but Sorc don't do "mad damage" unless you're referring to total damage in WZ's as a result of tab-spamming DoT's (with the exception of crushing darkness), which will deal 200's-700's (700's being crits that consume death marks) as a full WH geared/remodded/augmented madness sorc. facing another player in full WH gear. Yes, Death Field is some serious damage, if it crits (and ONLY if it crits - it does ~1.1k for non crits, crits do ~3600 - less if enemy has a defensive cooldown active or AoE damage reduction from talents) but it's a 15s cooldown. Shock can do some nice damage (highest shock damage I've seen was ~ 2800 to a poorly geared sorc/sage squishy, which would be 4200 damage to him total if it chain-shocked). Force lightning crits vary based on armor class and expertise value - crits on medium armor wearers are ~900 per tick, which isn't awful, but yes, prone to interrupts and causes turret-mode. Seriously, they either need to "juice up" madness sorcerer DoT damage (a moderate reduction in duration while maintaining the current damage values would help - particularly for creeping terror, since Lightning specced sorc's want affliction to last a long time). Other things they need to fix for madness sorc. are the self-heals from DoT crit damage (I have 19.8k max HP and I get self-heal values from my DoT's that are ~212 HP average, and I've seen some as low as 61 HP - which is well below 2% of my max HP even when you factor in the pvp healing received debuff) and Death Field is supposed to give us 2% max HP per target struck (maximum 3 targets) yet It only gives us one reactive heal value (212 most commonly) regardless of how many we hit (or even if we don't catch anyone lol).
  11. Well, dam, you caught my carnage marauder's "speed-hacks", I suppose, since every time I use my Improved (extra 30% from carnage talents) Predation, I certainly start lagging out quite a bit. Not that I haven't already been accused of speed-hacking 3-5 times each day due to my usage of Predation already. Now I just need to figure out what would cause a Gunslinger to accuse my MM Sniper of hacking for - my best guess is that they called me a hacker since I pulled them out of cover when they had hunker down active, but again, that's the result of me using an ability from my spec.
  12. Pyro PT's/ Assault VG's certainly have a bit too much... well, yeah. Just too much. At 50, you'll be able to use your 25% damage mitigation defensive at least once per life (assuming you specced into having it's cooldown reduce each time you're attacked). MUCH more often if you have a pocket healer. Flame burst, however, isn't the issue (well, flameburst's damage, at least) particularly since it tends to be the largest contributing factor to making a pyro overheat (unless your enemies chain-stun you, then you're good to go again ) - with TD + IM being the other culprits as DPS openers. CGC is definitely the largest issue - on my Pyro PT, I absolutely LOVE when I see any class that is being guarded by a tank since CGC will proc not only on the guarded target, but also on the tank (thus, tank takes 50% of the CGC damage from the target they're guarding AND gets a CGC applied to them despite never being targeted by a pyro - thus, they're taking 150% CGC damage compared to 50% CGC damage on the target you're attacking). CGC needs some kind of cooldown before it can reapply - seriously, if a target gets within 10m of a Pyro PT, it can't kite, even if it "dispels" CGC every cooldown. I suppose extending the PPA proc from 6s to 7.5s wouldn't be such a bad thing, either - it'll force PT's to use unload more often, and overheat more often. Let's be honest, overheating is a Pyro PT's bane (unless vent is off cooldown or the enemies are silly and decide to chain-stun you back to managable heat levels - again, assuming you have gyroscopic talented). CGC alone dishes out some CRAZY DoT damage - 4k+ crit damage over 6s as someone stated already (though usually only against targets below 30% hp, it still does occur on full health targets that don't have an inquisitor/consular buff - I feel bad for these players that