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E_c_c_e

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Everything posted by E_c_c_e

  1. Any class is difficult to play at the highest level (be that pvp or pve) barring Arsenal Merc ofc (1-2-3-1-2-3-1-2-3 -> such gameplay ! Wow ! ....*jk* *plzdontkillmeArsenalmercfans*)... On a more serious note, it's extremely hard to tell someone else what they should play since there are so many small things that could annoy you in the long run, but here is my semi-educated view of these two classes as dps Juggernaut: Vengeance: Extremely strong AoE dmg, about mid-range dmg overall, can do any content if you know what you're doing BUT is pretty darn hard to get the full potential out of. If you want to maximize your dps as Vengeance you need to cycle your skills in such a way that your dots have maximum uptime together. While most other dot classes just need to reapply them whenever they run out or cycle through them as CDs allow, Vengeance dmg increases by quite a lot if you manage to have all three dots on the enemy at the same time while Ravaging on cooldown (+using the CD reset you have on it). Because of this most people don't play Vengeance Juggs to its full potential and only shine in easy dotspread fights. Also like all Sith Warrior classes you have to learn when and how to Ravage properly and how to clip it since the channel time / animation is super long for a melee character, however seeing as all SW ACs have this it's not something that makes Jugger any harder or easier than the other options. Rage: Some decent aoe, decent burst but doesn't shine at either of those things and currently gets outclassed by Vengeance (PvE speaking). Now unless you plan on doing Nightmare operations you can gladly ignore this info and play whichever you prefer. Still with Vengeance having better single target dmg and way superior AoE dps in sustained fights you're probably better off with Vengeance in the long run. Marauder: Annihilation: Currently the highest parsing spec ingame. While those insanely fast TTKs on dummies and generally the theoretical sustained dps is through the roof it isn't as crazy as it looks on paper. Especially on fights where you have some downtime on the boss and/or have to move out of melee range you will have a hard time transferring those dummy numbers onto a boss. But if you master the spec you will be a major asset to any group trying to do content that has tight dps checks. The rotation is fairly simple and works on a simple 9 sec rotation window with some fillers that vary according to priority. Also Marauder brings a lot of great team buffs (Bloodthirst and Predation mainly) and you also get some pretty good defensive cooldowns to top it all off. So ultimately you can't go wrong with Annihilation Marauder. Carnage: Still one of the best dps specs in the game and has very strong burst capabilities which can make it the preferred spec on fights where burst is key (over Annihilation which has superior sustained dmg). Carnage is also extremely fast which is a lot of fun imo. With that speed however comes the difficulty of keeping up with it which means that executing carnage properly will need some controlled key-mashing : At 55 Actions Per Minute this spec is actually the "clickiest" of all damage specs so if you're not using keybinds and / or are generally not a decent keyboard wizard this spec might not be for you. Furthermore, if you suffer from a rather bad connection or lag you will also have a hard time ever hitting the desired APM. Moreover the rotation on Carnage isn't as easy as you might think and you will have to learn how to generally execute your rotation and specifically how to clip Ravage at different speeds since Berserk turns you into Speedy Gonzales on crack. On the other hand it's a lot of fun and very visceral if you manage to do it right ; compared to bleeding out your opponent you actually batter them to death. The cherry on top is that you benefit greatly from the introduction of supercrit since your devastate (force scream at lower lvls) is a guaranteed crit every time thanks to "Towering Rage". So bottom line -> Really fast & fun, very strong & bursty, really hard to play perfectly. Fury: Err this spec exists ? To be honest I have no idea about this spec. However, it is way way weaker than both other specs and that's about all I know - if you want to play PvE just do yourself a favour and stay away from this mess. To put into perspective, Fury is the second worst dmg spec according to Bant's theorycrafting only beaten by the ridiculously overnerfed Marksmanship of Snipers. Now while losing 3.91% on the top dps spec (Annihilation) isn't earth shattering for most players -- unless they buff Fury a ton it's just a lot worse than both other specs you have as Marauder and I really see no incentive to play it unless you really love its play style. Speaking highend PvE (Nightmare raids) this spec will not make the cut because it just doesn't do enough dmg. So there you have it, this is just my opinion of course and I cannot stress enough that classes are extremely individual. Be it the animations, the feel, the look, the rotations or you want to Min/Max, maybe tank at some point (Jugger), have great group utility (Marauder) etc. etc...It's ultimately up to you (and you alone) what you want to play and unless you want to clear all operations on NiM difficulty (the ones that offer it anyway) you will be viable for any content regardless of which class you pick. (And truthfully if you do actually raid on NiM difficulty you probably have several characters fully geared in order to adapt to whatever your group needs) Sorry for not providing a tl;dr but this is already as short as I could allow myself to get it All the best
  2. Yeah I've been wondering too...And here I was telling people that I would craft it for them as soon as the patch hit...now I look mighty silly with all my crafting mats but no color crystals to craft
  3. From the power to make 6 pages of people post only smileys to the power that makes people forget what PMs are...our lord is truly powerful... Jedi mind tricks in here
  4. Because then the botters couldn't rack up an insane amount of free CC while all the other people look at the "this code has been used" message over and over
  5. I used one the very second his post updated (no kidding) ..already gone..fun
  6. Lucky you I still get error 310 and can't download anything
  7. While it's ok for NA people to have to wait ..us EU guys got really screwed over on this one...expected to play somewhere around 5-6pm..it's now 11pm and no end in sight... And here I was looking forward to crafting that white/black crystal and getting some new story tidbits...
