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Krytycal

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Everything posted by Krytycal

  1. Krytycal

    1on1 Classes

    Assassin/shadow tanks are probably the strongest 1v1 class. However, Annihilation marauders are just as survivable, have better damage and an easier time killing healers. I'd rather have a sin tank beating on me than a marauder.
  2. I poop on ranged classes all day erry day
  3. After the surge nerf you won't be getting 5K railshots unless you're hitting very undergeared players with every stacked buff in the book. Not exactly representative of most fights.
  4. OP/sin burst is just as deadly and more predictable. Once every 75 secs (recklessness) I can hit enemies with two back-to-back attacks that hit for around ~4K, and without having to sacrifice my firstborn to the RNG gods.
  5. Great video man, best marauder I've fought in Helm of Graush. Also, JWMF!
  6. Since we are at it: Snipers get ranged 4k nukes, stealth and heals.
  7. I will take a 12 secs CD charge that also roots and ignores resolve vs a 30 secs CD Force Speed any day of the week. Try getting up a catwalk with Force Speed... Also, 45 secs CD vanish that makes you immune to damage and gives you a movement speed buff is superior to a 120 secs CD vanish that breaks as soon as someone looks at you wrong.
  8. Did someone really say that a class with a 12 secs CD Charge, a 45 sec CD Vanish (with 30% speed buff/immune to damage), an 80% (talented) 10 secs speed buff, and a 12 secs slow with no cooldown is the easiest AC to kite in the game? You clearly have never played a DPS sin or an operative.
  9. Confirming I've been able to solo kill every healer I've encountered in HoG as deception sin and pyro PT.
  10. If anything, I've noticed way more healers (sages) rep side than empire side.
  11. I'm sure the level 10s you rolled with your lvl 49 didn't feel any different. I guess it does suck to go against people that have been playing their class for a while and have more than 4 pieces of gear. My advice to you: shouldn't take longer than 3 days to get a decent amount of centurion/champ gear to close the gap, if you're still having issues after that then it's more of a l2p thing.
  12. Darkness sin can't match the damage an annihilation marauder puts out, while marauders are just as hard to kill, if not more so with their cooldowns up. Deception/madness sins are close in damage, but are nowhere as survivable as marauders are. There's absolutely no reason to go sin or jugg over marauder unless you plan to play with a healer and guard.
  13. Marauder is the way to go if you want melee DPS. Juggs are a joke.
  14. Nice vid, I'm sad I didn't make it this time </3
  15. Helm of Graush is pretty balanced. I usually see about the same number of imps/reps in Ilum.
  16. Any class with a 60 secs mez, preferably healers (sorcs, mercs) since they can solo champion mobs with tank pets easily.
  17. Krytycal

    shockbroken water

    If they bring Shockfrozen Water back, might as well add a 50% heal to vanish.
  18. Sin, especially darkness, is the hard counter against marauders. Force Shroud to remove DoTs. Save your vanish for when they pop undying rage.
  19. Krytycal

    Leveling in PvP

    Chances are you will gain rank faster than levels, so every time your rank caps take some time off to do your class quests/PvE to get a level or two, then resume PvP. I also recommend doing the daily yellow/orange space combat missions, great XP for the time invested.
  20. Krytycal

    Leveling in PvP

    I leveled an alt from 20-50 mostly through PvP. I only did PvE when my PvP rank capped (rank cannot be higher than level). It was slower than leveling through PvE, but I hit lvl 50 with rank 50, so the grind to BM was quicker. I guess it evens out.
  21. Alderaan is actually more complex than how many people go where. It's highly depending on class comp. For example, at the beginning of the game, when no points are captured, middle is the easiest point to harass and prevent caps. Ideally a tank + healer (preferably with dots) can hold out against twice as many enemy players and prevent caps long enough for the other 6 team members to capture the other two points. From my experience, the point closest to the enemy's spawn is the easiest to take, because they only send 2, 3 players tops. Send 2-3 of your best DPS there and you're guaranteed a cap 90% of the time. The side closest to your base tends to be a little less predictable. Some times there's 0 action and it's an easy cap, other times it gets zerged. Again, marauders and sins are the best classes to send there, they can get there faster than anyone else for a quick cap, they have decent survivability in case of zerg, and they can vanish and harass, buying your team additional time to either support or cap a different turret.
  22. From the empire's perspective, my most successful strategy so far is to send a player with some form of movement speed buff (sorcs, sins, marauders) to the grass side to prevent an easy capture by republic. Send 1-2 middle, preferably a tank + healer combo to hold off the zerg from capping middle for as long as possible while the rest of the team concentrates in capping side turrets. So ideally, a 3/2/3 split, but it will change depending on which side turrets put up the most resistance. After you cap side turrets, defending them is cake. This works most of the time if you can coordinate your team.
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