haven't gotten a consular or inquisitor beyond chapter 2 to unlock it, since they'll come out of the "penalty box" with a sign on their forehead saying "I forgot the K-Y this time...". If they leave the guaranteed re-application of an existing CGC from railshot, but reduce the (currently guaranteed) CGC proc chance from flameburst to something like 50% or introduce a hard timer for CGC to get reapplied via flameburst, etc. (with the exception being the automatic refresh of a CGC via railshot), then it will certainly help those that complain. PT's will still be great, but they'll need to readjust their tactics (cycles) on how/when to apply CGC so as to get their best burst cycles, and PT's will need to save their grapple for when they're being kited (instead of simply using grapple at the beginning, which currently prevents MOST classes from being able to kite at all). That said, CGC damage could also use some fine-tuning - the only DoT's that can even come close to rivaling (and exceeding, if they use berserk to make all 6 ticks auto-crit) it are from a 3-stacked Deadly Saber DoT's + rupture's DoT (which is from annihilation/watchman marauders/sentinels). Part of the reason CGC's DoT damage is so crazy is because it's a short-duration DoT (6 seconds). If they extended it's DoT duration (while only causing the 50% slow to last for 4-6 seconds), that DoT damage would get reduced significantly with each tick (sure, it'll still dish out the same total damage, but this would still help with the burst-damage issues and make it easier to heal through). Then again, it could just be that Pyro spec's talents "Firebug" and "Rain of Fire" apply damage bonuses (RoF) and crit damage bonuses (Firebug) to the majority of their most damaging abilities - few classes benefit this heavily on their best abilities from talents such as this - though I'm not saying this is true for EVERY class/spec, I'm only saying this is true for MOST. Lastly, Pyros have Explosive Fuel, which is a 2m cooldown that gives +25% crit for 15s - which basically turns any end-game geared pyro -fully optimized/remodded/augmented WH gear- (which also has the +15% railshot crit chance bonus from 4-pc set bonus) into "DPS God-Mode" when used at appropirate times. TL;DR: Pyro PT is fun, yes, and it CAN be countered to an extent by many classes (or almost completely countered by others), but it could certainly use some adjustments (none of the ones I've mentioned would completely break Pyro PT - in fact it'd still be one of the best DPS classes/specs).
  13. I assume you mean Sorcerer (DPS) and don't worry, every class is gimpy as a fresh 50. Though... not every class gets 3-shotted like a freshie sorc. might, heh. You gotta' grin and bare it. Once you have fully augmented gear, you'll notice a huge increase in your survivability.
  14. ^^ Sorcerers certainly are kinda' bad at 50 (as DPS), even with full WH gear. Our DoT's do ~650 per tick (CRITS, mind you). Shock, Force Lightning, Crushing Darkness, and Death Field make up the majority of our damage, but sure, you can always pad your damage stats by tab-spamming affliction. Madness is pretty much the only viable pvp spec for a sorc. at 50, and you have to kite/LoS A LOT if you want to have much of a chance at doing anything; it's all about staying alive longer than your enemies and you really need to know exactly how to counter every class/spec's burst DPS or you absolutely will die in a matter of seconds. That said, Madness Sorc. is still great at 1v1's if you stretch out the fights (makes us great for solo-capping, since most solo guards will be thinking to themselves "lol a sorc! free kill for me!" and since our DoT's are so weak, they don't call for reinforcements until we break out our small amount of "suprise!" burst-damage - which, by then, is usually too late). In groups, we certainly perform better than many other classes against those pesky pyro squads (we DoT them all up, toss a solid 3-target AoE for damage and then we start kiting/LoS'ing - poor marauders would have to face-tank and out-dps race them, which usually ends poorly for the marauder).
