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Mannic

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Everything posted by Mannic

  1. That's the case sometimes, but not always. Blaming your teammates for everything is not the sign of a good player either, btw.
  2. Wins are about objective participation, therefore, the daillies have something to do with objective participation. The more you work towards the objectives, the better your chances of winning.
  3. My Bounty Hunter is 2 for about...40, I'd say. My Sin is 0 for well over 50.
  4. There is no earthly reason one player should be able to keep an entire team from capping after he's died because he tossed dots on people. Sorry. It's just stupid.
  5. First, the fact that you think "most damage" equates to effectiveness in Huttball is merely more proof of how terrible you are. The classes that get the most damage are almost always AoE classes meaning a sizeable portion of their damage is relatively ineffectiual compared to, say, an Operative applying damage to a specific target. Secondly, it's often the stupidest players off ignoring objectives and trying to fight duels who finish with the highest damage numbers, but it doesn't mean their damage did a damned thing to help the team win. And finally, it is frequently the players near the bottom of the list at the end of a Huttball match who did the bulk of the ball-carrying, CC, pulling, and path-clearing in order to help the team win. So, please... learn to play and stop measuring your e-peen by a stat that can easily be attained by anyone who only wants to concentrate on putting up the biggest number possible. The players who are truly good may glance at their damage numbers at the end of a match, but the only stat that really matters is the Win column. If you are mouse-clicking even a single ability that would best be accessed with a memorized hotkey in the heat of battle, you're bad. It's in the same category as keyboard turning and backpedalling. The people who do it always think they are uber despite this fundamental flaw in their play, yet actual good players know differently. I play a Merc--mostly Pyro, but when I have played Arsenal, my skill list consisted of: Rapid Shots - You need auto-attack when overheated Incendiary Missile - Use on targets heading towards a pack of teammates. Also places a nice high-damage DOT on your focus target. Explosive Dart - Same as above, also; use on stealthers for a surprise if they like to vanish. Tracer Missile Death from Above Railshot Vent Heat Electro Dart - Your only stun that doesn't break on damage. Energy Shield Determination Unload - The slowing effect is just too good not to use it when it's up, plus it hits pretty damned hard when spec'd into Arsenal. Cure: Yes, you can cleanse **** off yourself! Kiolto Overload - Self heals are good! It's instant cast! Use it! Heatseeker Missiles: instant-cast finisher. Instant cast. Combine it with Railshot for real burst. Concussion Missile- Use it on a character heading towards battle, or that annoying healer. A long duration stun that's useable on players who are in combat. Yeah, it's that good. Sweeping Blasters - It's often the only AoE you have left to use to interrupt when enemies try to cap objectives. It's just as good as Death from Above as a pure "cap interrupt." Stealth Scan- One of the most underused abilities in the game. If you are quick with it, you can keep stealthers from escaping combat with vanish, and it's always helpful for defending objectives from ninjas. Jet blast- You need to for self-defense and to be useful in Huttball. Two self-heals - Because sometimes you die waiting to get out of combat so you can Recharge & Reload, but if you self-heal, you don't die! Rocket Punch- Good, hard-hitting instant ability for when you find yourself in melee range that also knocks people back. Then you have an ability that makes your next ability instant (handy for getting off a quick concussion missile, incendiary, or heal, and another that makes your next ability cost no heat, also handy in tight spots. This of course, doesn't include your two relics, adrenals, medpacks, etc. That's what? 26 (more if you include adrenals and medpacks) hotkeys just off the top of my head, without actually looking at my character's UI. If you're not using them all, your character is not being used to it's fullest. If you're not using more than 8 hotkeys, you're terrible.
  6. You don't know the right answer either. Warzones now give credit towards the daily and weekly arms quest at the rate of 3 per WZ. It's the same for all players, win or lose. Medals now give 500 valor and 10 comms, but only for the first 4 medals you win.
  7. "I'm a Merc, and don't even have Tracer Missile because I am Pyro spec. You fail."
  8. Pyro spec is such that it's much, MUCH easier to re-apply burning than it is to continually purge it.
  9. On my server (Lord Ieldis), Pubs actually dominated Ilum and the level 50 WZ's for the first 2 months of the game because, for whatever reason, the Imps were just really slow to arrive at 50 in numbers. (Pubs had a couple actual PvP guilds and Imps really had none.) However that has shifted in the last couple weeks as Imps have balanced the gear differential, and it turns out those Pubs we thought were so strong were actually just better-geared.
  10. If they try to balance PvP around 1v1, the game is going to implode. PT Pyro's are better in 1v1 than Mercs, by far. You have grapple, interrupt, carbonize... while Merc has what? Knockback? And you're not as squishy as Mercs, yet do more damage, have better mitigation, and more utility.
  11. Probably a PT nerf. It's stupid that our best DPS AC (for PvP) isn't in Merc, but rather the tank-oriented AC which also better mitigation and better utility. We can't ***** about Sorcs and Sages being "too good" and not admit that PT's in Pyro spec also have a little too much going for them compared to classes that have actual weaknesses.
