Jump to content

Eldyraen

Members
  • Posts

    74
  • Joined

Everything posted by Eldyraen

  1. They should just add an appropriate number of charges on them and call it good (possibly tweak mats). 20 charges on a stim would be 40h of use and can get an alloy in that easy. Adrenals could have 50 as that is plenty for real "emergency"/priority uses and not give someone a new skill effectively speaking. As acquiring some of rarer mats is supposedly becoming easier wouldn't be too bad and still make them very viable to use. Reusable as it stands with infinite uses is just too easy/powerful ATM but neither do I think they should nerf Biotech too much.
  2. Just to get it out of the way so people know where I'm coming from, I'm a Sharpshooter GS. Individually Sorcs/Sages are variable depending on skill although LoS and healing even if specced DPS is ridiculously easy tactic and more than a little frustrating. That said they are the easiest targets for any GS as long as they aren't sitting on a corner and don't already have full resolve from everyone else trying to stun. Unfortunately how often do any range sit in the open inviting attacks outside of maybe Huttball where the sorc run through most defenses or pull others to do the same? Still, technically they are easiest class for us to kill solo IF we can keep them in range and in sight (thanks in part due to that little talked about "Light Armor"). Thing is in pvp it is rarely 1v1. And what is Sorc's/Sage's biggest advantage? They are the world's best support class. Their AoE heals are insane and the effects stack... Ever try to kill anyone even light armor sages when stacked on their huge healing stacks? More of them there are worse it gets and very rarely are there less than 4 any given match on my server. Premades are just to easy to stack as every healing class is ridiculous even when specced DPS but sage/sorc just takes the cake due to better healing/support without having to spec for it (shield needs to be toned down unless specced for some shield buff IMO--at least then would be more balanced as being able to buff a whole team for that much dmg reduction is insane). As stated I think they are maybe a little strong indivually (mostly due to being interrupted is only minor annoyance as have other heal and tons of other dmg abilities to rotate or can just run and by time it's over CD is back to usable) its just they are ridiculous in groups where nearly all pvp takes place. Even with reduced healing its depressing as they just have so much going for them without speccing to make them even better at whatever they want to do. As a GS if I want to slow I have to spec for it, knockback preplan as have to be in cover and is not instant to do so, our personal defenses are a joke (dodge is nice for a whole 2 GCDs against white dmg), and mobility is nonexistent (Commando is closest to experiencing just how bad it is for us). However I also do NOT want classes to be nerfed to oblivion. Sage/Sorc should be able to keep the possibility of all their skills but some need tweaking (such as shield). As a DPS it's just too easy for healers to LoS or even simply out heal our DPS at times (especially sorc/sage as bubble will eat 1-2 solid hits easy and can throw up same amount of heals in that time period). Being "squishy" is only a weakness when a 1 foot wide pillar can't stop us from hitting although half your body is visible due to poor hitbox design. On a side note--Sorc and Sages can actually LoS using ramps as standing you see over the edge but GS has to crouch and can't--total BS . I say we nerf LoS/hitboxes instead and would be a lot more balanced as a GS (time to LoS sucks compared to cast times).
  3. Let me get OP's biggest bad suggestion out of the way first: Nothing for a loss? Insane and stupid idea especially lower population servers where balance is an issue, you are outnumbered most games and fighting same BM premade of BH/Sorc dmg/healers every time. Ever top 400k dmg and only get 7 kills as whole other team spams heals on each other? Managed to see that once last night for first time (SS GS here too and I don't pad with heavy AoE). Sorc/Sage teams can just spam AoE heal and stand on each other's whole time and shrug just about anything off. BHs are even worse with them due to mitigation. Secondly when you are constantly being put up against a similar premade it is near impossible to win anything regularly if any amount of pugs/bad players are in with you (even regular pvpers being stomped 80% of the time due to group make up and lack of gear as just took forever before with constant losses). This is important as it relates to pre patch Valor and commendation gains. After the patch quality of player's didn't go up or down but the unevenness of gear will end up being moot much faster and more people will actually start to see a point in pvping in level 50 bracket again and not on alts. So in that way it is a very good thing. However I do see the point with medal cap rewards but my lower pop server has people that actually enjoy pvp and don't just farm Valor. We still try our hardest versus the premade even when being face stomped (even when pugging) but at least now when they do manage to win quick we don't end up in some stupid medal farming Zerg warfare and can get a new hopefully better game started quicker. Game still tracks everything so you can see what people accomplished without having to worry about farming from one side or the other. Maybe I'm just lucky with pvpers that try though no matter the odds (for most part--one guy will QQ in chat and tell ppl to let them win every game and then blame others).
