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MetallicaRulez

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Everything posted by MetallicaRulez

  1. Gunnery Commando / Arsenal Merc Scoundrel / Operative Sorcerers and Sages are made of paper. If you can do any sort of real burst, you will wreck them easily. Oh no, a 500 damage DoT! Here, have 9k burst to the face. Thanks.
  2. We saw it with Resilience in WoW: it's just an unnecessary barrier to entry that solves one problem (burst damage) and creates a much larger one (YOU DON'T HAVE 800 EXPERTISE? LOL GET PWNED). The correct solution to this problem was to allow players to purchase their tier sets with both PvE and PvP currency, and eliminate Expertise and PvE/PvP specific gear entirely. Make it take longer to grind for it with PvP, or put a cap on the amount of commendations you can get per week in PvP to balance it out.
  3. At one point in early vanilla, Healbot did pretty much what it sounds like it does. It selected your spell, and automatically cancelled the cast if the target got healed before the spell landed, preventing wasted mana on overhealing. It was completely ridiculous and Blizzard broke it, as they should have. These days in WoW, there are no addons that automate anything. They don't select your spells, they don't play the game for you, and there's strict limitations on what addons actually CAN do. People on these forums act like the pro-addon group just wants to run bot programs to play the game for us. I assure you that is not the case.
  4. No one is asking for anything even remotely close to that. We want UI customization and damage meters. Neither of those is even remotely close to what you're describing. Mods like that haven't existed in any MMO in a long time, because it's basically just botting. Also, WoW end-game is significantly less difficult than many people think. It's still harder than any other MMO, but it relies more on finding good players than it does on actual difficult encounters. Every raid has those 3-5 players that they have to carry, even US Top 100 guilds (like mine). Finding good players is VERY difficult these days, since Blizzard has dumbed the game down for the lowest common denominator.
  5. Resolve should kick in after ONE stun/mez or TWO snare/knockback/root effects. The duration of the CC immunity should be cut by half. It doesn't matter that you become an unstoppable God once you have full resolve, because it takes so damn long for resolve to actually kick in that you're dead long beforehand.
  6. The burst should be toned down slightly on their opening, but if that happens then there needs to be a compensation in the form of better mobility and better sustained damage. Right now if you can survive their opening stun and get a knockback off, they have no way to kill you. It's pretty pitiful.
  7. This post tells me you have no idea how addons work. What you're describing is a bot program, not an addon.
  8. How exactly do you "get a sense" for when you're going to pull aggro? There are so many variables involved that it's practically impossible. Threat drop boss abilities, your own threat dumps, tank knockdowns and stuns, tank miss streaks... it's impossible to judge when you will pull aggro without a meter or voice chat so the tank can call out "hey I'm stunned and missing a lot". People vastly overestimate how much effect addons actually have on the gameplay of an MMO. Most (if not all) addons are quality of life enhancements (mailbox, auction, UI addons) or provide additional information, or provide information in a better format (damage meters, threat meters, boss ability timers, cooldown timers). There hasn't been an addon that actually plays the game for you since vanilla WoW, and even that was quickly broken by Blizzard because it was retarded.
  9. Except Commandos/Mercenaries and Ops/Scoundrels, of course. I don't care how much utility or CC you have when you're dead in 5 seconds or less.
  10. I assure you any good premade rolls at least 2 Mercenary/Commandos. Their consistent burst and the best PBAOE knockback in the game (on a 15 second cooldown no less!) are irreplaceable.
  11. Champions below L40 shouldn't be much trouble. Interrupt their highest damage ability with Cryo Grenade and slowly tank them down, stopping to heal yourself any time Elara isn't getting the job done. Around Voss is when Champions became too much to solo. The large monster-looking Champions scattered across Voss were far too difficult for me, and they were too fast to be kited.
  12. I definitely prefer this system to WoW. My only complaint is how freakin' long missions and crafting take. I mean... 25 minutes per L50 stim? How exactly am I supposed to dominate a market when it takes me all day to make 25 stims!?! I understand certain gear pieces or ship upgrades taking 20-40 minutes to craft, but medpacs and stims shouldn't ever take over 10 minutes.
  13. 1. Requires Stealth and melee range. 2. Can be trivialized by any CC, snare, or simply breaking their initial stun. 3. Have almost no defensive abilities whatsoever, and are squishy. 4. Melee class with no mobility = LOL Yea, Operatives/Scoundrels are super scary when you don't have your CC break available, are by yourself, and are dumb enough to be caught by them. Otherwise, they're essentially a free kill. The real answer is Mercenary and Commando. Burst damage, from range, with among the best passive defenses in the game. I have yet to see any class with the same kind of burst as I have on my Commando. Snipers/Gunslingers are close, but they require cover and are extremely easy to beat via LOS. I am not joking when I say I often 4-shot people without PvP gear. Grav Round x2 (2800-3200 each), Demo Round (3600-4500), High Impact Bolt (2900-3600). That's 4 GCDs, or 6 seconds, for 12000-14500 damage. More damage than anyone has health before gearing up at 50. Show me another class that can do 14k damage in 4 GCDs without the stars aligning.