  8. While I'm by no means an expert I'm pretty sure that it will be the new BiS Stim for dmg dealers in all pve content. Seeing as you can get more crit / alacrity on your gear thanks to this stim and it even gives you crit on top of it - why would you ever run the other stims seeing as tertiary stats are so good currently.
  9. Since I'm currently considering rerolling on my Marauder after a short spell as an Operative (full Columi sets etc. so "short" may be stretching the concept a bit), then another one on my Sorcerer (same here, this one is even a battlemaster) I would very much welcome a buff to marauders since I know how strong they are after having faced them with different classes... Yes the skill cap is higher I agree Yes we are being fu**ed over in PvE all the time (this really needs to change Bioware it's ridiculous how much we are gimped as Melees in this game) but you are absolutely mistaken if you think Marauders are weaksauce in PvP... Of course you need at least full t1 and actually even full t2 PvP gear to start with but that's not much farming nowadays (the beginning is hard since you're ultra gimped but it picks up quite quickly)...as soon as you have the gear and assuming you are a skilled player you will rip apart people in PvP... The biggest problem about being a Marauder is that most people have no effing clue when to use what skill and they end up being kited nonstop (which is a danger but there are quite a few workarounds)... First of all if you're fighting a ranged and he has no slow on him -> you fail If you are fighting a ranged and he has the high ground and you simply charge blindly up without positioning afterwards -> you fail If you are spotted from a ranged and you just let them kite you until you can get up to them -> you fail etc. etc. Always slow people, if you don't they will kite you 100% if they have a mini ounce of brain in their skull. If you charge someone see that you don't stand in a way that they can easily knockback you down and better yet try to LoS them until you can walk right up to them, have them use knockback and jump back up -> congrats you have locked down a ranged for 15-20 seconds. Use force camouflage...the cooldown is really short and most people act as if you didn't exist as soon as you stealth. The few people who actually continue kiting you after you stealthed are the ones you will have to use every trick you have but it's still possible. Use your CCs...yes I know force choke can be interrupted but it's still a great way to lock someone down as long as their resolve bar isn't full... Intimidating Roar is your friend, the cooldown is quite short and the uses are endless...so use it whenever you deem it useful If you have great positioning or are in no danger of being knocked back, use your charge to interrupt people from casting Use your interrupt on main dmg skills (Force Lightning / Telekinetic Throw -- Tracer Missile / Grav Round etc.) -> this will **** up the rotation of your opponent and most people will just stand there looking at you since the only button they really know is on lockout (bad people are bad) Use your defensive cooldowns...Undying Rage is amazing, Cloak of Pain and Blade Ward are very useful as well etc. etc. I hate to say it but L2P actually fits here since once you learn how to deal with other classes you will be amazing in PvP...sure you can't reach ridiculous numbers like Hybrid Sorcs spamming Chain Lightning / Death Field into the zerg but Marauders are hands down the best 1v1 class..