  4. My whole guild has almost all decided to skip crafting all but essentials (stims for raiding mainly) till the Big patch as most seem to be getting a heavy overhaul regarding orange augment slots, new schems, etc. If its not something someone can't really do without you are probably better off hoarding mats until changes are known as who's to say just how big of change it might make both stat and value wise. Thing is with new FP and OPs it's also possible that new mats will be introduced so may need to farm some fresh--it's just a huge unknown. Still I plan on saving all my mats so guild can be decked out in different looking gear finally. Can't wait till I'm less of a super cowboy and more of a spacer/smuggler again.
  5. None I believe but I'm just making an assumption based on REing Tionese/Columni/pvp gear that says you can but is just a lost cause when you try (granted can't craft those). I probably would not waste time trying for time being.
  6. Yes and color is only difference between every set type (pvp and PvE both, tionese/columi/rakata/etc) so it feels and looks pretty stale IMO. It's rather annoying and can't wait to mod out orange gear with set bonuses. Only reason it isn't more noticeable is smugglers are so rare compared to others.
  7. 50 GS here and Valor rank 56 (been slacking for past month--too many raids). My scoundrel is only level 28 though so can't really compare 2 from personal experience. That out of the way, I love my sharpshooter GS (mainhand and relics are only pvp gear I wear ATM--all Rakata but Columi head/chest) and I'm almost always top dmg for my side (PuG against same Emp premade most of the time on my light work week hours to standard on weekends server) and now make up about half of team killing blows in 90% of my games. The thing is we are the most gear dependant class in the game as our survability is low, the CDs only affect small skill sets/dmg (our defense screen only affects white dmg and not even a full crit ability one), and mitigation on our non Tree based rotations is a huge killjoy. However we are a beast once geared even without expertise. You just have to invest more time and effort to get on par with most classes. Gearing up won't be so bad with medal/valor changes though as can get cent/champ faster and more reliably. Can easily keep you geared till can run some HMs and ops if you also enjoy PvE. Regarding our mobility, it is low compared to everyone but once you find your flow can become highly mobile even as a SS (least mobile spec). You just have to learn to pop shots and during GCD move between them or not stay at max range whole time (and watch for enemy Los possibilities and take that into consideration). I'm usually pretty close to front lines (15-20m ideal for me as can keep in range with a runner) and using root and stuns to pen down ppl while focusing others for dmg. Just it is very twitchy at times if you go all out but if you manage to nuke a healer or two it's well worth being a little closer and more visible. Class is just very hard to master and playing turret only gets you so far.
  8. What I wouldn't give to have Force Speed on my Gunslinger for pvp--but oh well hopefully they have been listening and in 1.2 one of the class changes/buffs for us is a sprinting ability. Also--can anyone say Trooper with Fly By and Mortar both? Totally balanced for leveling and farming mobs
  9. Schematics from Fleet: You can buy all the way up to Rakata gear on Fleet which is neutral area as both pvp/PvE centric (Vendors for both and daily hub quests). Plus running Underworld Trading can give schematics which is a Mission skill and only relies on Credit use for everyone--get credits from pvp too so viable either way. Granted most schematics that require the PvE required items are only obtainable by PvE but not all. PvE centric stats on gear--doesn't hold up till level 50 now as well. Also they plan on adding craft able expertise gear according to summit and recent interviews. Just because you can PvE everything and in other games crafting is PvE centeric does not mean it should always be so. Until Rakata recipe everything is just as viable option to obtain mats by running missions and/or purchasing mats of all types with credits rewarded by pvp alone (although more time/cash is required). The "PvE bop mats should remain PvE only" is a sad excuse as "progression" is not PvE only anymore in games. As long as there is no way that farming them easily/quick becomes an issue market will still not be flooded and PvE only players have nothing to complain about. It's when they become boe and non crafters start taking mats to sell that they can complain as that is much more annoying in long run if you group for mats and then get screwed by someone as had to pug for one reason or another (usually not an issue if guilded but HM FPs are still very puggable as is normal ops or even most HM bosses).
