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Carnaje

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Everything posted by Carnaje

  1. Carnaje

    Burst Class

    I dunno if this burst should be counted. If you read the comments he was using relics and adrenals ..... this doesn't work in a wz.
  2. When i played rift (until swtor came out) It was all about FOTM in pvp. Capture the Flag ( i forget the name in that game) was all about rift stalker tanks with their jumps. I do not consider rift any different then this game. You have games that your team dominate, the other team dominates, and it was about equal. In rift i had many of matches when i spawn camped the other team at codex spawn point as the other teams spawn on ours. It was dependent on how many FOTM classes you had, how good/bad your team is, and how geared they are.
  3. Who stunned BW? I mean damn they changed the game to a f2p game. That must have been a rated team.
  4. HAHA this made me laugh so hard. "operatives have too much armor penetration somehow and alot of defesive CD-more then a marauder"
  5. Did you notice a difference in your surge damage when you switched out your mods from acc to surge? You are already way past the point of soft capping. I assume both wont be noticed much, but would you rather have an ability land or a little dmg on a crit. Also, your crit being at 34% instead of 39% you will not be criting on your other skills as much either so its less of a gain there too.
  6. It also effects overload shot, but i only use that in pvp against assassins in their force/tech immunity.
  7. You sir dont understand it, dont know the basis of the thread ... your crying is unfounded, unwarrented and useless ... stop posting
  8. You know if we did have it we would finally come close to marauders dps. Well thats not counting the fact we would be absolutely energy drained which then we wouldn't be able to use another ability unlike marauders. Heh, then you add in you still have better defensive cool downs. As some said the OP is compairing apples and orange, but imo the reason its being brought up is because of how many defensive abilities the marauder has while doing some of the best dps in the game. 6 second (at least) cloak of pain, 12 seconds for saber ward, 5 second Undying Rage, and 4 second camo. Thats 18 seconds of at least 20% damage reduction. Then add 5 seconds of basic immunity while being able to be healed. If their attacker is still alive after those 23 seconds they have vanish to get out of there (which loosing your target is the best part of the skill). Not one of these skills are OP but added together its lethal with having top tier dps.
  9. I agree with the thought of not queuing for wz i dont want to play. Personally i absolutely hate huttball and had it more then 5 times in a row. There is another problem though. It would be teams made just to function in that one wz. What would add to this problem is an imbalance of queuing to said wz people hate. Which would lead having double group queues. I dont think anyone needs to explain how bad it would be if a premade huttball match with a tank jugg, bunch of assassins, and sorc pulls would suck against pugs another way of saying it a rated warzone against recruit gear. I wish they would implement something so i didnt have to queue for CC-ball, but the effects of a system could be even worse. Also, most people do not have enough faith in BW to implement a system that would address their concerns.
  10. I am not, the players are. When is the last time you saw a dps op or merc? Like 1 in 100 or more. Then were they geared and have a lot of experience. Like i said i do not understand your point. To me you dont even understand what FOTM means.
  11. I do not understand this point. So you should learn to fix/overcome how to defeat a team of PT and Marauders when your team has OP and Merc dps? Thats just dumb and the whole point of FOTM. The fix is to get those people to roll a healer or not bring them with. Yes, this is something the devs should fix and not the players.
  12. Rift handled the game the best that they could have. It took the best of old games and improved. I loved being able to switch souls at will. I stopped playing to try this game and because i got tired of the eq/wow model. I think we are all waiting for a game maker to make a MMO revolutionary like the old games.
  13. So your the person that likes the FOTM and not balance. Heh, to me that means pvp is that bad and i like the OP class that can face smash you. I have been getting tired of playing a underpowered class for the last 3 months hoping to be put back into line with Marauders or PT. I am not goin to switch my main because i like the game play of the classes spec even though i have lvled 3 50s for the story line and the fun of leveling. So if i was asked the question if pvp is that bad i would say its ok. I have played better balanced games and worse, there are too many CC's in this game (the resolve system sucks in stun wars), and only having 4 wz's slowly gets old. If you dont like one of these wz it makes it even worse since you can not unselect it from your queue. The real answer is not on the forums but what you see on the servers. Do you see a fair balance of all the classes and specs? Do you see multiple bugs in the game that are not being fixed? Do you see a growing community?