  15. Rage Mara compared to Rage Jugg - Mara seemingly dies more often - even if he is paired up with a rage jugg and the both of them "lol-smash" same targets appropriately. Perhaps this is because marauder is higher up on the "pecking order" than juggs since they can give group buffs (predation/bloodthirst), so this may be due to the fact that they get FF'd and stun-locked more often. Vengeance Jugg compared to all marauders - With the exception of carnage marauders, I'll certainly agree that many vengeance juggs DO die more quickly/easily/often. Albeit, in the proper hands, they have remarkable survivability (I'll elaborate on this further later). Immortal Juggs - well, woopty-doo! You're a fully Immortal-specced Jugg? You die least of all simply because the damage you deal tickles and I'd rather you stay alive so as to continue resolve-capping me. You die least because you aren't worth the time/effort to take out and your damage is equivalent to that of a mosquito - only time I will focus you is because you threw taunts on me so you gimped my damage against everyone else and I may as well force you to pop your defensive CD's while I wait for the taunt to expire. Sorry, I'm a bit biased, since most (~95%) of the full Immortal Juggs I've faced are in Tank gear or just don't understand how/when to DPS, but a few of these guys can dish out significant DPS when paired with healers (after a far longer fight than normal). Dies less than marauders do, overall, since they're typically ignored/CC'd/rooted + tab to more significant target/quickly (without significant damage) fill my resolve, which sometimes makes them the MVP of the match for my team... albeit they play for the other team. Now, back to Vengeance juggs - yes, vengeance juggs (31+ points, and always in shiien form) certainly die more than 2/3 of the marauder specs, but... Vengeance/Immortal Hybrids (typically in Soresu form, mind you) can do some very nasty things. Being in Soresu form, yes, they certainly lose a great deal of their DPS potential, but seriously, you need one of these on your team for rateds. They "crop-dust" ("fresource" AoE slows on 1s GCD), they have INCREDIBLE survivability in the hands of a good player (more than a pure immortal spec IMO), and even though they're in Soresu, they can still dish out 4k+ hits via ravage and a guildie of mine says his vicious throws frequently hit for 6k+. Also has much more survivability than a pure immortal spec.
  16. You all really don't understand what you're talking about - Undying Rage is a 90s base cooldown. Gear set bonuses reduce its cooldown by 15s, so that's 75s. The only possible way to reduce its CD further, is to be Rage specced (which will shave 30s off the cooldown timer) which will make it become 45s cooldown (not 30s) - and if you want to be a "lol-smash" damager, Juggernauts are far superior to Marauders. Juggs pick up 6% damage bonus (from single-saber mastery), they pick up 6% strength bonus, they can use charge more often than a marauder, and they get a 10% damage bonus following charge. It's also easier for juggs to get the automatic 4 shockwaves via the enrage cooldown compared to either popping frenzy (3m cooldown for rage marauders to grant them 30 fury) + berserk (to grant them the automatic 4 shockwaves). Seriously, I find tankassin/shadowtank's 5s duration shroud on a 45s cooldown to be VASTLY superior to that of undying rage - partially because tankassins/shadowtanks have significant defense chance, so even if focus-fired, they're immune to all incapacitating and displacement abilities, force/tech damage, and only vulnerable to weapon-based roots/slows (if they connect - and that is VERY UNLIKELY if they pop deflection as well) and weapon-based damage (again, with high defense chances these don't land as frequently - or you could pop deflection as well). Comparing Force cloak with Force camo: meh - more strategic application, but longer cooldown and can't be healed for 10s compared to force camo, but I always found it to be better than camo if you use it properly - back when I was tankassin - I wouldn't trade it. Cloak has a 3m cd for tankassin, and you can't receive any healing, but it DOES take you out of combat, so you can use mind trap on enemies and seethe yourself back to full HP, or you can pop it and use force speed (which breaks snares/roots that were on you, btw) and hide for the force cloak's 10s debuff to healing received duration, then you can get healed back to full, so it's also a complete reset that gets you back to full HP if you use it properly. Deflection compared to Saber Ward: You miss out on the tech/force damage mitigation of saber ward, but deflection's cooldown is 2 minutes compared to saber ward's cooldown of 3 minutes - also, tankassins have higher armor mitigaiton and 2% more I/E mitigation (assuming the marauder/sentinel also has an inquisitor buff at all times). My opinion is that deflection > saber ward simply because the cooldown reduction is shorter, despite missing out on the force/tech damage mitigation. And then there's Cloak of Pain - which although assassins don't have anything like it, but they do have taunts (which doesn't help them directly, unless you're using them on enemies that are focusing their healer), and if they're tank-specced, they get many forms of self-healing, a 5% damage reduction + 30% slow tied in to an AoE -assuming they're not hybrid into deathfield-, a 5% aoe accuracy debuff from discharge (if tank), force speed (which is incredibly underrated, particularly if tank-specced due to the 20s cooldown and the fact that it will break existing roots/snares)
