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Steww

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Everything posted by Steww

  1. As a seer specced sage nothing is tougher to deal with then a Juggernaut/Guardian. Sure they might not do much damage but I literally have no hope of killing them. They just have so many interupts for my heals between Choke, Push, Leap, and kick. For me though the list is probably Operative Juggernaut Assassin Powertech Sorcerer Marauder Mercenary Sniper
  2. Last night was actually a pretty good night for me getting my daily done, puging it my friend and I won 4/5 games (first win didn't count). Outside of a game where we just got rolled in Civil War there might have been 1 or 2 guys in full champ and we just made sure to focus them down.
  3. If you buff healing any more you make a tank + guarded healer virtually impossible to down. As a 50 sage I don't have that much trouble keeping armored classes alive, though sometimes it can be tough to keep scoundrels and gunslingers up. Even though I'm seer specced I find it's usually much more beneficial if I help down the first one, though it's situational based on how much HP my teammate has. Typically I'll try to stun the player with higher HP and help my teamate down the other player first then heal him back up while it's a 1v1.
  4. It doesn't make it AOE for PVP, it only affects additional weak or standard targets.
  5. The talents that allow you to AOE root and AOE blind are overpowered, but other than that I don't consider the sage/sorc to be very difficult to kill.
  6. They could have made PVP armor really good and just made it so it's only usable in PVP. The theory behind having raid gear or PVP gear is a good idea. IMO expertise basically forces you into champion gear if you don't want to get owned in PVP (at least for me as a sage).
  7. Steww

    Sorcerer Nerf....

    Sorcerers are squishy and don't have the burst that other classes do. What they do have is too much mobility for a ranged class, and too many ways (this setup in particular) to escape an opponent who has got to close range on them.
  8. The reason middle+ is a good strategy is because if your defense is setup where you have 2 left 6 middle, if they zerg left you can reinforce or you can send 4 guys to cap the right. If you are Right + left and they send an entire squad to one side (assuming you're 4 and 4) they are going to have a good chance to cap it before you can get reinforcements there. It's a strategy that works if you have 4 players good enough that they can survive for a while against 6 or 7 players, but I think if you're evenly matched the team that's spread out is going to lose
  9. I actually see a lot of Vanguards who DPS spec and still use Ion Cell to get the best of both worlds and they seem to do well.
  10. As a sorc with only a few pieces of champ gear I'm still pretty squishy against melee classes. Now if I have a good tank guarding me and taunting I can keep myself alive very easily, when people aren't smart enough to separate me from my tank.
  11. An hour is too steep, but I agree. Not everybody quits on purpose, it would suck *** to get a disconnect and have to sit out for an hour.
  12. I would give it a 6/10. Ability delay and slight empire advantages are well documented already. For me it comes down to the mechanics of the warzones. Civil war is pretty well designed, though I do wish the side speeders dropped you a bit further away from the turret, it's laughable how quickly you can get back into the fight after dying. Voidstar I really hate, we had a game where we were getting our asses handed to us we couldn't kill a damn thing because they had guarded healers and did a great job. We got a lucky plant and then sprinted ahead of the other team because when they finally did die we were so far ahead of them planting again. I also think each person should have an equal respawn timer, sometimes you win just on sheer luck where you kill a few guys right as the gate closes and you cap. Other times you can clear out a side but they respawn with an open gate and they're right back in the fight. My only complaint about Huttball is that certain classes have advantages with the Huttball. I don't mind the Sages Rescue ability because there is at least a level of team work, but it's silly when a guardian gets the ball drops down below and then uses force leap to jump up to the end zone, by passing the most difficult part. Same with Shadows/sage ability to Force Armor and force speed. I feel like these abilities take away from the teamwork that can make huttball an enjoyable experience.
  13. Your main burst also has talents and buffs from your class alone that can increase the crit chance 27%. The buff stacking is certainly an issue that needs to be addressed but BW has flat out stated they are seeing faster then anticipated kills with those 3 skills so this is the action they've taken. Sorry but I trust BW's mathematical breakdown more than I do your desperate number game to save your spec.
  14. If all you nerf is critical damage you still leave the guys who use surge adrenals at a massive advantage.
  15. The only change I would like to see is if the ability to exchange 1 token for say 10 commendations. The RNG I actually don't mind, it adds excitement and frustration to the bags. However when you're only missing 1 or 2 pieces I feel you should be able to exchange duplicate tokens for commendations.
  16. If you lower the daily from 30 to 10 you have more Sith who figure out that it's "worth it" to quickly own a few republic players to knock out their daily. So you have more sith there ganking which makes the republic less likely to go there and you're just perpetuating the cycle. The best solution I've heard is a bolster mechanic that give 20 republics a chance to fight 40 sith.
  17. They may as well make it a warzone then, nobody wants to queue up and not be able to play waiting for people to leave.
  18. I don't dislike Huttball but I actually think it would be more fun if it was almost round based where one team is offense trying to score the other is defense. This way theres a bit more strategy, currently it's pretty much a cluster **** until someone can use a gap closer or escape to distance themself and pass to the guy standing on the cat walk doing nothing but waiting.
  19. The reusables are a pretty distinct advantage (especially for stims). IMO a way to balance it out a bit is to make the reusables cost about 10x the green ingredients they do now, if not more. Also I think they shouldn't be allowed to be used in warzones, they should introduce PVP Stims that you can buy with commendations.
  20. To me the cost for the reusables needs to be much more substantial, or the material cost for non reusables reduced. Part of the imbalance comes from the fact that (in addition to the purple ingredients) the cost for reusables is almost exactly the same. I don't have 400 biochem yet but it's systematically flawed to have reusables that only require 2 or 4 additional (albeit expensive) materials. It's no wonder guilds are starting to want 400 biochem, this way they can just hand out the reusable ones and save themselves a boat load. If you could make 20 blue stims for the cost of 1 reusable I think it would be a much more balanced system.
  21. IMO the problem is being able to stack relics and adrenals that add what 500 power? They are a stealth class with a powerful opener and not much else. IMO if you prevent adrenals and relics from being stacked, and slap biochem with the same 30% debuff healing gets then that will improve the imbalance of a few burst DPS classes (that otherwise are operating as intended IMO).
  22. The orange gear isn't as much of a problem as the commendation system is. Just by completing side quests I can easily keep replacing the mods on my gear instead of having to buy new mods or new gear. Sure guys can grind out the purple mods but am I really going to hit up the GTN for a 3 point boost on my main stat to replace the one I essentially got for free? Long story short, it is too easy to consistently outfit yourself with blue/orange gear/mods without spending a dime.
  23. I love that there are no medals for objectives
  24. If your guild was a good one they would be buying materials and having the biochemists distribute the med packs and the like. However, they seem content to force you into getting the reusable ones so that they don't have to shell out credits.
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