  14. People that use the "tunnel vision DPS standing in fire" excuse as a reason to disallow damage meters are funny. What you're describing is an awful player, not a meter whore. Most players who know how to play the game actually have the situational awareness to glance at a meter AND get out of the fire in a timely manner. Crazy, I know! Damage meters are a necessity if this game is to prosper. I don't care if you think it causes elitism and abuse towards bad players. If you're getting called out by someone because of your terrible damage/terrible healing/standing in the fire, you probably deserve it. It's EXTREMELY important for end-game that we have a fast and accessible way to evaluate the play of the entire group.
  15. I can only speak for Jedi Guardian threat, but I know their AoE threat is pretty awful. As far as I know they only have 1 AoE ability, and it's on a cooldown. That's pretty unacceptable.
  16. Please Jesus stop spreading misinformation. Mercenary and Commando are EXACTLY THE SAME. Every ability does the same damage and have the same coefficients. They're mirrored. Also, if you can show me a screenshot of anyone doing 500k in a warzone, I'd be interested in seeing it. I'm a fully geared 50 Commando and the most I've ever seen was 380k, and that was against a team full of lowbies. The most I've seen from a screenshot was some uber-geared operative that hit 415k. 500k is a myth.
  17. I had no issues using Elara Dorne and tanking everything as Gunnery. I was killing Champions for fun. I imagine this is either a skill or gear issue. Press Grav Round harder! Edit: DON'T turn off Elara's damage abilities. She heals just fine with them activated, and can keep her DoT ability up the whole time for some decent added damage. I do recommend turning off her Carbonize ability though, since all it really does is interrupt an enemy occasionally. Against Champions and things that are immune to CC, she will sit there channeling it for no reason when she should be healing you.
  18. There's a reason I target Sorcs first whenever possible: they die incredibly quickly against Commandos/Mercenaries. Their defense is all about avoiding damage, which is easier said than done against a ranged DPS class with as much burst as Comm/Merc have.
  19. Classes are exactly mirrored, but there are tiny tiny tiny advantages for several Empire classes over their Republic counterpart. It's all in ability delay, not in damage or anything like that. Dirty Kick vs Debilitate, Full Auto vs Unload, Project vs Shock(?). All of the Empire abilities go off faster because of animation differences. This is really a non-issue though in group PvP. It certainly isn't causing Empire to win more games or anything like that. Play in a pre-made. That's the only solution. Playing in a full PuG is asking for trouble. The majority of players in warzones right now are absolutely terrible.
  20. I have never seen anyone other than a Sage/Consular or Commando/Mercenary top damage. 95% of the time it's me on top with my Commando. Hell, I very rarely see Scoundrels/Ops period, much less topping damage over an obviously overpowered Merc/Commando. I fully admit that Commando/Merc damage needs a nerf. No other class comes even remotely close to our burst or sustained damage on 1 target. The only reasons Sages/Sorcs can keep up is multi-dotting. I easily hit 250k+ every WZ without much effort and without using any AoE whatsoever, while also throwing out heals to my guildmates. What makes them overpowered? The fact that if you break their initial knockdown they basically just can't kill you? Yea, that's super OP. Pro tip: break the opener and you win against any Op/Scoundrel. They have NOTHING else that is noteworthy.
  21. No talent point you could possibly spend in any other tree is worth giving up Demolition Round if you plan on doing damage. It hits RIDICULOUSLY hard, and is the primary reason Gunnery Commandos have the highest burst damage in the game.
  22. Sage . . Commando . Gunslinger . Guardian Shadow . . . Sentinel Vanguard . . . Scoundrel As far as I know there's only 1 50 Scoundrel on my server, compared to 30+ Sages/Commandos and at least 10 of every other AC. Even the other low-population ACs like Vanguard are far more common than Scoundrels in my experience. Empire side is all Sorcerers, Mercenaries, Marauders, Assassins. You rarely see any other classes. I'd be willing to bet that more than half of the Imp population on Krayt Dragon are Sorcerers. Every warzone has at least 4 of them.
  23. I'm all for competitive PvP, but arena is one of the worst things ever introduced into gaming period. Words cannot describe how much I loathe arenas.
  24. Sorcerers are free kills for Mercenaries/Commandos. The ONLY thing that's overpowered about Sorcerers/Sages is their utility in objective-based PvP. Force Sprint, Bubbles, Life Grip, and Force Lightning snares. Their damage and survivability is totally fine, it's just that Force Sprint and Life Grip make them pretty incredible objective players.
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