  14. Yeah, they can pretty much face roll. On my lowbie i normally do 200-350k dmg, at least half killing blows are mine with some solo kills added in. Its seems now that people recognize me and i will have 2 -3 people targeting me and i will still bring down at least one target (more if i get heals) while giving the numbers game to the ops group. The things i noticed the most compared to an Op is that i can survive better while doing it. The other thing is that they see me coming but i also have dmg started on them as soon as we are in 30m. Aka rail shot is about to be used and then refreshed. Its amazing what they call balanced in this game. An assassin that is tank spec that can take more dmg and do almost just as much is balanced to their other souls. A jugg can do 6k smashes while having excellent defensive skills and 20k health. To me its amazing when they say this stuff is balanced. If you really look at the sub souls of the class there is more unbalanced souls then there is balanced. 1 out of 3 souls is viable for assassins, mercs, ops, PT (for the most part). To me this isnt balanced and it favors the classes with defensive armor or skills.
  15. I dont think this is true. PT get Electo Dart (4 sec) and Carbonize (2.5 sec on 5 targerts).
  16. Notomorrow, its not that we want to so powerful that we can face role everyone. We want to be on equal ground to fight. What your saying for us to do is sit there and be a little ******* with almost all classes. Then sleep someone till our mommy or daddy can kill them. That sounds dumb and like there is something wrong with the class. Personally, i think there is an unsaid imbalance between pure dps classes and ones with a survivability role. Look at an assassin for example. Since the start of the game they all went dark charge for the defense while doin almost as much dps as their dps roles. Even after the nerf on darkness, this is still the case. PT the best burst dmg in the game. Juggs, 6k *** ae. Marauders 3 defensive cool downs with more dps then us (and yes they have stealth too as a get out of jail free card.) The justification on our ability to heal does not even come close to counter their abilities with added dps unless you go mostly heals. Which is why you see so many op healers and minimal dps. The other class i feel bad for is Mercs. Heh, for the 30 second comment. The way i think of it is if the person knows what they are doing they can protect a node for that long playing their class to full on matter what class. Just for example, assassins can just simply last longer, Sorcs can los heal and cc like a mother****er, Marauders IF they need to can pop undying rage and vanish not counting their other cooldowns. So what if ours is stealth which you are not adding in that other classes can see us from 15m away (BW stealth is the worst i have played in any game.) Also, our stealth advantage is not for defense since we have one of the worst survivability in game,its for offence. To not give the other team 6 secs while we run in to attack the target. To Kill them before they have time to get help. Aka the purpose for the class. I guess the irony is its become defense with all our dps nerfs. P.S. I dont think Ops are that bad off. They just need some tweeking. If you fight an equally skilled player with equal gear, the Op is at a disadvantages with the nerfed dps, little sustained dps, the worst energy mechanics, and bad survivability.
  17. The fact you are missing is that you do not get all your skills to higher lvls so your experiences and a lvl 50 experience are totally different. So you have no prior experience with the class problems since you are lacking half of them. You dont even have hidden strike or acid blade yet. Edit: If you truly want to know whats wrong with the class listen to the people trying to answer your question or read the class feedback. Some of those people are totally honest and right with their posts.
  18. Adding a skill to fix broken mechanics is the wrong way to go. That will only make problems worse in the long run. If that is the answer then they need to fire the programmers and hire new ones. On a side note, the combat bug should be on their priority list since it effects everyone. It might be more noticeable with stealth classes. If they do not have this fixed by 1.4 you know how bad this game is starting to get. Basic combat bugs should not be around in game for 2 patches.
