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wigglebooty

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Everything posted by wigglebooty

  1. the roots. snares and really just cc in general is really out of control. Some classes have spamable slows. Either everything needs to be on the white bar or it really needs to be toned down. It takes the fun out of pvp and takes what could be a fairly fluent combat and puts it into frustrating teritory
  2. As the title says I see some things about bolster is just gone and now its a new system. People are having their stats just lowered in pvp, its all a bit crazy. My first question is are augments even worth it for pvp now. All I can afford are blue 74's am I better just not even using them, will those actually make my gear worse? The second question is should I just roll around in my 306 gear, the 318 greens, the 320 greens for the comms or actually upgrade my pvp gear to 326?
  3. Come on devs code something to make pvpers actually warrant paying you 15$ a month I mean come on. You have just been taking our money for pretty much nothing. Most serious pvpers only pvp and you cant even give us some little quality of life things like selective queues and matchmaking that actually works. You say there is a matchmaking system but I have NEVER seen it work, NOT EVEN ONE TIME.
  4. Penalties for quitting will only lower the pvp population, they won't solve any issue because you are not addressing the problems. Quitting happens for a reason, fix the problem and the effect of the problem will go away. Reason people quit 1. They don't have a full team fixes = cross server queues with a larger pool and/or Metrics to ensure a full queue pool of non afk players before the queue pops to begin with. Cross faction queues, while a controversial idea especially on rp servers, will nearly eliminate queue problemsThis will not fix 100% but will make a lot less of the unbalanced teams that are the problem. 2. Team makeup sucks fixes = Use better metrics to match teams better. I beleive currently it only adds the right amount of people, it cannot possibly try to add a decent balance of class roles based on the amount of times I have seen teams with (1 dps and 3 healers) vs (4 dps) or (2 tanks 2 dps). Bigger queue pools through cross server and cross faction queues will also help to eliminate this issue . 3.Team sucks fixes = If you are a good pvper you should be helping people to get better and teaching them why what they are doing is bad instead of rage quitting. Some sort of ranking system could also help with this as well but will require cross server queues to get a pool of players large enough to make queue times not grow. 4.Premades (this is a biggie) fixes = Cut group queues to two players. Yes people will still try to time queue and get together but it will be more difficult. Cut group queue ability altogether, allow people to queue as group of as many as they want but randomly tag them for team a or b as they enter so it evenly splits them. Use either of these ideas with adding a new set of warzones for group, allowing groups of three or more up to eight to que for their own set of warzones 5. I hate arenas or I hate huttball or I only like huttball fixes = Pretty simple fix here that has been asked for time and time again, provide a more advanced queue system. Let people play the warzones they want to play. have a random choice and then have check boxes by the warzones you want to queue randomly for. If only two people check the box for hypergates then it won't pop until 14 more do. If you have two people that ONLY check hypergates send them a warning as they queue that only a small amount of people have selected this warzone and they might want to add others to their lists.
  5. Not sure if serious but in case you are, the amount of cleanses that would need to go out in a match where there is heavy congestion such as Huttball would require about 15 healers per team and the warzones only allow 8 people so thats not really an option. If they would put all roots snares ect on the resolve system it would possibly help a bit but at this point even that may not be enough. Its not so much that it is a problem with completing objectives or benefiting the defense or offense at this point its about the removal of the FUN factor. Nobody that I know of that pvp's enjoys being controlled for upwards of 30 seconds at times. That may not seem like long but 5 seconds in an eternity in pvp. Ive spent the majority of 10 minute matches either standing still , stunned, mezzed, snared, knocked back, or waiting in the respawn area "that takes entirely too long to open" to actually have fun in a warzones. Its a fun factor thing. The same class balance and utility of every class can still be there with WAAAAAY less of the controlling of characters that removes the responsiveness and fun.
  6. I think the final bit of fun I have in this game has been sucked out of it with this new patch. The amount of CC that the new system has created is easily double that of what it used to be. Now you have new abilities that root and snare that are not even on the resolve system, and every spec of every class has access to all of the CC during PVP because of the new system.
  7. The crutch used to prop up poor mechanics.
  8. (Sarcasm off) I wonder how many months this fix is going to take to implement, I mean they still haven't fixed bolster after a year.
