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Scelerant

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Everything posted by Scelerant

  1. The thing is, I haven't died in an operative backstab stun since before I got PvP gear, so out of curiosity, what level are you and what kind of gear are you in? If you're level 50 with 350+ expertise then I'll tentatively agree that it may be over the top, but anything less is a l2level and l2gear issue.
  2. You didn't get the memo? PvP is supposed to be balanced around the experience around every sub-50 non-experienced PvPer in the game.
  3. You thread title sounds like the first sentence in every wack freestyle battle I've ever heard.
  4. Oh, besides the whole "knocked into the pit 200 times per game" I quite enjoy it. You'd be surprised how well an assassin can do in Huttball as long as that assassin doesn't try to gank people in the middle of a pack unless it's a carrier. I tend to like jumping the carrier, getting him/her down then vanishing with the huttball if its close to our goal so that it goes to neutral. I like popping dark charge + guard on the carrier for extra medals and team help. Stealthing to good positions to get a pass. Cutting off reinforcements/killing off stragglers. Huttball on an assassin is a lot like AV on a rogue, sure you are going to die a ton of you try to stealth into the opposing zerg and taking out a healer, but if you instead focus on the edges of the zerg taking out a person here and there you do much better. Support your teammates with guard/mind-control/mass mind-control. Sneaking into the enemy goal-zone and mind-trapping/killing off defenders is another way to be useful. So is clearing the walkways for a run. What attracted me to the assassin in the first place was the huge toolbox of abilities the AC has at its disposal, if you use all of them you can always be useful. I tend to get 7 - 12 medals per game on average in huttball so something is working. If I could change one thing about the class, it would be to make Force Lightning have a 30m range by default, because it would give another option for when we are knocked away into the pit.
  5. It's a defense mechanism, its the same thing as when people say "I don't really care about money", the funny thing about that is that it's always the broke people saying it. I've had other men tell me "well, women aren't all that important to me" and funnily enough, they are the guys who are never seen with a woman who isn't in their immediate family.
  6. I'm level 50, in addition to my expertise gear, I use the expertise pots, warzone healing pots, ultimate medpacks, resolve stims and crit-rating adrenals. I see no reason why I should show up less prepared for PvP than I would a PvE raid.
  7. I'll agree to that once I don't get visual bugs, disconnect to character screen, disconnect to server screen and so on at least 4 times per day. Plus, people never leave warzones in which their teammates do not suck, so try to get better?
  8. The thing is, none of us including the devs know conclusively what is OP or not. Is it OP if a level 50 sorc in epics kills off a level 14 in starter gear? Not really. The game just hasn't been out long enough for us to know which classes just have higher baseline damage, which scale a little to make up for low baseline damage and so on. Anyone calling for nerfs at this point is simply reacting out of emotion not reason.
  9. If you do the right things and do the right moves you can have three or four extra queens. If you want PvP without gear dependency, FPS shooters and RTS games are --> that way.
  10. As of late my vote tends to go to: Person with the most healing or protection who has the least medals, usually this turns out to be a healer. I do this because I figure that this person has done a lot of work that hasn't been recognized by the game and thus should be by the players.
  11. Here is what I go for on my assassin every game: - Assassin medal - 10 kills - 75k damage - 2500 damage in one blow. - 25 kills - 2k protection - 5k protection - 2.5k heal. (With a medpack) If it's a good game, I can also get the 10k protection medal, and multiple defender medals. This is if its a close game with log skirmishes where I'm not instantly target by everyone on the opposing team.
  12. In this case you can have a Juggernaut/knight with the "Unstoppable" talent charge the SI in the goal zone, which grants 4 seconds freedom from physics, stuns etc and walk it in. You should be able to use a PT BH with the "Hydraulic Overrides" talent to carry it in, you can use an assassin/shadow with Force Shroud. You can also use any class with a pull ability and pull them away from the goal zone or any class with a long ranged stun to repeatedly stun them. In essence every class with a knockback can defend with knockbacks. If you think that's bad you should see 2 coordinated bounty hunters with grapple talented for immobilize pulling people into the fire on the top level.
  13. At it's core I should be able to: Attack target 1 with my normal dps rotation. Switch to target 2, interrupt, Switch back to target 1 and continue with it as fast as I'm humanly able to, without the game telling me I can't interrupt (off global) until the animation for my attack has finished. I need to be able to write a macro on the SW:TOR Razer board to hit Recklessness and then Force lightning with the hotkey for recklessness pressed 0.1 seconds before and that needs to trigger first recklessness then force lightning within X latency compensation. Once I can do that, I'll agree that the game is responsive enough.
  14. Quite frankly, I like to hang back when my group attacks on my assassin until I see who the healers are, then just open on the healer, interrupt, stun and dps so that the healer has to focus on himself instead of everyone else. It's usually a reflex for healers to try and keep themselves alive even if they would do their team the most good by just topping off as many as possible, taking the death and then running back.
