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Mathenaut

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Everything posted by Mathenaut

  1. I agree with this. I'm also afraid I'll have to jump on the bandwagon and disagree with Walsh. Jedi owning everything may be true to the IP, but if that is what I wanted to play, then I'd play some other game where I roll faces with a Jedi. Or just stick to the story. To expect this sort of concept to hold up to competitive play is absurd. It didn't work in SWG and it sure as hell won't work here.
  2. Another great game that went down the crapper due to bad changes to endgame PvP and fixes that came too little too late. Didn't they bring that team over to work on SWTOR?
  3. What's sad is that people apparently think memes spawn from WoW now.
  4. That's exactly what this is. AoE spam still blocks it just fine. The ONLY difference here is that you need a specific camera angle to see the node.
  5. The gap from champ to BM was a bit bigger than the jump from BM to WH, stat/expertise wise
  6. Don't most melee classes have spammable short-range abilities and closers on short cool down for anyone outside of it?
  7. This. 1.2 brought alot of improvements to PvP overall (minus the Sorc changes). It's far from being ideal, but that only speaks to how much worse things were pre-1.2
  8. There is no sense in picking up Force Suffusion. It will not improve your not-often-used Force Storm by a significant factor, and you don't have an AOE heal. Fadeout might be a better investment. 20% slow is bittersweet. For those wondering about fighting melee (who have FAR more tools to keep you rooted/slowed than you do a means to escape them) , it might do better to shift those points into Life Surge to round off crit bonus to 5%, or even offset them to Haunted Dreams for you guys who miss that instant Whirlwind. I've tried this out. It's a VERY survivable build, and very viable 1 v 1. Though, it's very unsatisfying how slowly targets will burn down. How viable this is in WZ is debatable. On defense, it's nice. On offense? If you don't have help, you'll take forever to kill anything on your own.
  9. Mathenaut

    Master Strike

    ...I had not considered this. Though it might just have more to do with my not understanding how MS works. The thing is, if you have resolve bars shown, it will pop full for the duration of Unremitting/Unstoppable, so it can be timed near perfectly. I just never figured that there would be a window before that third strike hits. I'll pay attention to this and see if I can take advantage.
  10. Mathenaut

    Master Strike

    Unless there is something I missed, a stun won't do anything?
  11. The 'magic values' for both crit and surge are roughly 30% and 75% respectively (Crit rating will vary with willpower and talents, but surge at 75% is roughly 300). Those are about when you will start to eat the brunt end of diminishing returns. By the strict math of it, Power gives a more consistent damage return over the long term, though that is mostly a concern for PvE. In PvP, burst damage rains supreme. You need to crit often, crit hard, and spam controls to keep your opponent from doing the same. I know some that gun for roughly 40% (45 with buff) at 75% multiplier. The only 'ideal' answers you will get are with respect to PvE, where the environment is predictable and controlled. In PvP, you'll mostly have to throw money and comms into the grinder until you get a performance that you are comfortable with.
  12. From my experience, the key is to keep them at what I call the 'sweet spot'. Just out of melee range, but too far away to force leap. This is easiest on a Madness Spec, with spammable roots/snares that do considerable damage in lieu of the death field debuff.
  13. Mathenaut

    Master Strike

    Fair? Mileage may vary on that, since a CC break leaves you at the mercy of Force Stasis and other controls. Not to mention, Force Leap isn't exactly a short cooldown, Force Push doesn't make the resolve bar so much as flinch - and it denies kiting within the sweet spot prevent it. Not to mention Saber Throw/Blade Storm. Ironically, I've been able to solo a Marauder/Sentinel on my Sorc; or at the very least it isn't something I'm just completely at the mercy of. This little bit here is something that is rather just one sided. Moreso when cooldowns factor in.
  14. Mathenaut

    Master Strike

    While I understand the desire to use such a thread as a personal soapbox, I'm going to attempt to re-rail the topic. Unremitting talent from the Guardian's Vigilence tree essentially provides a CC immunity that outlasts the cast time of Master Strike. I appreciate the pair of replies addressing it, however. Though, non-operatives do not have Evasion.
  15. Mathenaut

    Master Strike

    Was wondering when someone might actually address the amended point in question. Insofar, the only options I'm aware of are ccbreak and force speed - then hope something breaks LoS. Not sure if alot of these people have actually faced this down. This isn't a 'nerf' thread, it's a simple question of what viable tactics there are to break this once it starts.
  16. Mathenaut

    Master Strike

    The word 'nerf' doesn't appear anywhere in this thread, outside of your post. You're on par with demographic you're complaining about. Not true in my experience. I think that I got caught up on this. The specific instance I'm having trouble with involves the Unremitting talent from the Guardian's Vigilence tree. If it's possible to break this by circling around someone, then I suppose I can deal with it via a break. Not sure if that root can be cleansed.
  17. Mathenaut

    Master Strike

    Master Strike can't be interrupted. Not to mention guardians with the cc immunity after force leap. Stealth is handy if that will break it. Los isn't available at convenience, as expressed in the OP, and I'm not sure what '5 steps to the side' is. No amount of distance will stop this once it starts.
  18. Mathenaut

    Master Strike

    I'm not understanding a part of this. Have I missed something, or is there a way to interrupt Master Strike outside of hoping there is something nearby to break LoS?
  19. Not sure what to say. Healers make or break a group, and a smart group will cover it's healer while focusing down the counterpart. 'Stunzerg' is interesting. If you're getting locked out and swarmed on your own like that, you need to change strategy.
  20. Hard to say about rogues. Fighter, Healer, Mage, Rogue are the stable 4 food groups of an adventuring party. Every game usually involves those classes, or derivatives/hybrids of them. The thing is that standard Rock > Paper > Scissors gameplay isn't dynamic enough. So all manner of variables are introduced to turn convention on its head, so to speak.
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