  9. Using a consumable stim increases dps more than all the changes did.
  10. What was wrong with the obviously better way it was before.
  11. After playing this a bit more I must admit I do lack the survivability of the full madness build and the ability to take on 2 and 3 other people and win. This is for sure more of a group pvp spec and for hiding in the pack like a lightning based build just with more mobility, doesn't work as well for lone wolf play.
  12. As a madness Sorc I love getting melee classes that dont understand what a snare is. I cannot count the times I have finnished off THREE people solo in Novare Coast by kiting them around the buildings because: 1. they are too stupid to use a snare. 2. they are too dumb to send one person the opposite way around to cut me off. 3. They have no idea how to use their leaps stuns and stun breakers at the right time to render all my get away tactics useless. Its funny that one good jugg can stay on me nearly 95% of the time until I am dead yet the majority of them I can take on 3 at a time because they just have no clue when to leap when to choke, when to snare, and when to use their cc break.
  13. I run something very similar I like to call the DOT SNOT spec http://www.torhead.com/skill-calc#700rZbIMdRobZhrbkrrooM.3 I totally disagree with it being a useless spec just to pad numbers. Not every person on a team needs to be a single target high damage finisher, every team can use one person than can take an entire group to half health really fast. This is not the spec I run in arenas and prolly never would but its great for fun in wz's. It has great burst to pick off a healer when you need to but I find it great for things like in voidstar where a lot of people are centered around one objective you can dot everyone up then start to focus fire the healers with great burst. The dots put so much pressure on everyone that its hard for even two good healers to keep everyone up and themselves when your burst rotation kicks much less cleanse anyone.
  14. I would say forceweaver is rather worthless of a talent to pick up as no skill is hard casted, ever skill is instant besides force lightning and 2% alacrity does pretty much nothing to it. There's no use in having it for a force regen purpose either as unless you spend more time healing than dpsing you cannot run out of force. If I am missing something about alacrity please let me know but I just dont see the point of it. As for the Lightning spire point, I move it around, Id rather have it in lightning barrier I just had it there trying it out for use with lightning strike to out-range other range classes but I didnt find it really that useful, the extra absorb on the bubble would benefit more overall I think.
  15. This is the hybrid I have been playing for a week or so now and really enjoying. I thought I would share it in case anyone else would like to try it out or help me tweak it any. This spec has not been tried in arenas but I would guess it to perform just fine there but not as good as full madness for me because you do lose the root and dot from creeping terror, but as crappy as I feel the upper talents in madness are that's all I think you will miss. I should clarify I use this strictly for PVP The Spec http://www.torhead.com/skill-calc#201ZcMrddoMZfMcRsbkrc.3 What you lose by not going full madness Creeping terror - you may miss it but I honestly dont seem to mind not having at the more I play this build. The bubble stun seems to take its spot just fine as the extra means to get away. Damage reduced while stunned - nice survivability skill to have but honestly once you are stunned if you dont have a breaker up the help of taking a little less damage is very situational at best. Polarity shift burst run - does anyone actually use this to run faster? Uncleansable DOTs - the only other thing with creeping terror I sometimes miss, but frankly not so much.Outside of ranked arena play I rarely run into someone that removes DOTs all that often. What you Gain over full madness - FORCE FORCE AND MORE FORCE - the biggest thing I like about this over full madness is the force it brings to the table. You can hide around a corner cast heals until you are almost out of force then get back into the action and dps and your force actually fills up pretty fast. Its nearly impossible to run out of force with this spec. you get two great force regen and free cast skills. Lightning barrage - a nice dps boost to your main attack when it procs and it procs often. Convection - further increases the damage of your crushing darkness, and I always keep crushing darkness on cd so its a win win filler tallent. Backlash - bubble stun FTW Lightning Storm - Instant cast chain lightning procs off your instant cast lightning strikes while crushing darkness is on cd adds a little more burst to your rotation. Playstyle I basically play this like I would a full madness spec but its a little more of a challenge to watch for procs but its not bad once you get used to it. I usually dot up two or 3 people if I can to help with the lightning barrage procs, then spam force lightning until I get a wrath proc. I ALWAYS use my wrath procs on crushing darkness if it is off cd as it is your biggest damage per cast spell you can use in this spec since you do not have Reverberating Force or forked lightning. When