  10. Personally I don't see the big deal making any crafting material attainable multiple ways. Some pvpers still enjoy crafting and not like an extra way to get them would break the game as long as difficulty achieving them is about the same. For example blue mats are HM flashpoint main bosses and op bosses. Would not be too difficult to add a "pvp crew skills vendor" where they cost similar to a Champ bag (or more especially after 1.15 pvp patch makes medals easier) as time invested is usually longer to get that then finish most HMs or kill first several op bosses. Or better yet make them purchasable by champion tokens (about 50) as then must choose between crafting an item or purchasing a pvp piece. Would at least leave an option for pvpers to get them reliably if time consuming outside of PvE. By that same token the epic crafting mat could be purchased using say a full 1000/1000 merc/warzone tokens as well as BM token trade-ins of a particular number. Nothing game breaking allowing another possibility as long as a corresponding investment is given to balance it. We also need to take into consideration that crafting as it stands doesn't even require PvE or pvp either one until level 50--at which point some mats are only attainable by HMs and ops. A pvper could just as easily purchase mats or run missions to get a skill to 400 and only then does he realize he is denied access to some of his recipes (rakata--other similar schematics though require some PvE to obtain from WB to HM and ops). As an avid raider and pvper both I don't see why some people oppose such a possibility so vehemently especually since crafting till Rakata recipes have no PvE only obtainable mats.
  11. I've never managed to get the medal--but I have seen a 5020 and 5200+ dmg pop up (only dmg I do is visible) so know the dmg is possible. Was on a badly geared sorc though that probably just dinged as I'm not a biotech, adrenal junkie or exp pot carrier. I really do hate bugs sometimes as not getting credit on those was disappointing.
  12. Wish I had as nice of experience--lost Rakata hat due to drop issues with master loot in HM OPs not dropping mats for some stupid reason. We sent in a bug report and all I've ever got back was an auto response that basically says "watch your rolls" and a closed ticket. Maybe if they fixed the game first wouldn't be an issue--plus we all had auto loot off due to it being known issue (guy that got it all died in acid, had to run back as can't run out and then we looted when he got back). He didn't get kill credit for quest for some reason either but still managed to autoloot with it off (not a pug btw--we all double or triple check every time before even fighting/looting). His ticket is still open and he has the Unassembled item in bank. My reply said "we can't move a bound item from different players" (not verbatim). Just very inconsistent CS as have had other ppl with similar experiences get things resolved...
  13. Yeah that's probably what I meant. I don't really care about being top dmg like some "pure" DPS ACs but it does get old hearing Commandos doing so much dmg rather consistently the more there are of them. Our dmg just can't hit for the same consistently (granted individually seems "close" so not totally OP until you get multiple Commandos). It's just we can't get the same armor penetration which hurts our total DPS as a SS and I've never cared for DF although internal does help with mitigation issues as Internal and not Kinetic. We're definitely not useless but sometimes I am a little bit lacklustered when raiding with Commando heavy group. For an example--highest hit I've done so far is 9999 but only on Droid boss in HM KP when debuffed on fire. Second highest about 7.3k just yesterday on Hoth WB while farming for crystal schematics (huge debuffs on him and hit all CDs/relics). Before that maybe a few 5-5.2k on very rare occasion but almost all other big hits are 4-4.5k regularly (all examples being crits of course).
  14. However you spell it . Tired and can't think straight at work when working with kids (nap time is best time of the day). Their armor debuff specced talent stacks for other Commandos as well as themselves I think-- anyways as I said I'm not on my A game mentally ATM so can't remember exactly what the skill is. But it is defiantly game changing and makes them OP in raids once you have 2+ in a group.
