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MetallicaRulez

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Everything posted by MetallicaRulez

  1. Most of the time spent clearing hard mode flashpoints is spent killing trash that can be solo'd by any competent player. Pack after pack after pack of 3 normal/1 strong enemy. I wouldn't mind if the trash was actually semi-challenging or dropped some sort of loot. But trash right now is just useless time consumption with no benefit whatsoever.
  2. I agree with CC being out of control (lol stun stun stun force charge interrupt force charge interrupt another interrupt **** YOU), but I really really enjoy the environmental elements of PvP in this game. Using knockbacks and pulls to control the enemy is a lot of fun. I just feel like stuns are WAY overused right now, and the Resolve system needs to ramp up faster.
  3. 9 bags so far, gotten weapon, offhand, implant, and boots. I can feel your jealousy through the internet.
  4. I wish this were true. As a geared 50 myself, I am basically unkillable for anyone under 50. Even level 50 players are no match unless they have some PvP gear as well. I can literally tank 3 players under level 30 no problem. I often win 2v1 and 3v1s against lower level players, because my damage output, utility, and survivability far surpasses that of anyone below 50. There needs to be a L50-only bracket implemented soon. Not yet, because there really aren't enough 50s to sustain a healthy PvP population, but within 2 weeks for sure. Once you get gear as a 50, it feels like playing a Twink in lower level WoW PvP. You're an unstoppable juggernaut of doom slaughtering helpless noobs.
  5. As a Commando I have ONE of the above (PBAOE knockback), and I feel pretty damn dominant in Huttball, same as I do everywhere else. Mobility is overrated. Yes, Life Grip is unbelievably good for Huttball. So what? Stealth is unbelievably good for Alderaan. Advantage: you.
  6. This. Nerfing Biochem means every profession is total **** for end-game. Buffing other professions so that they aren't total **** for end-game is a much better solution.
  7. The start-up sound is annoying, but I rather like the impact graphic and sound. That swirling animation and a decent 'THUD' are pretty great.
  8. I sit and cast Grav Round with melee hopping around me all day. As you cast the Grav Round, you auto-face the enemy. As long as you continually hammer the Grav Round button, you will never have to move, and you will auto-face the enemy the entire time. My entire strategy against melee is "stand here and shoot you in the *********** face".
  9. I'm fairly sure it's Bountiful > Rich > Abundant > Moderate I haven't paid any attention to the actual results of my missions so maybe I'm mistaken. However, I see "Rich" missions very often, while Bountiful missions are pretty rare for me. That leads me to believe that Bountiful is the highest non-schematic mission level.
  10. This is like the 5th time I've seen this posted, and I have no idea where you heard it from. If you could find an interview or quote saying something along the lines of "end-game is not our priority", then I'll give you a cookie. This is an MMO. End game is the priority in EVERY MMO, and for good reason. 90% of your playtime is going to happen at max level. A developer would have to be mentally handicapped NOT to focus on end game. I have faith that Bioware will fix a lot of the issues with the end game before too long. I just hope they don't wait until lots of people have reached 50 and realized how bleh the end game is currently.
  11. Plasma Grenade is VERY inefficient on 1 target. I wouldn't use it on fewer than 3, honestly. Of course you can use your free ability cooldown for it every 90s, but meh. Your goal as Gunnery is to stay above 7 ammo, keep 5 stacks of Gravity Vortex up on your target, and keep Full Auto and Demo Round on cooldown. Use HIB as you get 5 stacks of Charged Barrel, and not before. I generally weave a Hammer Shot in between abilities every time and then every other time, so it looks like Grav Grav Hammer Grav Hammer Demo Full Auto Hammer Grav Hammer Grav HIB Hammer etc... Your mileage may vary. Just stay above 7 ammo whenever possible.
  12. One of the Jedi/Sith classes. Energy/Heat/Ammo regen is a very difficult mechanic to master. It's also extremely punitive of mistakes.
  13. No they can't. I've faced SWs with full cooldowns up, and yea, they take very little damage. But 30 seconds of 3-4 people? Not a chance. Hell, they can't take 30 seconds of just me on them with full cooldowns. Now maybe if they had a pocket healer, they could survive the duration of their cooldowns against 3-4 people, but even then, they don't have the ability to kill 2 people that quickly. I have never been killed by a Jugg or Guardian, and there's a reason for that: their damage isn't very good, and their mobility is even worse.