crushing darkness is on cd thats when I use wrath procs on lightning strike trying to proc a free instant chain lightning, and that is the only time I use chain lightning or lightning strike. I also try to keep death field on cooldown as much as possible but I usually dont use it unless it is going to hit at least two people or I need another instant cast spell while I am moving. I also keep shock on cd as much as possible. Why I like this build I prefer this to the heavier lightning hybrid as I feel your main cast spell is better off to be force lightning than lightning strike. If you get interrupted with strike you get nothing with with force lightning you still have gotten off a tic or two plus you get the slow that's tied to it, it just seems like a better skill to be spamming for pvp to me. Keeping this in mind getting things that synergize with chain lightning and lightning stike just dont make as much sense as going higher in madness to get the extra dot damage from death field and crit damage for dots and death field as well as extra tic for your crushing darkness. The best part though is it pretty much plays like full madness minus one dot and adding one proc to watch for but the biggest difference is the force management. If you are a glass cannon player that runs in dots people up does a few casts dies and repeats this build is likely not going to be for you. If you good at kiting and surviving like I am and find yourself wishing you could get out of combat to regen some force you are going to love this build. It has great turret damage build in to melt through people as well as some nice mobility. Variances in the talents There are surely some variances you could pick up, I dont find myself using whirlwind very often because frankly every time I do some tard instantly breaks it so I dont get the cast reduction on it. I also skip the reduction on stun cd as stun is my second to last resort get away skil land I rarely get that far down my list before I kill someone, only the good juggs usually get stunned or some add I pickup while out 1v1ing between nodes.
  16. I find this to not be at all accurate. I tend to always be one of the top 2 in damage done at the end of every warzone I am in, and yes I play objectives. I ninja cap all the time however I do not spend much time guarding usually as I feel I am much more useful elsewhere because of my ability to pressure healers and dish out large amounts of damage. All of my damage is single target so I try to stick to attacking healers, sorcs/sages and gunslingers/snipers to avoid being smashed as much as possible. Use your cc's to make 2 and 3 v1 fights become 1v1 fights, kil lthe 1 then vanish and start over. Toss your orbital strike on capture points to help your team when you can. Peel people off your own healers, you have lots of stuns and slows so you are good at that. You can be an amazing team player, and dish out substantial numbers if played correctly. I will admit when I have an 800k game I would have broken 1 million had I been on a sorc or soemthing, but that doesn't mean you still cant out perform they rest of your team because frankly there is a lot of bad people that pvp.
  17. Thanks for the quality post providing how complex of a thinker you are. Its not a matter of crying, its a matter of broken unplayable unviable specs. I have 15 level 55s I can just go play whatever the FOTM is if I want but I would like to play some of the specs that have never been viable because they can be if they were even looked at for 5 secs. I pay 15$ a month just as does most pvpers and we get nothing for it, its not asking too much to be able to use some of the 24 specs in the game instead of relying on 4.
  18. Lets go this route then, there are 24 specs, 20 of them are broken, 4 were addressed, 1 was properly addressed.
  19. maybe if they actually hired someone to work on the game they could actually accomplish something.
  20. WOW I cannot believe I waited for this magical class balance patch for the crap it contains. Not one single serious balance issue in pvp was addressed, well ok one, they made dots harder to cleanse, but honestly for 99% of the players this wasn't even an issue because most people are to bad to cleanse anyway. Fail Bioware complete fail
  21. The "invisible" wall at the bridge in Voidstar is the same stupid badly designed crap for me. I dont know if it is my brand of graphics card or the settings I use but you cannot click through it, you know the red seethrough wall that stops you from going across the bridge before its opened. Its such a fricken pain in the *** to make sure your camera is spun just the right way because if my view is on the bridge side of the wall I cannot target anyone, non of my skills go off if I do have a target, its a pathetic gamebreaking bug that has existed since beta, sad sad sad
  22. I agree and go one further. CC in this game is a joke, there is no reason every class needs multiple types of ccs. Give each class ONE and move on. Sorcs sages have 4 or 5 depending on the spec, I'm not saying they don't need them but let's balance the game around aspects other than multiple cc that do nothing but anger everyone but grief ers. They are a pain in the *** to maintain on offense and a frustration on the recieving end.
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