  19. My main is a concealment op and i only pvp. 1. How do you think your Operative spec is perceived by other classes? Concealment is perceived as its Hidden Strike is perceived. An annoying knockdown with a lot of damage attached for bursting down one target. That is to about 80% of the player base the other 20% this is weak in sustained damage. The under geared players will die to this spec and not want to deal with the fight since they can not see it coming. To equally or better geared players they are laughed at cause they can not do enough damage to be a threat. Medicine is perceived OP. They have enough skills to get away without having to stop healing their target. Also, with instant heals you can not interrupt their healing. This means you basically have to burst them down which presents a huge challenge with flash bomb, cloak screen and line of sight. Lethality- Most people do not know this is a spec or i assumed that was a sniper till i hovered over the persons name plate 2. How do you perceive your own spec? My Op has ~ 1850 cunning, 835 power, 36% crit and top end primary damage of 1100. Concealment is a spec that you have to learn how to fight each class. If you know how to counter the opposite classes you stand a real threat to any none skill player that is not equally geared. When fighting the lesser geared players i find they do not know what to do and just simply die. When fighting a geared person i have to use every skill i have to counter. If i make one mistake or loose stealth i have a good chance of loosing the fight (if i even had one). This is related to how dependent rng crit and positioning, bad energy mechanics, not enough burst or the lack of sustained dps, bad stealth bugs/mechanics, and arguably the worst survivability in the game. To add to that after 1.2 the spec feels more clunky almost like its missing a skill. Lastly, it feels like we have to only use cover for EP which also goes against the play style of a movement class. It would be to have another special ability and not have to crouch to use EP. On the positive note its my favorite play style ( 1 vs 1 fights and burst ). I love how its not just 3 buttons like a powertech or how you need to know how to counter the other classes abilities to actually be successful.
  20. After i HS, most snipers try to anti cc then knockback root me, dps, then stun me. The order changes depending on the player. We have counters to every one of their skills though so if your fighting a good op you have a hard fight ahead of you.
  21. Na, they were non factors in the fight. The operatives flash banged and they were oblivious to the stunlock devastation around them. As any troll comes around they muttered l2p or QQ. This entices the teams of Operatives. I hope they are scared, very scared.
  22. I don't know what your talking about agents needing nerfs. The only thing OP is healing Ops and it seems like your referring to concealment ops. I have not seen a concealment op whine nerf since before 1.2 and after even other classes said we might have been hit too hard with our survivability. I agree that this flash bang idea isnt the best, but the reason its coming up is that the class needs tweeks after all the nerfing in every patch. The class is now missing something and clucky with the cooldown changes.
  23. Sorry, i thought you were the op right below yours. Still doesnt impress me talking about ae dmg. Yay i can ae dot.
  24. You should fair better against anyone that doesnt know how to counter your class. That starts to show skill from baddies. Oh its also nice to see that the marauder did just as much dmg as you did aeing while healing for more then 100k then you. In that type of fight assassins in tank spec can hit those numbers, so can juggs since they wont die.
  25. Imperial Agent Sniper Due to changes in the Sniper skill trees, Snipers have had their skill points refunded. The amount absorbed by Shield Probe now scales properly based on character stats. Entrench's buff tooltip no longer incorrectly mentions damage reduction. Target Acquired now increases Accuracy by 30% and Armor Penetration by 15% instead of increasing Alacrity. An issue that prevented Shatter Shot from displaying visual effects has been corrected. Series of Shots' visual effects now fire 4 times over the 3-second activation. Its projectile now changes color based on the equipped color crystal. Takedown has a new sound and visual appearance. Marksmanship Rapid Fire and Sniper Volley have swapped positions in the skill tree. Rapid Fire is now a 3-point passive skill that reduces the cooldown of Ambush and Series of Shots by 1 second per point. Sniper Volley now finishes the cooldown of Series of Shots and increases Alacrity by 10% and Energy regeneration by 50% for 10 seconds. It has a 45-second cooldown. Followthrough has a new sound and visual appearance, and its visual effects now change color based on the equipped color crystal. Engineering Cluster Bombs now lasts 20 seconds (up from 10). Cluster Bombs can now be detonated once every second (down from once every 1.5 seconds). Imperial Methodology now provides 2 additional Cluster Bombs (up from 1). Operative Concealment The animations for Laceration and Collateral Strike have been improved. Survival Training now increases healing received by 1% per point (down from 3% per point).
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