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Devorasx

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  1. http://www.swtor.com/community/showthread.php?t=462269 Are there other then me that thinks its the class balance and pvp division who got the hammer on them?
  2. Like I said its up for debate. Some prefer more damage others more defense. To each their own.
  3. Devorasx

    What is good PvP?

    Hey folks. There are 2 issues i want to adress the pvp community. The first: Im curios as to what the community consider to be good pvp. Is it when one side smashes the opponent side completly, or is it when two sides have a close call match which ends up with one side barely winning? Whats your opinion? The second: Everyone agrees that friendly banter is part of pvp to add some competitive sense into the picture. But where is the line drawn? When does banter turn out to be unnecessary smacking causing alot of friction which tears up the interest to pvp? Any thoughts? Please discuss.
  4. Good summary on the state of shades and sins, but speak more firm and clear next time. I had to replay some parts cause you were giggling and mumbling . BUT my goodness Shin, did it take you a whole MONTH to realize that 31/10 sucks? There is a reason why i adamantly defended and have said 24/17 or 23/1/17 is way better for teamplay. Why you said in an earlier occasion (through forums and PM`s) that 24/17 feels less reliant/gimmicky was beyond me, and finally good to see you open your eyes. Now lets break down the specs: KC/Darkness 31/10. As argued before its a mediocre spec, a spec meant to hold out until reinforcements arrive with a dicey self heal mechanic through HD/HS. Its still good if you go all out tank spec w/tank gear making you very hard to kill and can last long. In competitive PVP youre more or less useless as other tanks tank better then you and your dps is next to nothing. Another issue this spec suffers it that its 100% reliant on force powers and barely use melee attacks, gimping your offensive capabilties alot. Infil/Decep 31/10 Excellent for burst damage but it suffers in the defense department. As commented before you`re a glass cannon and lack proper defensive CD`s with decent CD timers to survive. If you get a mara/sent dedicated to taking you down, you will eat the dust fast. The question i always pose this spec is how sustainable its damage is over time, if you dont get your opponent to less then 30-40% health at the initial burst. Still ive seen very good shades/sins play this spec with success but in competitive PVP you will just die too fast. Balance/Madness 31/x/x A unique spec which combines lots of force powers with melee. Great! Unfortuantly this spec suffers just like infil/decep does. You`re squichy and die fast due to lack in defensive CD`s and wearing light armour. This spec is great for sustained damage, some self heal, but poor in the burst department. Another unfortunate part of this spec is due to how PVP has changed. TTK has gone down drasticly along with the expertise change, and alot of this specs niche with dots goes to waste. By the time you have applied all dots your target is dead, reducing your damage and effectivness. Still it has 2 instant CC`s, ranged attacks and decent kiting abilities. In competitive PVP it will just die too fast and i rather take a sorc/sage in this spec anytime. So as Shin has finally realized there is only 1 competitive spec left which somehow combines all the three specs above in some miraculous fashion. 24/17 OR 23/1/17. What does this spec have? Its got: - Armour on par with heavy. - Self heals. - Good damage in both force and melee attacks hence not gimping or forcing you to choose either of them. - 2 instant CC`s - Extended time on Resilience/Force Shroud - Force speed to break roots and slows. - An AoE RANGED attack which also heals you. - Force pull - Spike/ Spinning kick used out of stealth. All in all an amazing build which has it all. Amazing survivability, good damage, and a good team spec for competitive pvp. The only thing which is in debate is if you use a focus or a shield. I argue for a focus as it increases damage, and the fact that a shield only protect you against white damage. Force and tech attacks make up for most of the damage done which the shield will NOT protect you against, so its better to take a focus to kill then be killed.
  5. Try this one: (23/11/7) http://www.torhead.com/skill-calc#200rcrozrskZhGb0zZf00M.1 Use Dark Charge/Combat tech. Ive had some moderate success with it, and the only issue i had is the single target mentality this spec posses/no AoE. But nonetheless force was not a problem and i can keep going on and on. Somehow I felt like an operative/scrapper while playing.
  6. Who said and where did it ever say it was meant to be sold as my own? What you and many other in here are missing is the CONTENT and POINT with this thread. Im not interested in credit or whatever, but to send a messege to the pvp community why winning matters. People are so much more busy of correcting others then actually learn and see beyond their own needs.
  7. What has writing skills have to do with this? Im hoping to educate people on why we want to win in pvp!
  8. Yes i will blame my team, here is why
