Jump to content

Taunque

Members
  • Posts

    83
  • Joined

Everything posted by Taunque

  1. How much longer until they fix the snare...
  2. The devs are still busy leveling their Republic alts to 50 so they can confirm the bugs
  3. Pyros have second-highest survivability? That is a joke. They go down faster than a sack of potatoes.
  4. As a pvp Vanguard, I am VERY reluctant to put guard on healers now. The healer will still die under focused fire and I wind up half-dead because he's too busy trying to keep himself alive to keep me topped off. I'm almost better off NOT guarding the healer because at least I'll be at full health when he goes down. Remember, only one tank can guard a healer but there's no limit to the zerg. Once a healer is marked, there's nothing I can do to keep a him alive against 4-5 Marauders that instantly jump him.
  5. I hope they fix this soon, but the fact that this happened in the first place tells me that no one at Bioware plays a Tactics Vanguard.
  6. I'm sorry to say that I think this spec is simply not good in the post 1.2 metagame. Not that it's poorly designed, but that guarding a healer has now become a liability. Healers are getting zerged down hard and will most likely die whether you guard them or not. Except guarding them now leaves you half-dead instead of full health. The healer is so preoccupied trying to keep himself alive that it's almost impossible to keep the tank topped off as well. Your best bet is to go full dps and try to take out an opponent before the healer dies. Or at least kill their healer before they kill yours. Since I'm stuck with the Tech set, I was hoping Tactics would be viable but right now the 5-stack snare is broken for Troopers so that just leaves us with Assault. Unfortunately this means I have to grind out the Eliminator set. However I don't feel sorry for us, I feel sorrier for the pug healers.
  7. The devs should simply make damage from guarding a shieldable attack. Boom, problem solved. Supercommando set actually becomes useful as well.
  8. You're much better off with armor talents than shield talents vs the current fotm classes. And you can do it with just 2 points in the second tier as opposed to dropping 5-6 points in the upper tiers.
  9. Are those numbers possible without healers or tanks supporting you? I haven't been able to live long fighting solo and most of the games on my server don't have healers.
  10. For Vanguards, Tactics is complete garbage without a working snare. I'm sure Powertechs are having a blast though.
  11. I spec that relies on the cooperation of your opponents to clump together and stand still every 12 seconds will never be viable in competitive pvp.
  12. In general my VG is much more responsive than it use to be.
  13. We use Ion Cell for Guard, not for any significant mitigation in pvp. I fully expect a full Assault Vanguard running Plasma Cell to live longer than Full Shield Vanguard getting pwned because he was dumb enough to guard someone after the 1.2 patch.
  14. Well if anything our shield chance has decreased a bit. But if Marauders and Snipers are mowing you down constantly, then shields will make a difference since most of their attacks can be shielded.
  15. I think the main thing favoring Shield specs at the moment is the dominance of Marauders with the relative downfall of Sorcerers. Now shields can actually make a difference against the biggest threat in the current metagame. Now the big question is whether to stick with the Tech set or go Supercommando?
  16. I don't think many of you guys understand what a true "counter" class really is. A good litmus test is when two players of equal skill and gear duel each other and make no tactical mistakes. When the outcome is still 90% win ratio for one class vs one other class, then you have a counter (frost mage vs arms warrior). But when one class performs 90% against multiple classes, then you simply have an overpowered dueling class (TBC warlock pre-nerf). The sentinel/marauder belongs to the latter group. Whether dueling ability means anything in SWTOR is another issue. I'm not advocating a nerf just because of 1v1 capability.
  17. Key abilities that proc with an internal cooldown are inherently clunky. There's a reason why Blizzard devs got rid of them. Get rid of the cooldown or get rid of the proc. They should simply have IA reduce the cooldown and/or cost of HIB by a fixed amount or something.
  18. I'll be happy as long as BH armor continues to look awful.
  19. I think a lot of folks are seriously underestimating the impact of Energy Blast off the gcd. It's pretty huge.
  20. Not a qq but changes like this really highlight the inexperience of swtor's devs. An ability that has a high chance to proc but is limited with an internal cooldown is very clunky to play.
  21. Pearnicious and Hizoka are idiots, ignore them. Storm animation delay has been reported for quite a while. In fact, you can actually reach your target faster simply running towards him than Storming from minimum range. By the way, the BH counterpart doesn't have the same delay because their animation is much quicker.
×
×
  • Create New...