  10. We have way worse people on our server...there's this one guy who just queues for pvp and when he's against his guildmate he always takes the ball, runs into our endzone and passes to the enemy.. or pulls enemies across gaps (he's powertech) etc... I really do hope that they will ban people like him because I had to stop doing pvp due to him (it's no fun to lose every single warzone you get queued with that idiot)... Sometimes I wish I had the banhammer for a week...I'd be merciless but just...and people like him would just get a 3 months ban to begin with, if they would do it again afterwards, ban for 1 year...if even after all that time they did it again -> ban for life... Same goes for botters and afk'ers...It would be a wonderful thing not to have such people in warzones...
  11. Oh and with Marauders / Juggs that are specced Rage (most pvp Warriors use that specc) kite them within a low range so they can't charge you at all while your CDs are on cooldown..once you have the most important stuff up again you can go further away and let them charge you in order to let them waste the charge CD And since you have Creeping Terror the whole thing will be 10000x easier since you have another 2 sec root so just practice a bit and you will be unreachable for anyone... and if you're still unhappy with Creeping Terror just specc 13/28 or any of the other hybrid speccs that use Wrath + Chain Lightning - Deathfield since these speccs are highly mobile and have great dmg as well... [Edit] Oh forgot about Force Camouflage from Marauders / Sentinels...just remember that when they disappear to keep running...they have enhanced speed during that move and will generally use it to get to you so don't be tricked into believing that they gave up ^^
  12. Creeping Terror may be a weak dot but the immobilize effect is working as intended, granted it's not long but since it's counted as a root and not a stun you can spam it as many times as you want and it's major pain in the backside for anyone trying to get to you or away from you... Besides for most melees its enough to slow them, force speed away and kite with force lightning...Remember always to have the high ground if possible so if they blow charge to get to you -> Overload -> troll face I'm currently taking a break from battlemaster farming (closing in on rank 57) only through Warzones and I have faced a great number of Melees in full champ / battlemaster gear and 1v1 I always come out on top... The most important thing in dealing with melees is to know what they're capable of... Operatives are stealth + burst but after that they're the easiest class to kite in the whole game...just check whether they're lethality or concealment, because with lethality you need to keep the 30m range as much as possible and concealment you can kite them around the 6m range easily without taking any real dmg... Marauders on the other hand have force charge to close gaps but they usually use it wrong, if a marauder flat out charges you at the beginning of a fight just slow him and force speed away, kite him with instants and force lightning until he charges the second time -> knockback with overload, force slow if up and kite again, if they get too close and you can't overload or speed away -> electrocute / whirlwind -> repeat Juggers are a the hardest ones but once you learn that right after charging they are immune to knockbacks etc. for a short time you will be fine...still they can be hard since they will usually force push if they can't charge in order to keep you down, many also use force push + charge in order to apply dmg followed by a choke - I usually escape the choke and apply my slow and speed away or electrocute / whirlwind, then LoS, pop some heals and deal with them the same way you would with a marauder.. Always have the high ground !!! can't stress enough how many times this has saved my a** cheers
  13. This is seen as the best build currently...at least that's what the theorycrafters suggest you take for endgame pve ..I'm running it and no complaints so far (apart from healers saying I should stop aggroing all the mobs all the time xD)
  14. Dude look...Alacrity useless, Accuracy useless, Willpower best it's as easy as that...even if I get like almost as much willpower, lose endurance and crit / surge...ineed I wasn't informed how much you could craft around with that item since I've never ever ever seen any good ones in the gtn on my server (not for any class I've played)... And even IF I would find one of those on my gtn I guarantee you that the one with the perfect stats + augment slot (+ the augment willpower I would need to make it comparable to rakata) would cost me AT LEAST 500k credits if not more... but yeah...you have a certain point...which doesn't apply to me since I'm not on your server and not an imp agent and not prepared to hunt for that one perfect item which might exist if someone crafted around for ages while I have a better option available that's free (although obtainable through boring and stupid dailies but wth you can't have everything you want) and afaik the warrior buff just buffs the dmg / healing and not the power itself but maybe I'm misinformed on that one as well...gotta check that real quick oh and willpower doesn't just increase my power like power does but also my crit which again plays into the fact that willpower > power