  9. Playing to win is the most important and most widely misunderstood concept in all of competitive games. The sad irony is that those who do not already understand the implications I'm about to spell out will probably not believe them to be true at all. In fact, if I were to send this post back in time to my earlier self, even I would not believe it. Apparently, these concepts are something one must come to learn through experience, though I hope at least some of you will take my word for it. Introducing...the Scrub In the world of Street Fighter competition, there is a word for players who aren't good: "scrub." Everyone begins as a scrub---it takes time to learn the game to get to a point where you know what you're doing. There is the mistaken notion, though, that by merely continuing to play or "learn" the game, that one can become a top player. In reality, the "scrub" has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He's lost the game before he's chosen his character. He's lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win. The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations "cheap." So-called "cheapness" is truly the mantra of the scrub. Performing a throw on someone often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn't attack. As far as the game is concerned, throwing is an integral part of the design--it's meant to be there--yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield which will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start. You're not going to see a classic scrub throw his opponent 5 times in a row. But why not? What if doing so is strategically the sequence of moves that optimize his chances of winning? Here we've encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you...that's cheap. If you throw him repeatedly, that's cheap, too. We've covered that one. If you sit in block for 50 seconds doing no moves, that's cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Doing one move or sequence over and over and over is another great way to get called cheap. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can't counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn't I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of "honor" or of "cheapness." The game only knows winning and losing. A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is "boring" or "not fun." Let's consider two groups of players: a group of good players and a group of scrubs. The scrubs will play "for fun" and not explore the extremities of the game. They won't find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they'll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite esoteric and difficult to discover. The counter tactic prevents the first player from doing the tactic, but the first player can then use a counter to the counter. The second player is now afraid to use his counter and he's again vulnerable to the original overpowering tactic. Notice that the good players are reaching higher and higher levels of play. They found the "cheap stuff" and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it's unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak. Let's return to the group of scrubs. They don't know the first thing about all the depth I've been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more "fun." Superficially, their argument does at least look true, since often their games will be more "wet and wild" than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of fun on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn't nearly as satisfying as reading your opponent's mind to such a degree that you can counter his ever move, even his every counter. Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they've either never seen, or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules. The scrub has still more crutches. He talks a great deal about "skill" and how he has skill whereas other players--very much including the ones who beat him flat out--do not have skill. The confusion here is what "skill" actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is sequence of moves that are unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take "skill," according to the scrub. The "dragon punch" or "uppercut" in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a "skill move." Just last week I played a scrub who was actually quite good. That is, he knew the rules of the game well, he knew the character matchups well, and he knew what to do in most situations. But his web of mental rules kept him from truly playing to win. He cried cheap as I beat him with "no skill moves" while he performed many difficult dragon punches. He cried cheap when I threw him 5 times in a row asking, "is that all you know how to do? throw?" I gave him the best advice he could ever hear. I told him, "Play to win, not to do ˜difficult moves.'" This was a big moment in that scrub's life. He could either write his losses off and continue living in his mental prison, or analyze why he lost, shed his rules, and reach the next level of play. In the end, playing to win ends up accomplishing much more than just winning. Playing to win is how one improves. Continuous self-improvement is what all of this is really about, anyway. I submit that ultimate goal of the "playing to win" mindset is ironically not just to win...but to improve. So practice, improve, play with discipline, and Play to Win.
  10. Devorasx

    Ranked PvP

    I had a similar experience when i played STO. 99% win ratio and only lost to others in the same guild. Cant belive im saying this but i too want to lose sometimes so i can improve and discover more of my flaws. So ya guys about those rated WZ.
  11. Devorasx

    Ranked PvP

    With 4 people and let loose 4 random nutjobs? Even I aint that crazy. Soooo, guys about that rated WZ for 8 man premades.
  12. Devorasx

    Ranked PvP

    Ranked pvp is a lie, there is only zergs Through zergs, i gain clusterf*cks Through clusterf*cks i lose a node Through losing a node, i lose the WZ The scrubs shall piss me off.
  13. Choice? BW just made us go from pre 1.2 everyone having full rakata/BM gear and looking similar, to BiS augmented custom armour and pretty much looking the same! So much for choice.
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