  15. Personally I think they need to fix it asap but until they do it's fair game (for Commandos--for everyone else it's just broke as hearing 8-9k crits when I'm a Gunslinger and have to keep a full rotation and my big hits often hit for half that usually. It gets annoying even though I'm equally or better geared than most the commandos doing it--half rakata/Columi with 1830 or so cunning buffed/stimmed as still need to take time for matrix cube and most datacons). They should better balance some things though as difference in just 1-2 extra Commandos makes huge difference due to the bug (and if they say its by design than they better buff other DPS). However another commando should not be ostracized from raids due to Dev not fixing a known issue. If they fixed some of the bugs that have been around since launch or even a month wouldn't be an issue. On a side note, my guild has been short on Trooper DPS until recently and it's just pathetic how lesser geared classes can do equal and greater dmg and can make such a huge difference in HM ops due to their stacking debuff spams. I still love my GS though and definitely feel I'm pulling my own weight but I can't carry the team the same way Commando groups can on boss fights. Edit: removed "n" for spelling police
  16. He is running SS as has Trickshot in rotation. I use Charged+Trickshot almost religiously anytime they're both up (especially in pvp or PvE mobile phases as can do quick high bursts when on the run). Plus if you go all out sometimes you have a small lull so can add a Charged when waiting every minute or two on a single target boss.
  17. I haven't seen KP past the Rancor yet (guild downed him first time last night when wasn't on) but I think SS is ideal for EV (4/5 on HM ATM). All the bosses are well designed for SS (only movement really required is at same time as every other class--missiles on first and ball lightning on Soa). But mobility isn't an issue any other time and our burst really helps on Soa due to shield mechanic and bursting mind traps down. AoE isn't really a issue (31/7/3) so I just use fly by and thermals for most part and they die fast with our ops group. DF mobility isn't really necessary either and mitigation isn't bad in ops with debuffs and reasonable accuracy. I just really enjoy burst of SS and can move out of range from ground missiles on first boss/lightning during GCD anyways to set up a burst/trick/Sab or whatever else which makes it a non issue at times.
  18. 2 separate binds for me, I usually just crouch where I am but I like having option to roll into cover still as its a movement buff at times that can be an affective offensive/defensive tool in some circumstances. Can be fun kiting around melee in pvp by running away from cover to burst out in the open than roll into it again to do the same from other side. Between that and knockbacks I get a laugh watching sent/marauders trying to play catch up as in cover they cant jump to you. To bad it's not always reliable as sometimes you won't get option to roll even when not far from it (cover system sucks then but oh well).
  19. Just a few good things about Gunslingers as quite a few negative posts lately: I've recently been running Eternity Vault Hard Mode for a couple weeks now and GS is actually quite useful/powerful there. First boss our Scrambling Field can be used twice to easily stand and fight during its huge missile barrage on everyone once it's on it's knees (as long as healers don't suck but if running HM they better not). Just makes things easier and less likely it'll enrage. Second boss, tank just keeps him on opposite side of platform and can nuke away whole time. Plus in cover we get knocked down but not back so we DPS again faster (may be a bug). Adds are trash so just plant Fly By on AoE tank and it stuns/kills them all by itself. Pillar fight is cake (buggy but cake) but ranged makes easy button pusher. Tomb fight is easy as well. We haven't killed Soa yet HM but mechanics aren't a problem unless lightning ball is chasing you and then can do quick charged/trickshot/etc and still manage great dmg on the run even as SS. Plus our burst is great for mind traps. Regarding pvp... I still love my SS spec. Only problems are the super annoying premades that run rampant on my server (Emp are bit carebear for some reason and I end up fighting same 8-10 guys every fight). Fighting same Battlemaster heavy premade makes it even harder to progress as a GS. But premades are not a GS issue so much as an annoyingly common part of the game. Even then we get most of our medals in 2-3 minutes anyways (25 kills and 300k damage are main exceptions). End game we are still very viable and of use. Our burst is insane (shield mechanics of Soa on third phase and as I said the mind traps) but our support is often overlooked or simply not used well by some (scrambling field on high aoe burst mechanics--and never ever forget to keep up Flourish as -20% armor debuff is effective on everything, especially enraging bosses). If all you want to do at 50 is DPS in pvp than there are other classes that can do it differently and in some ways better. But there are trade offs-our burst is vastly superior (Ops and some BH specs are close but require melee range and cooldowns are longer-- both are our biggest checks due to mitigation on BH and OPs closing distance without us ever seeing them and then bursting/stunning us). We are designed for damage support from our armor debuff, AoE dmg reduction (I love siting on a door in Voidstar with it and watching people try to focus me down while guarded/being healed--it frees up whole team to take people out one at a time especially when attacking as if they don't you'll cap eventually). Plus while others cap we make nice interference as can AoE stun, root, melee stun, knockback and even slow if you spec for it. Damage is but a small part of a good GSers arsenal it's just that is only part that gets us Valor which is tough for progression.
