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Tasteywheat

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  1. Me and 2 of my guildmates are currently looking for a new guild. We originally played Republic at launch, got to 50 with our guild and had a great time until people started dropping out. So we rebooted as Imps and the same has happened. So after much discussion, we've decided to find an existing guild to join. We prefer to play with each other and enjoy both PVP and PVE. We are adults, play most evenings, and generally do not suck at video games. In PVP we stick together, use skills symbiotically, stick to tactics that work and generally win. In PVE, we follow game mechanics and stomp bosses. We prefer Ventrilo. Currently, each of us has a 50 Imp along with multiple toons we are leveling now. (also have lvl50 repubs, but Imp is cooler) The 50's are a Mercenary, Powertech and Sorcerer. Generally, we're cool with doing guild events such as raid nights and PVP nights. Just don't be surprised if we abstain that to stomp pugs in WZs.
  2. We all know the problems that recent patches have posed for Scoundrel/Operatives, I won't focus on them, but we do need to cover them: Longer Backblast+Shootfirst CD Less armor penetration Lack of group utility Low survivability Having to drop to cover during a stealth chain to maximize damage. No way to close distance Just to name a few. My proposals: Dodge needs to act more like Rebuke. Leave it on a 1min CD, but give us a 50% chance to dodge. Successful evades lengthen the time dodge lasts, up to a maximum of 30 secs. You could also have the evades apply small stacks of armor penetration. This would give Scrappers some much needed survivability in extended fights. Could also give us back the talent to allow successful evades to give energy... AND/OR A new skill, called Smuggled Spice ( or something to that effect) which lowers enemies' accuracy by a set amount (I have no idea what would offer good balance, maybe 20%?) for 8 seconds, in a 6 meter cone, or maybe even just a single target. This would give group utility as well as more survivability. AND/OR A new talent which would allow Sabotage Charge to be used on the move, without being in cover. A longer CD and higher energy cost would be needed (20 energy and 30 sec CD atm) to maintain balance. One of my biggest gripes with 1.2 is that I had to start including Sabotage Charge in my stealth opening rotation (or any damage rotation, for that matter) to have decent DPS. Which makes no sense at all if you stand back and watch us do it. (Dropping into cover halfway through a fight looks silly!) These are just a few ideas. I've heard plenty of other good ones. 1.2 has really started to make me dislike playing my Scoundrel.... Any thoughts?
  3. I don't mind if its a giggle or a visual cue, but we need the notification!
  4. +1 This is my first post too.... It means that much! << Long-time forum lurker
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