  12. Backpedalling is one of those things that marks you as a not-so-great player if you do it when you're under pressure. No one cares if you backpedal to reposition yourself on a ledge or something like that, but if someone's attacking you and you're backpedalling, it's going to get noted.
  13. Arena in TOR will be like a card game because the GCD's are so long. Even more than WoW it will boil down to the unbeatbale combos that have the right cards in their deck rather than any sort of skill.
  14. Yes, and these three methods are obviously highly effective and not just theoretical which is why constantly find myself getting hit for 60% of my health by one person in 1.75 seconds. Oh, wait, that NEVER happens, either on my Sin or my Merc, and I'm rarely guarded.
  15. The UI was a sore-point with Beta testers from the moment the beta released. They changed maybe three things about it. Several missing features were noted immediately that beta testers pointed out but didn't harp on because NO ONE thought Bioware would be stupid enough to exclude them on release. Other things were changed not long before release, like the removal of the combat log, and while beta testers hated the changes immediately, Bioware obviously had already made up their minds (for example, more strong mobs and ludicrously hard hitting ranged mobs everywhere.)
  16. Let me guess. You're one of the sorcs pew-pewing in the center of Huttball and fighting 1v1 battles in the pits while I'm scoring three times on your team, amirite? I can get 8-10 medals a match if my goal is to whore medals. That doesn't mean I'm actually being more effective.
  17. It's exactly the kind of thing a person says when they're trying to prop up a really flimsy argument. The guy's trying to make people believe you can chain 10K damage rotations by multiple players in 1 GCD in a game with guards, shields, 30% damage debuffs, and more CC than any other game. He gets called out for it and jumps to the "what do YOU know, I've played all but one class to 50 and have three soon-to-be BM's!!" I guess in his world, healers just stand out in the open, everything crits 100% of the time, opponents forget to taunt or CC, and healers just stand there and scream "zomg people are killing me!" when you attack them. (This tells me that the vast majority of his experience is in 1-49 WZs, btw.) Even if his scenario were true, 4 people chaining simultaneous 10K damage rotations against a guarded healer still would barely kill the healer, if it kills him at all.
  18. Some of the best games I've played I haven't done enough damage to get a medal. Looking at the scoreboard is fail unless you're looking at the Victory heading.
  19. This is exactly right unless you want people to fear your cocky self-confidence, in which case you just throw caution to the wind and say 10/10. 11/10 is just overcompensating though. *stares at vimm*
  20. You have 7 50's. Get back to me when you've played something other than the 1-49 Warzones and have actually participated in end game. And no, I don't buy you having three "soon-to-be" Battlemasters while also having 4 other level 50 chars.
  21. The above post is full of crap and made-up numbers. A class being capable of a 10K burst doesn't mean that it happens in one GCD, as you say, nor does it mean you're going to get the multiple crits required to output that kind of damage. It also doesn't mean the opposing team is just going to stand there and let you slay their healer. You're obviously a healer trying to make it sound like healers aren't ridiculously OP in this game. Yes, if 3 or 4 people FF a healer and do a really good job of CC you can generally get them down relatively quickly, and by relatively, I mean in 10 seconds. THAT is OP. 2 players focusing a healer should be enough pressure to totally remove that healer from the equation. In TOR, 2 DPS'ers can FF a healer and that healer will survive and still be able to heal his team. That's balance? Why are healers SO important that people think they should have that kind of surviveability? Healers are always important in every game, yet no other game has decided they ought to be virtually unkillable by a single player, and with 2 good DPS'ers can be controlled and little more. And by the way, I'm talking about fighting good healers, not fail healers who waste their CC break at the first sign of trouble and go brain dead as soon as they start taking some damage.
  22. You say "all classes can do upwards of 4K damage within one GCD" like this is Rift or WoW TBC or something. I have a newsflash for you--- 4K damage (on a crit, of course, and ONLY if the target isn't guarded and hasn't procc'd a shield or other defensive abililty) is NOT MUCH vs. a 20K health pool. Stop acting like this is a normal game where in maxed-out gear as a tank at end-game you have maybe 10K health. Hell, in vanilla WoW you had what? 7K health at level 60? In TOR, you need to put out the equivalent of 35-40K damage to kill a guarded healer, and that assumes the healer doesn't, you know, heal himself or proc his own shield or run away. And saying "8 players can deal enough damage to instagib a healer;" I mean really-- that's your standard for balance? That the entire opposing Ops has to focus on ONE player to kill them quickly? You can seriously look people in the eye when saying that one class being so powerful that an entire Ops should always make it their single focus-fire priority DOESN'T mean that class is overpowered?
  23. 10/10. Easy game with 1.5 second GCD. It's not hard to do everything right once you learn how the other classes work. You have an eternity between skills to figure out what to do next. Seriously, this game actually makes a really good PvP'er worse by lowering the skill bar greatly.
  24. Agreed. Tab-targeting in this game is an exercise in hoping you get an arrow over the right person's head. It's pretty sad that mouse-clicking on a target, generally considered "the slow way" to target players, is often faster than using the tab-targeting system. It needs to be a 60-degree or 90-degree cone in front of you. And what is up with Bioware's complete inability to use high-contrast colors for things like that?
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