  15. The ability to do so has a 3 minute cooldown untalented and is one of the percs of playing the class, just as facerolling across the keyboard is a perc of playing an Arsenal merc. The ability to open on you, nuke you a bit, then vanish and potentially open again is something that the class is built around. Operatives and their mirror can do pretty much the same thing.
  16. Marauders/Sentinels supposedly have the least CC in the game, yet their immobilize from Force Charge appears to not be affected by resolve or force shroud. I know this because I was just now chain stunned with a full resolve bar and force shroud up by 3 Sentinels.
  17. That's not the point, the point is that people who have been 50 a shorter time than I and have farmed PvP less have more champion items due to luck with the RNG. It's not about not having the best gear, it's about other people having the best gear for less effort due to luck.
  18. Do: Always look around for people to pass the ball to. Pass the ball if you get down to 50% hp provided that everyone else isn't at lower health or you are being healed. Knock the opposing team off the walkways into the pit. Knock opposing players away from your own goal area into the pit. Slow, Knock back or stun opponents chasing your own carrier. Position yourself so the carrier can pass to you. Knock away, interrupt and stun the opposing side's healers. Just imagine that the healer is being played by the person you hate the most in the entire world. If the healers on the opposing team felt like they were useful and had fun in the WZ, you are not doing your job. Check if the opposing team's carrier has guard and if he/she does try to knock away or otherwise disable the person guarding them. Do not: Stand on the upper ledge of the walkway closest to your own goal as this allows any class with a charge, to jump up to you and thus score an easy goal. Stand on the edge of the pit nearest your own goal line, as this allows your opponent to charge to you and score an easy goal. Use stuns on the enemy ballcarrier unless it will be a guaranteed kill as this just builds the carriers resolve resulting in not being able to knock him/her off the walkway into the pit. Run out of pass range of your own carrier. Circle strafe yourself, it makes it very hard to hit you with a pass. Seriously, if you are ranged and there isn't a melee beating on you, don't run around like an idiot. If there is a melee beating on you, most people won't pass to you anyway. If you just respawned, move away from the goal line area immediately as any class with a charge can charge you from halfway up the walkway and thus easily score. Feel free to add you own Do's and Don'ts for Huttball.
  19. I kind of like the medal system, because it lets a player who understands it and plays well to gain a decent reward even in a losing match when it comes to commendations. There are many games where we've gotten hammered where I've stayed around just because I had 7 or so medals already.
  20. Considering that I've opened 11 bags and only have 1 piece of Champion, I'm getting somewhat annoyed. Why not just give me the option of paying 1000 commendations per piece instead?
  21. Project breaks Force Cloak for Sith Assassins due to the animation delay.
  22. That works out fine with 1 v 1, the trouble is when you get multiple healers on a ball carrier in huttball for instance, who then becomes unkillable when you combine it with every healer having knockbacks, stuns, etc. In essence, you'll need to either kill or knock away every healer, then you can start killing the carrier in the time that takes, the carrier should be in the goal zone. When you add to it that idiots blow short term CC on a carrier and fill his/her resolve you're more or less screwed if the opposition has 2 - 3 healers. And to the level 37 who responded to my last post: I clearly stated that I spoke of level 50 healers not lowbies. Sure man, say that I need to l 2 P, but you need to learn 2 READ. You do realize that there is no such thing as a "school lockdown" so if your one heal gets interrupted, use a different one, that one get interrupted too, use a third one. I do love interrupting you guys though and watch you stand around like idiots for 3+ seconds instead of instantly hitting a different heal.
  23. They are strong enough as is, I have a "leave every warzone with more than 2 level 50 healers" position because as in every game healing ruins PvP because beefing up damage reduction is a cure against DPS but there is no cure for healing. Yeah omg there is trauma, but a 30% reduction only deals with the total heal output, not the idiotic decision to not have healing school lockdowns so that it is impossible to shut down a healer without filling their resolve bar at which point they just spam themselves to full. A turret BH takes more skill than a healer in this game.
  24. The problem is that arenas are a piss poor spectator sport. For one there is too much going on too fast to make it watchable for anyone who isn't an arena player. I played WoW PvP just about every day of my 5 years playing that game and I played quite a bit of arenas, yet I had trouble following a fast paced 3 v 3 match just because there is so much going on. Just trying to commentate what's going on in live action is going to be a huge problem because something happens every global. The only way an MMORPG could approach a game like Starcraft as an e-sport would be to run identical teams against one another, IE Sith Juggernaut + Merc VS Sith Juggernaut + Merc. In identical gear, with identical specs. I think of competitive MMORPG PvP the same way as I view battle rap, sure you'll have a few hundred thousand that find it interesting to watch at max, but for the most part its not something that will hit wide audiences in the same way Starcraft or FPS games do. If you have to standardize teams in terms of spec, gear and so on, then the one thing that makes an MMORPG different is gone.
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