  15. Yay way to go on proving my point yourself first off..I'm not an imp agent second I have no use whatsoever for accuracy...none..not even in the slighest my MAIN stat is Willpower...the more willpower the better...EVERY other stat is weaker compared to willpower Power is my second stat Now lets do this funny thing as well shall we ? Rakata Stalker's Implant Binds on Pickup Implant Total Stats: Armor Rating 140 +85 Endurance +103 Willpower +44 Critical Rating +51 Surge Rating vs something like this: Nano-Optic Resolve System Binds on Equip Implant +50 Endurance +62 Willpower +25 Critical Rating +29 Alacrity Rating with a slot yay I have no use for alacrity so that falls off...I can slot some willpower but I lose crit, surge, endurance and willpower... (apart from power all my main stats, more endurance = less dying so it's not bad at all) and again let me just stress this once more I'm NOT an Imperial Agent, I'm a sorcerer DD hybrid specced...there are WAY less implants for us and they are WAY more expensive since sorcerers are numerous atm...and it's no use to me that on your server the gtn is flooded with cheap implants...on mine there aren't many for sorcs...so yeah go figure... [Edit]: oh and btw did you ever think about the fact that your main stat benefits from buffs while power doesn't ? Just so you don't just go around saying that the .22 dmg increase from power is better than the 0.2 dmg increase from your main stat which gets increased by 5% from buffs so every point there has more value in the end... [Edit nb 2]: btw stalker items are actually assassin but funnily enough the stats on them are better than Force Master which should be sorcerer...but since I'm such a gear hungry idiot I don't check before I buy obviously
  16. Yeah crit crafted Columi items may be superior but they're also extremely expensive and / or rare so if you're not ludicrously rich or lucky and want good implants you have to get the daily commendations one... and no I won't farm the stupid enhancements on my main for a twink even if I just have to do a single daily...I do just the amount I need for the rakata stuff and then it's good riddance... but *** does this have to do with l2p ? really ? Nothing...so troll someone else thanks... and yes I know the stuff isn't bound...but what does that have to do with me hating dailies ? Right nothing..since I quite clearly stated that I DO NOT want to make any more dailies then I have to to get the gear I want...
  17. I do my dailies for rakata items on my main but hell I absolutely HATE dailies from the bottom of my heart (it's one of the things I really and truly hate about this game...why oh why oh why did they have to make t3 implants / earpieces such a stupid, boring, idiotic and moronic effing daily grind ? I want to play a game for fun and not like a stupid effing boring job where I just go because I have to...I already hated the stupid daily bs in WoW and I was really really pi**ed off when I found that there are Rakata items that don't drop in Operations and have to be farmed with daily quests...*puke*)... there is no way in hell I will ever do that BS with another char as well...if EVER I decided to actually do that crap again I would sure as hell just do the exact amount needed for t3 implants / earpiece and never ever look back...B4 I do that boring excuse of a gear grind to acquire gear thats slightly better than centurion (while Columi drops in Hc Flashpoints which are rather fun for the most part) I will shoot myself and anyone / anything that is (or has ever been) close to me... Honestly..NO just...NO /rant off
  18. btt anyway Yes the gear difference in the beginning is ridiculous and very very frustrating..I have a lvl 50 Marauder that I never played after hitting maxlvl and now for the lolz I started to do some pvp on him...and it's just sickening how little I can do...Healers are 100% impossible to kill, geared DamageDealers just eat me in 2-3 casts / hits and Tanks ...well lets just say a good geared tank makes my hits go as low as 100-200 (no kidding)... And I also partly agree on the warzones since I find Voidstar and Republic War thingy boring for the most part...All you do is zerg the others down and the group with more healers wins.. However I find Huttball an amazing warzone that gets more and more depth the better you (and the people around you) play...The many ways how to score or prevent someone from crossing the endzone are really fun and very satisfying if pulled off properly. In the beginning I hated Huttball (also due to the fact that my server has about 10 imps for every republican so we end up playing Huttball A LOT) but the longer I did pvp (1 char valor 56, 1 char valor 40 and 1 30 - all at lvl 50 ofc) the more I enjoyed it and I started to learn how to position myself and what to use when...Since most players around you aren't on a Teamspeak server it's still quite hard to sync good moves (usually an enemy near the endzone will get his resolve insta filled by 2-3 stuns at the same time and after that he just casually walks away while people keep spamming their CCs) but one good move can make all the difference and that's what I like most about