  20. Weapons make the biggest impact actually. Basic stats, pure damage and tech bonus is vastly more useful in a single item. That said save champ medals for main hand. Cent is easier to get and offhand is actually pretty cheap (although you could also buy multiple cent for expertise/stats to replace lowest quality gear).
  21. Lando is a Scoundrel, not a Gunslinger. On a side note (or back on topic) energy regen could be a little better as I seem to get low faster for some reason lately as a SS (without spamming AoE/Charged as those are biggest drains). We don't need full regen whole bar though but once you get empty it seems a little too severe (maybe add a static 1 energy regen to Tech set instead of pathetic 10 on Alacrity buff use every 2 minutes). Kind of sad but I really can't get past just how stupid PvE Tech bonus is compared to most classes'.
  22. I've never not enjoyed my Gunslinger. The downside of it is we are very gear dependent due to mitigation and way our skills play out. As a SS this is especially true however it is my prefered Tree. The only thing I really feel envious about regarding other classes is lack of an "out" (sprint/stealth/etc) as we are basically screwed once we know we won't win but can't pull out of a fight and squishier than all others that lack same option (guard and trooper or equivalent for Sith). Other than a decent sprint only thing I would really like to see would be being able to knock people back not requiring cover as added wait in pvp can screw you over so many ways. Some things I would like though but aren't as "necessary": Fix Tech set bonus as 10 energy every 2m using a buff that increases speed of energy use (as more in short time) is just plain retarded. 50% or full over a period of time would be much better and far from game breaking. On side note--Commando DPS set gets 15% crit chance to their spam skill... Fair? Plus why oh why is there no tech implants/etc? Squishiness vs cooldown survability. Plain and simple our survivability is dead last (sentinels may want to disagree of course but their 1 cooldown is better than our 2 primary). Not terrible by any means but it's dependent entirely around cooldowns with short durations that don't mitigate any of the most damaging and dangerous skills. Where our survability really fails though is pvp due to Sith lightning and pyro running rampant everywhere with no end in sight. I can't stand dying and then watching my loyal "shield" flying across the map to say "my bad" every time. Thankfully we do get some nice support as our big shield is insane... Too bad it's an open invitation to kill me as I have to sit still once used. Would be nice if dropped at feet . Movable would make it too broke by far. Mitigation seems way too diverse IMO. As I said I'm a huge SS junkie and it's mainly this Tree that it effects. I don't want to be nuking tanks like a sage but we really could use some more love regarding armor mitigation. An "easy" fix would be to add a universal Skill Tree armor penetration (similar to Aimed Shot's perhaps replacing it but for 5/10 instead of 10/20). Increase the armor debuff slightly or tying in a short duration added debuff to it (or on Aimed Shot as well). As said earlier, last few ideas are just tweaks or thoughts that I have had issues with at times but are "fluff" as GS is a pretty solid class over all. They really do need to find a better bonus for PvE tech set though as it's such a huge waste. We really don't need more dmg, if anything mitigation is our biggest issue in that regard. Our sole weakness really is pvp survability/escape options. As is Flash Grenade is best bet but not very reliable as can easily break it, be immune outright, and you're still in combat so can't run fast enough. Still, I don't think I would trade my GS for anything (damage wise). I'll probably finish leveling my Sage Healer sometime and my Vanguard tank for their respective uses but love my GS.