  17. Personally, I find my Deception Assassin (Infiltration for shadow) EASILY out-damages my marauder (which is carnage) - both of those specs are single-target focused DPS. The issue with Carnage Marauder (Comat Sentinel) is how easily countered their offensive window is. In rated warzones (against at least semi-competent teams), carnage marauder NEVER gets a gore-procced ravage to run full-cycle unless you're at full resolve and attacking a class that can't dispel the root or combat cloak. Hell, the good teams I've faced in RWZ's RARELY let me get off more than 1 attack every time I have a gore-proc (which thorougly impresses me, btw). As for survivability - carnage marauders are FF'd early on (they're also the squishiest marauder spec, mind you) so as to prevent them from popping improved predation like candy for their entire team (which has been known to single-handedly win many matches) - and since carnage tends to root everything, enemies really have no choice but to take you out. By the time my deception assassin's 3rd and 4th attacks have occured (assuming they both crit), I've likely done ~12-14k damage to a single enemy with very little damage taken (unless my target's teammates are very didicated to immediately stun + focus fire me, but this is very rare since I tend to wait for them to be tied up with other teammates). Sure, Shroud only lasts 3s and has the base cooldown timer, but it's still incredibly powerful - particularly when you use it in conjunction with Force-Cloak (makes it a guaranteed escape = reset since I'll get healed back to full even without the support of a healer since I can use my OOC regen ability) - cloak doesn't reduce my healing received due to talents), hell, I can pop shroud + deflection and still get healed back to full - it's quite impressive. For marauders to get their "resets", they can't be jumping around or LoS'ing their healers, which happens far more frequently compared to my deception assassin. But... yeah, without healer support, I certainly need to pick/choose my fights far more carefully or die more often compared to the marauder. I always have fun, though. Seriously,
  18. Roots are removed with "dispels" - physical roots are the most significant roots in the game, and they're removable by all merc/commando/ops/scounds that use their "dispel". If you have these types of classes on your team, they can remove them from you by using their dispel on you. Also, many roots can be proactively prevented with many defensive cooldowns (i.e. Saber Ward/Deflection/Evasion/etc help prevent roots from weapon-based attacks).
  19. Vengeance/Immortal hybrid > Immortal. We roll with one of these on our team for rateds. He dishes out decent DPS and has much more survivability than a purely immortal specced Jugg - not to mention he's far superior to an Immortal jugg in huttball. Our team rating is ~2200 right now, but our jugg is likely behind in rating since he plays as his Pyro PT quite a bit.
  20. Don't quite know how to put this, but: "PT/Vanguard tanks have the most passive mitigation." - I think everyone figured this out the first time they've fought one (assuming they use weapon-based attacks). "Assassin/Shadow tanks are the most evasive." - Uh... yeah, any tankassin/shadow tank in tanking gear has well over 22% base defense chance - this still doesn't explain why they have very good shielding, most utility, AND the best defensive CD (arguably - mara/sent bubble is great, but at least it can be countered) in the game on a 45s cooldown - in addition to combat-breaking cloak and defense chance cooldown... not to mention the fact that their DPS is FAR SUPERIOR to that of other tanks - and even some of the weaker DPS classes (i.e. sorc/sage/merc/commando), and still get 4k+ hits with a finisher. "Juggernaut/Guardian tanks are a mixture of the two." -Hmm... well, as far as I can tell, pure Jugg/Guardian tanks are the worst. Their DPS is awful and they just get sent to the penalty box when their defensive cooldowns (which are on long timers) aren't up with a quickness. Hybrid Vengeance/Vigilance + tank tree have FAR superior survivability and dish out significantly more DPS. Plus... why in god's name is the self-heal from their friendly leap attached to their DPS gear instead of the tanking gear? Mind-boggling.