it... besides Operative / Scoundrel are by far the most useless class in PvP (especially after the nerf), they're the worst healers, have ok burst but no sustained dmg really and are abysmal ball carriers...They used to be one trick ponies with buff stacking and huge crits but since that has been nerfed there isn't anything they bring to the table that others don't as well while being 100x more useful...It's a sad thing that one class is so severely gimped but luckily the storylines are awesome and lvling up a new char isn't as much of a boring grind as it is in other MMOs.. and new warzone is coming as well, plus new features, rated warzones etc. etc....I for one am pretty happy with the game at the moment (even if there are a few bugs and things I would like to have fixed within the next weeks)..lets see where it goes...and I'm 1000% sure that this game is not going to be dropped by Bioware...anyone who says that is just an attention whor* and cry baby... But seriously if you want more depth in pvp, just reroll and try something else...pretty much any class / AC has more to offer than scoundrel / ops atm.. Sniper / Gunslinger = great dmg, ranged, static but devastating in the hands of a skilled player, knockbacks etc. Marauder / Sentinel = extreme dmg if geared and well handled, amazing gap closer (force charge), some CC (AoE as well), great group buffs, some nice defensive stuff (Undying Rage comes to mind) Juggernaut / Guardian = Dmg Soak, Charge, awesome Push, nice dmg as well, Can charge friendly players as well (thus making him the best ball carrier since he can just travel insane distances with the 2 charges and heavy armor etc.) Mercenary / Commando = Great dmg, Knockback, Heals (also rather weak pvp class imho although their dmg can be crazy if left unchecked) Powertech / Vanguard = Dmg Soak, Charge, Enemy Pull, ok dmg Assassin / Shadow = Crazy Burst (if dd), Stealth, Force Speed, Enemy Pull (if skilled), Dmg soak (if Tank), Knockback, some nice CC Sorcerer / Sage = Great sustained Dmg, AoE god (if hybrid specced), Force Speed, Heals (amazing if specced heal), Knockback, great range, lots of slow, awesome cc at 30m (both instant if specced), teamplayer pull so as you can see all the classes have a lot to offer and once you get some gear the pvp games really open up and even voidstar / republic war thingy can be interesting although nothing comes close to the awesomeness of a great huttball game...so cheer up mate cheers
  19. It's op yes...but I enjoy it on my Marauder Twink since without gear -> no dmg -> no kills -> no medals -> no mvp -> less wins ergo the 2 medals I get from that item are pretty much the only thing I do get until I get lucky with wins so I can finish my daily / weekly and start getting a bit of t1 pvp gear...
  20. E_c_c_e

    /rant on

    I see a lot of mimimi and some "bugs" / "exploits" that I have yet to encounter... although the one with force speed, fire and knockback does ring a bell...however, I'm pretty sure what happened there is that you didn't knock him down in the first place and the animation just bugged around...it's still annyoing since you think you've got him down and he just walks away but it's not his fault imho...Same thing happens a lot when you're doing some "jump&run" action for a datacron and it looks as if the other guy fell down but in fact he didn't it's just the animations that go berserk at times... And l2p against sorcs, Line of Sight is one thing, interrupt another and you will beat 9 out of 10 sorcs with ease...At the moment there are many many many many sorcs (me being one of them, although I rerolled mainly out of PvE considerations since Melees are just ****ed in every single encounter in the whole game which is incredibly unfair and stupid, making melees the worse choice in any situation) but most of these people don't know the first thing about how to play a sorcerer... Since most sorcs are running a hybrid specc that has force lightning as the main filler, interrupt it (easy since it's being channeled for such a long time and fake casting is force intensive and hard to get off properly) and watch them stand around like a lost puppy. Sure they have other skills (quite a few actually) but by interrupting force lightning you usually counteract Wrath Proccs thus making Crushing Darkness and Chain Lightning a no-go (2 of the main dmg spells, especially Chain Lightning hits like a truck if it crits) and that only leaves the Affliction DoT (which can be purged) and Shock (which isn't very dangerous with 1-2k crits)...So interrupt is your friend believe me... Oh and if they're madness sorcs, just purge everything. Lightning Sorcs (Telekinetics) on the other hand just interrupt Lightning Strike so they don't get Chain Llightning proccs, purge Affliction and laugh at the ridiculous dmg Thundering Blast does without the 100% crit from the Affliction DoT... Btw it's the same with mercenaries, interrupt tracer missile (or the Rep counterpart Grav Round) and most of them will just stand there looking at you dumbfounded since their only button is on lockout (that's stupid people playing, good mercs will always use other stuff)... yeah...that's about all I remember I wanted to reply to your rant... cheers
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