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Gren-Aluren

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Everything posted by Gren-Aluren

  1. The only thing that makes this spec overpowered is class/spec stacking.
  2. Yeah, tanks definitely have the most control in the game. Just look at Guardian, they can force leap, force push and force leap again to immobilize a single-target for several seconds and then stun him. They still have another stun to stop another single-target and an AoE mez. Swtor took class balance from WoW, who destroyed the rogue-archtype as we once knew it. The rogue archtype should be the only class type that can lock targets down.
  3. Yeah really. The best DPS class in the game has the ability to lock a single-target down better then any other class as well as has the best defensive cooldowns.
  4. S T Y L E, my good sir.
  5. 4 Gunnery Commandos. Net team and burn down healer.
  6. I didn't say don't use Shock but you shouldn't be using it as your opener, that's for sure, since your goal is to deal as much damage as possible in the shortest amount of time. You can re-open with Low Slash, charge up that energy and do it all over again.
  7. LOL. That's like making a tank and not using a shield. Cover is the only thing that gives you an advantage over the Jedi Knight classes. Play Scoundrel Dirty Fighting.
  8. Shadow is kinda op because you can ignore the set rotation and spam your biggest damage dealing attacks immediately. Usually your target will be dead before you run out of energy. There are also lag bugs that exist which make stealth classes untargettable for a few seconds after they come out of stealth.
  9. How is your Guardian going to touch a Scoundrel before he does considerable damage if he uses cover in place? I feel the hybrid is crap is PvP and think it's funny when I see people using it. One needs to know how to open properly in Lethality/Dirty Fighting for a 1v1 encounter, which can vary depending on which class you are facing. Usually you should use Shoot First > Flash Grenade > Setup DoTs and Sabo > Hemorrhaging Blast and your setup is ready for the big backend burst damage before they can even react to you. If they use their CC breaker you win and if not they will have to feel the pain of four 5-8k Wounding Shots in the next 4 or 5 GCD. If it's a Jedi Knight class you can open up from a distance in cover to gain the advantage or use the above rotation then get to a safe distance to cover in place before they awake. The Jedi Knight classes and all Shadow specs can definitely delay long enough for backup to arrive but in a duel there is no reason a Scoundrel Dirty Fighter can't win against both Jedi Knight classes. If they lose it's because they made mistakes like using abilities when the enemy has certain cooldown up or not CCing or interrupting at proper times. After all, the class can sap you and heal to full.
  10. It was intended to mean that you have to use Flurry of Bolts in your rotation as a filler to stay above 60% because you can't use Quick Shot and in most cases, Sabotage Charge. There is no struggling for energy with Scrapper. No need to be a condescending jerk because you took something out of context or because of my failure to communicate exactly what I mean, properly.
  11. Lethality, hands down. It can win any 1v1 (except against Infiltration Shadows), has high single-target burst (once it's set up), good group utility, and higher survivability over Concealment. Anyone who argues otherwise doesn't know how to play the spec. It's not the best DPS class in the game but it's arguably the most fun to play.
  12. Is not like they can refuse to answer the question because it mentions both. It's a stupid requirement since these types of questions affect both PvP and PvE.
  13. Flurry of Bolts is to fill the gap when your good abilities are on CD. Quick Shot isn't worth the resource cost for the damage it deals. Other then Quick Shot there isn't anything to spend energy on if everything is on CD even if you had the extra energy.
  14. My quick points: 1. The damage issues are reliable burst damage (Which could be due to crit rating changes and removal of set bonus), Quick Shot is extremely weak and cost too much energy to be used as a filler and the positional requirement in PvE. Because you have to maintain your energy levels you have to use Flurry of Bolts to stay above 60% (happens quite frequently) which can make the rotation feel clunky. Scrapper doesn't have energy management issues, that is user error. Just wish they made Quick Shot free through a proc or something. That would really help out Scrapper in PvE. 2. I know I keep saying this but we should stop with the direct comparisons in the questions. The Developers know which classes do what and due to counter-balancing it's not exactly fair to compare (no pun). We should remove things that are condescending or commentary like "a perhaps-unintended nerf to Surprise Comeback." 3. It should be okay to provide longer statements and backstory for a question if you feel like you are squeezing and summarizing too much. 4. Although I agree with what is said about Suprise Comeback, it never really was that important to take up half of the question's backstory as the Scrapper's main concern. Scrapper always had crap survivability. The concern should be that a majority of the Scrapper tree are survivability talents. They aren't consistent, provide very little extra survivability and do not provide any utility during operations ( I believe it was Dipstik who brought this up.) It has always been this way and nobody noticed back when people had 20k HP and Scrapper could kill them in 3-4 hits. I feel like the tree doesn't seem to scale well compared to the other classes as we progress to 50 and beyond. Scrapper just doesn't have the damage mitigation to remain in prolonged group combat and is force out of combat to survive. He has to LoS or evade combat entirely to self-heal which leads to an incredible amount of down time. The poor self-healing utility is too weak and energy costly for the amount of health return and damage trade-off in direct combat considering it is a melee class. It shouldn't be considered part of it's survivability if it is mostly used out-of-combat. Something we need to watch out for is that we do have utility that counters most other melee classes which is why I don't think a direct comparison about mitigation should be made. Lest not forget we have cover and melee/ranged defensive bonuses which gives us the upper hand against both Jedi Knight classes. It might not be a heal to full response but learn to use cover one. Anyway, I'm glad to see you are our representative. You try to remain unbiased and supportive.
  15. A good Scrapper can take DF even further. Still can win any 1v1, has better burst, more utility, more survivability, more ways to approach combat and can deal with more then one target. Saying they should turn it into a tank tree was a joke because a majority of the skills are intended to improve survivability but don't. It actually would be pretty cool to have smuggler tanks, though.
  16. Gren-Aluren