  21. Not really - different specs offer different tactical advantages based upon enemy class compositions and warzones - for example, carnage marauder = great in huttball (improved predation) + great single-target DPS. Annihilation = great sustained DPS.... so long as the enemy team doesn't have good merc/commando/ops/scound healers removing their teamates' DoT's, Rage = great at clustering warzones (mainly voidstar), but gets countered by teams with sorc/sages (who can purge/cleanse their force crush - effectively depriving them of shockwaves from it). Hell, even the difference between AP and Pyro PT specs are night and day - PT's tend to have issues with ranged root classes that keep beyond 10m and melee classes with high burst damage that root and/or slow - AP has a much easier time kiting/running circles around those melees and can actually close the gap to those pesky snipers... not mention it's definitely superior to pyro in a hutt-ball match. Sniper specs have situational advantages over each other as well - engineer = great for voidstar and clustered matches, marksman is good at single-target, lethality is... well... lethality simply IS (not gunna' state one way or the other about this spec ). Seriously, being able to dual-spec in PvE will give significant PvP advantages (if permitted to swap between the two in a warzone). As someone stated earlier, apparently the field respec legacy talent lets you respec in a WZ, but that can cause a significant inconvenience due to the re-allocation of talent points and having to move keybinds - albeit, I'm sure some people can do this relatively quickly if they know their specs inside out - but... this will certainly begin to cost people a pretty penny.
  22. If you had full immunity with full resolve, melees and close ranged dps characters will run amok - even moreso than they do now. Roots, slows, and stuns annoy everyone, yes, but roots and slows (which are off-resolve) certainly have a far more significant impact on melees and 10m range classes (some more than others). If roots/slows were added into resolve immunity, yet they themselves did not cause resolve to fill, many people would significantly reduce the frequency of their stuns/mezzes in favor of more root-capable class-composed teams and classes that have stuns/knockdowns that tend to fill less resolve (so that they can optimize their chain-stunning so as to kill the enemy out-right for when they DO use stuns). Now, if they don't do this, they will simply be giving all melees and 10m ranged classes complete immunity to kiting mechanics which will easily result in more people complaining about PT/VG's, Assassins/Shadows (though tank specs are currently the least affected AC by roots/slows), Maras/Sents, and yes... rage/focus specced Jugg/Guardians. Seriously, do any of you people not realise that warriors/knights cannot use their leaps if they are rooted? Imagine how much more easily (roots are the most effective counter for them when they are at full-resolve, currently, and they still feel as though they're finally closer to being capable of their maximum damage potential when resolve is filled) they'll seriously dominate if when they're at full resolve, there is no possible method to avoid their onslaught.
  23. Is "dual-spec" being able to say save a PvE spec and a PvP spec and be able to selectively choose between the two? See, problem is... that could ROYALLY OP certain good pvpers if they're allowed to switch between specs on the fly since as far as specs go, they tend to differ from each other with different advantages and disadvantages - being able to switch from say Pyro PT to AP PT simply because it is huttball, for example.
  24. Cost to remove Armorings/Mods/Enhancements from regular war hero gear = ~92k per piece. Only 5 pieces are craftable (Helm, Chest, Gloves, Legs, Boots), so I can only assume he's selling you 5 augmented pieces for 500k - that's 100k per piece + ~92k to remod, so that'd be almost double what you would pay to buy an augment kit + pay to augment a normal WH piece. Not to mention, crafted WH gear requires valor 70 to wear. Refuse him, and augment the basic WH gear. After a while, you're going to get sick of wearing the WH gear (since everyone else is wearing it) so the crafted WH gear isn't likely what you'll want for a unique look (you might like some of the pieces, but I'll waiger that you'll prefer at least the chest and helms of other customizable gears far more - for example: blackhole/campaign light armor helm + chest are ****** compared to the WH helm/chest).