  23. Only rank 45 ATM so not a BM but I am a 50 GS that plays as a Sharpshooter spec for PvE and pvp. It is an extremely enjoyable but difficult spec to play for pvp at times though due to range being both a blessing and a curse for us. It's far too easy to LoS ATM and if you are near max range you can easily lose shots just as they take that final step. We lack escapes outside of good management of CC and our survability is all tied to a few CDs. That said--our CC is second to none on the move. Flash grenades can stop a Zerg in its tracks if they're on too of each other. Leg shot is another great control tool and dirty kick is just plain fun. We get no slows without speccing for them though (single target or AoE depending on if Sab/DF but only 30%--they also do DoT though). Between the 3 standard skills I've managed to escape 3 people on a rather regular basis using environment for blocking aids (it's something you learn to love/hate depending on if you or they are ones doing the LoSing). As a GS you basically need to have a good understanding of the environment as its a key factor in how well you usually end up doing. You need to have clear shots with minimal visabilty for them on you and try not to leave them an easy exit as we can't chase ppl down as easily as Sage or sprint to safety. Something to take into consideration though is rolling into cover can be used aggressively/defensively if you know where to run to. Can make some huge leaps in movement at times--even vertically if at the right angle. A good smuggler IMO learns to use everything available to us and not just our damage skills. Also a lone GS is nothing like a GS with a healer or other back up. Our cooldowns and a healer can easily keep 3-4 guys busy while bursting a few down till help arrives. It's when they stun lock the healer hat you end up screwed but usually makes no difference what class you are at that point. If you run with a squad GS is insane. We are rather squishy alone without our CDs to rely on but we aren't designed to stand toe to toe with anyone. As a SS mitigation is my biggest issue due to Empirials having so many energy/elemental damage to use against me and all of my shooting is considered kinetic and gets reduced or dodged/shielded at times. DF is one way to get around that (most that top 300k are DF or DF/Sab hybrids) but I typically manage 225-250k as a SS while playing the field locking people down and bursting Sorcs/Snipers and keeping healers too busy to think of healing others. As I said though, it's the control/support that I really enjoy. Do I get rolled by people at times, yes. But it usually takes a fair amount of work on their part or I'm stunned the majority of the time. We "can" hold our own against most classes but it's not easy mode for either party and it just makes it that much more enjoyable to play in my book. It's just we lack the sustains power as a Sage or Trooper can hide for 3-6s and come back at full up to finish us off if we stick around. If you want an easy mode class choose Sage, if you enjoy a challenge and feeling you earn your accomplishments than GS is a great choice and can keep you entertained for quite some time even when you will sometimes look at "hybrids" and just shake your head at how easy they have it (even when they like to say otherwise). 2 easy fixes would make things much easier for us though--our knockback not requiring cover and some sort of sprint to help close gaps or get to our next cover (dirty kick doesn't count as it requires melee range, small boost and requires point usage for small gain). On a side note--Sage bubble is ridiculous--can eat an Aimed Shot and Trickshot most of the time... my biggest issue by far with Sages in general. The wait/duration on it is ridiculous too and can give to everyone. Our shield sucks in comparison and doesn't even shield against most pvp-used skills. Just a last lament as can't have any pvp post without mentioning most OP class a few times
  24. I actually enjoy the skill and awareness level required to play a GS to it's fullest. It's not as flashy as many of the others and I feel I could probably do more damage with another ranged class (LoS and cast times being main GS drawbacks) but not sure if I would have as much fun or have as many "did I really just do that?" moments as I've had as a SS that makes it so rewarding to play. I plan on looking into a new build soon though as my play style is quite mobile even as a SS and think I can tweak a few things to get a little more out of it. I enjoy the support skills we have (CC/debuffs/roots and slows) and quite often will be in the thick of it or just on the fringe supporting carriers, breaking cappers, or locking down multiple enemies keeping hem busy as a "squishy" class. Managing to pin down 3 guys with roots, flash grenades, kicks and such is insanely useful but nets you nothing (other than team time to score/take out someone else). We are the unsung heroes at times that can make the difference in pvp. I always feel I'm pulling my weight as a GS and then some even if the board doesn't want to agree (although almost always top 3-5 in dmg still--below sage/sorc most of the time). In PvE--insane burst and great sustained DPS (although mobility can eat it some). Instant charged burst/trickshot/Sab charges though are enough for most mobile fights and can add little dot/speed/quick/etc and rare aimed rather easily. I haven't played with DF yet although know it can get nice dmg (bleed effects>mitigation is big reason why). I just enjoy SS but want to look into something new for me to try.
  25. I'm actually going for empower set as Champion gunslinger for the power/surge stats. When I hit BM probably will go tech (plus Guss will be that much better of a healer with empower stat hand me downs).
×
×
  • Create New...