    Cybertech Nerf

    They need removed entirely from PvP.
  17. They should just turn it into a tank tree. I hate Scrapper now. It's limiting and Dirty Fighting is everything this class should be and more.
  18. Actually, I do this all the time. A Scoundrel CAN get there before someone caps on Novarre BUT I can also do it on my Shadow. Either way if it just one person I get that node. They put a speed boost in the center of the map. Most people need to realize the issues with roll are because of poor warzone design. Remove that boost and NC will be fixed.
  19. Need a Huttball warzone that isn't designed around who can get the ball first. Imagine if real football or soccer was like that. Teams would hire runners to play that duration of the game and then sit them out the rest of the game. Kinda like what Scoundrels do now.
  20. DPS sages are OP. They have an EXTREMELY steep learning curve and are very, very hard to master. L2P.
  21. People roll every 4 second after a roll to conserve energy, which is about 6 seconds each roll if you include the time you are immobilized. Scoundrel DPS needs this ability. Forget the stupid objectives in Warzones, like Huttball. That map has been broken since Guardian was given Guardian Leap and a reset on Force Leap after using Force Push. It's not an exploit. Honestly if you have that many 55s you should know how the different Attack Types work and the difference between a root and a stun. You should also read the tooltips of abilities then you would know Scamper has a 30% increase in dodging all incoming Melee/Ranged attack types for it's duration.
  22. Because those abilities do Melee/Ranged attack type and only have rooting effects. Force/Tech abilities that knockback, stun or root will work. Read the tooltip. It's not overpowered. Vanguards, Commandos Sages and Shadows don't have an issue with stopping Scoundrel mobility. The only issue is that current objectives in warzones don't take into consideration this ability. That can easily be fixed if they wanted to. Play Scoundrel DPS then you'll see all the classes that counter you as well as what classes you have an intended advantage over and how desperately they need this roll (Except Sawbones, they don't need it). Other melee classes have pulls, leaps, speed increases and knockbacks and some even have all four of those. This is a perception problem. If you only have one perspective of a class from the class you are using of course some classes will seem like they have huge advantages over you or seem to be weak as crap to you. Rock, Paper, Scissors, man. Why do you think every class on the forum has threads with people crying about how UP their classes are? Hell, Marauders asked for Smash to do more single-target damage. Sure, some complaints on balance are legitimate concerns but most of the time they are exaggerated and biased.
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