  14. It's sad, but it's true. If yuo're playing against people who have a brain, JK/SW are pretty free. I pretty much ignore non-Assassin melee on my Commando because they don't hit hard, have no way of threatening me at range, and are easily dealt with via a PBAOE knockback. I always focus Mercenary/Sorcerer first, because they are the most threatening classes in general. I know first-hand how absurd Mercenary/Commando damage is. On topic though, melee really needs a better way to stay on target. There are a huge amount of knockbacks in this game, far more than there are ways to close distance for melee. Assassin/Shadow and Operative/Scoundrel have it easy because they can open you up from stealth and both have amazing burst potential.
  15. I was one of the first players on Quesh last week, and I had no trouble to speak of on my Commando. Nothing really sticks out in my mind about the planet, difficulty-wise, so it must not have been very tough. I found the early parts of Alderaan much much more difficult than Quesh. Pretty much every encounter was an elite with a fairly damaging special attack.
  16. Maybe I'm just playing against idiots, but even against geared L50 melee, I can simply stand in place and shoot them. I kill them before they kill me. Also, fully talented Concussion Charge is flat-out the best knockback in the game, by a huge margin. I've said it in multiple places and I'll say it again, Gunnery's only weakness is getting focused by multiple players. If it's 1v1 against ANYONE, you are at an advantage.
  17. Pro tip 1: Stand to his left and right, directly underneath the shield generators. Pro tip 2: Interrupt Bulwark Smash.
  18. It's a difficult fight to figure out, but once you do figure it out it's very easy. Interrupt Smash, let your healer regen a bit during shield phase, rinse and repeat. It's very simple. The biggest issue groups will have is breaking his shield before the healer has time to regen, therefore making the damage output simply unsustainable for your healer. The ONLY issues I saw were that Smash would sometimes go off even if interrupted, and the smash icon is pretty much identical to the burst icon. If those 2 things were fixed this boss would be perfect.
  19. Huttball: The team that remains on the high ground wins 90% of the time. Being able to burst someone down while being entirely safe is an enormous advantage. On my Commando, I am unkillable while on the walkways. You force charge me? Sure. Enjoy my PBAOE knockback. Alderaan: Middle is king. If you don't have middle, it's practically impossible to reinforce the opposite point. If you hold middle, you can be on either side in a matter of seconds. I know middle is usually a giant clusterf**k, but it's that way for a reason. Void Star: Just fight on the objectives. Don't get caught with your pants down fighting 50 yards away. Make sure you have people on both doors, both bridge consoles, etc. This is a very easy warzone to win if you just pay attention.
  20. The guy is in full PvP gear. I hit almost that hard on my Commando with just 3 pieces. From range. Without needing to be stealthed. The only advantage here is that Backstab causes a knockdown/stun. I think being a ranged class is a bigger advantage than that.
  21. I disagree. A Commando's biggest defensive advantage is their offense. I do more damage than anyone, period. 1v1, you have no chance of outlasting my DPS without CC help from a friend. I don't need utility, or mobility, or defensive abilities... I just stand in place and crit you in the face for 7k burst a couple times. I have yet to lose an even 1v1 against ANYONE on my Commando. Gunnery DPS = nuts. Commandos eat Sorcerers for breakfast 1v1 unless you're terrible. Grav Round x3 Demo Round High Impact Bolt. YA DEAD BRAH.
  22. I'm actually surprised more people aren't complaining about Commando/Mercenary. Much higher damage than Sorc/Sage, more passive mitigation, the best PBAOE knockback in the game by a huge margin, and a melee range knockback on a 6s cooldown that can be used as an interrupt or to knock people off walkways/bridges. Sorc/Sages do stack up well, and that shield and force speed are pretty absurd, but their damage is nowhere even close to Merc/Commando, Shadow/Assassin, or Operative/Scoundrel. I'm all in favor of nerfing the shield, but everything else is totally fine with them I think. Oh, and perhaps remove the snare on Force Lightning/Telekinetic Throw. It's a little much to have a 30yd range spammable snare in addition to all their other CC.
  23. Or buffing the other professions so that there's a reason to train them. Cybertech is probably fine since Earpieces are extremely hard to find right now. Later down the road it will be relegated to alts though. There really isn't a reason to not be Biochem if you're interested in progression though.
  24. I attained all skills, training, and had 400 in all 3 professions by the time I hit 50 WITHOUT Slicing. Suck it up and play the game. Slicing will probably be buffed very slightly so that it's always profitable, but it was RIDICULOUS before this nerf. No one can argue otherwise. Besides, at 50 credits are easy to make. A set of Ilum dailies nets me 60-70k credits in under an hour.
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