  25. All I can say is that the best teams I've faced in RWZ's have different compositions compared to what the other post finds to be the "most popular" ones. Yes, the teams that are EASILY beaten tend to be heavy on marauders/sents and PT's/VG's, but those teams usually get 3-capped and completely shut out. The BEST teams usually have: 2-3 Juggs/Guardians (if 2, add another marauder/sent in rage/focus spec; if 3, 2 are usually Rage/Focus and the other is Vengeance/Vigilance + Tank specced hybrid in Soresu form). + 1 Mara/Sent (usually Carnage/Combat) - add another if there are only 2x Juggs/Guardians and this mara/sent is likely rage/focus specced. + 1-2 PT/VG (if 2, one is AP/Tactics, the other is Pyro/Assault - and they stick together; if 1, it is usually Pyro/Assault and add Assassin/Shadow) + 1 Assassin/Shadow - Usually only if there is 1 PT/VG (pyro/assault specced) present, and the assassin/shadow is most commonly tank specced. + 2 Healers - Usually one sorc/sage healer (most commonly fully heal specced, so no bubble-mez) and 1 ops/scound healer. This is the coordinated "lol-smash/sweep" team that typically waits for enemies to cluster around their sorc/sage healer (who will be getting heal-support from the ops/scound healer that is typically stealthed up - sorc/sage healer is the "bait") - once your team starts going for that sorc/sage healer (who will be running around like a wild man until your team clusters), then come the AoE CC's + grapples/pulls + AoE CC's (for any ranged DPS and/or healers that haven't clustered) immediately followed by the "lol-smash/sweep"ers. Very effective. Other SUCCESSFUL team compositions I've seen have been: 1x Jugg/Guardian (usually Vengeance/Vigilance + tank hybrid spec). 2x Assassin/Shadow (One is tank-specced, the other can be any spec). 1x Marauder/Sent (again, Carnage/Combat Specced). 2x Healers (1 is Sorc/Sage hybrid heals with bubble-mez, the other is Merc/Commando/Ops/Scoundral heals or even Sorc/Sage in full heals). 1x Sniper/Gunslinger (middle-tree specced so AoE heavy). 1x PT/VG (Pyro/Assault Specced) This team has proven to be one of the most difficult teams to face in a Voidstar - the Tankassin/shadow and the sniper/slinger pair up (sin/shadow is guarding him) and defend one door - seriously, I've never seen a sniper tank damage more incredibly than any other class until this combo occured (note, the sniper had some marskman spec since he had the ballistic dampener charges while in cover). This pair effectively held a door against 4 people with ease while only requiring heal-support from a "floating" healer (i.e. he was bouncing between both objectives). Their carnage marauder and their DPS assassin (mostly defending the other door, but also doing some floating) were head-hunting enemy healers; the Jugg was guarding the bubble-mez healer and protecting the other door with the Pyro PT. Although this team lacked quite a bit of the total damage compared ot the first team compistion I mentioned had, they were MUCH more difficult to kill, and as I stated before - I had never seen a sniper take so much FF without dropping - I was very impressed by this. This team seems more defensively inclined than most of the other teams I've faced, and I can certainly see them performing well in any WZ, though I've only faced them once, and it was in a Voidstar. TL;DR: Yes, the popularity of certain classes is significant in RWZ's, but majority of those totals likely come from unsuccessful teams, wheras the consistantly successful teams typically have fewer maras/sents/pts/vgs/sins/shadows than other classes - albeit, they have ALL had at least 1 Mara/Sent and PT/VG in their compisition.
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