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Escalith

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Everything posted by Escalith

  1. That's totally overexeggarated. As I stated, alot of things have been changed in the patch already and OP's already suffered a -25% damage decrease due to the facts that you can't stack the expertise buffs anymore and you can't jump low level no expertise players. If you're a champion geared tank with 22k health - An even geared operative using hidden strike + cloaking screen + hidden strike will result in roughly 13k damage, blowing their cooldowns, stims, adrenals, relics. That's using their strongest attack twice and barely doing more than 60% health And you whinge that you need to use your defensive cooldowns or similar to counter someone that is going ALL OUT with EVERYTHING they have? 1. It's not anywhere near to being 2-shot post patch 1.10 2. If someone goes all out and you are just herp derping doing nothing saying "I should be fine even if they go all out, I should just shrug it off and pat them on the head" you're delusional 3. You say that when you go all out you beat them as a tank. Aka, on even terms using every cooldown and and going all out on fighting back you beat them - But that's not enough, you want to have an easy win on them? Without using cooldowns? Without even trying? Yeah, right.
  2. It's hilarious. People are basing the fact that Ops/Scoundrels are OP on the fact that there's a video with a guy doing 10k crits. All they really see is the huge number, 10k - omg, that's almost a one-shot. Mayhaps so, but do people even know how that happened? To hit 10k, he had 10%+ Expertise from gear, 15% Expertise from an Adrenal, 15% Expertise from a Warzone Buff, Surge from a Trinket, 20% increased damage from a Marauder - Hitting people that have no expertise aka are low level. So, considering you can't stack Adrenal Expertise anymore, low levels aren't in the group anymore and the fact that you can't count an AoE buff that increases everyones damage into the rotation, because it's not that easy to set all that up - Also every other class also earns +20% to their damage. So, if you reverse engineer that - 10k Crit on a level 20something player -10% Expertise, normal for a 50 PvPer without BM Gear - 9k You can not stack 2 15% Expertise Buffs anymore. - 7,650k -20% from the Marauder buff that would increase anyones damage. - 6,120k -20% damage nerf on Hidden Strike - 4,896k The -20% Armor Pen is somewhat difficult to calculate, but it'd roughly remove another 300'ish damage off your first strike. Thus, the burst stealth assassin does a wholly of 4,6k - on perfect conditions - after the nerf with their strongest ability that not only requires positional placement, yet also Stealth. And only if you manage to crit cause your crit chance will probably be only ~ 60% ish. If you don't crit and you have an average of 90% Surge - which should be normal for a lvl 50 decently geared Operative using a Surge Relic - 2203 damage on a non crit with out a hardest hitting ability. And thats on a Sorc with no shield and not being guarded. If they put up their shield and run around with it constantly it will fully negate your opener and if you crit it'll be for a number less than 1k. This is quite clearly breaking the class. I can understand the time reduce on laying prone after hidden strike, I can even agree to lowering the damage or lowering the armor penetration - but 20% on BOTH is just overkill. On the contrary, there are alot of videos showing Juggernauts without the 20% Marauder Buff hitting up to 9K AoE crits using a Rage spec. They can be reproduced every 21 seconds, require no positional alignment, do not require stealth. If anything should be taken a look at it's balancing the Juggernaut trees before even touching a Burst Class that has less burst than a tank. And as for Operatives bursting down people in 3-4 seconds flat being a tank and having a healer on them, that is just pure BS. An Operative other than the initial crit does not hit hard enough anymore to kill someone that is being constantly healed. Let alone a tank that dodges, parries and shields most of the damage + has defensive cooldowns. Hell, you'll even have trouble killing a skilled, keyword -skilled- healing Sage on your own. Oh, and as for the people whining "Once those 1,5 seconds are over I can't do anything anymore" - Yeah well, try to use your slow/root ability. Sever Tendon. TL;DR Post patch Operatives will hit like wet noodles in PvP Juggernauts higher and less situational Burst Stealth useless when dotted by a Sage/Sorc
  3. While most of it may be a DPS fault, I agree on that, keep in mind that different players think naturally different than you. I as a healer had moments where tank charged big guy 1, all dps went on big guy 1, and everything else charged me. So I died and eventually they died. As a healer however it is easiest to adapt. You heal who is hurt. If you aren't hit - you only got 3 others to heal. With that in mind, and me being a support player by nature, and the fact when you pug your mindset has to be "I am currently grouping with 3 incompetent players, I have to cope" - your job as a tank, healer or dps evolves a tad beyond 'tank, heal or dps' When I play as a Tank, I don't focus on 1 mob and spam AoE to get a loose hold of the group so the healer won't get hit, no, I purposely hit the targets the DPS hits. 2 dps hitting different targets? Taunt, switch focus, keep threat up on both mobs. Sure, they could also assist you, but with the previous mentioned mindset - that won't happen. Learn, adjust, ignore them afterwards if they don't listen. When I play as a DPS, I don't always assist the tank, but when I do it's because the tank is useful. I rather draw aggro of a mob charging the healer and taking damage than mindlessy assisting the tank. It's always easier as a healer to heal someone else other than yourself, solely due to the fact you won't get delayed/interrupted/don't have to worry about dying. When I play as a Healer and I see alot of spread out dps, I don't go into the usual okay, let's keep everyones health topped to - 'So long they have 1 HP, they can fight', pretty much a standart GW Monk way of healing groups. You don't keep their HP at the top, instead you just use heals to prevent them from dying. That can lead to fights ending with everyone at 10% health, even one or two dead, but the fight is won so to say. In many cases you just can't rely on your team, thus try to improve yourself to the point of reducing errors you make and reduce the amount of blame you shifts towards others. It's always easier to oversee your own mistakes if others are doing poorly. In the end - if you are at the top of your game and others that have an equal attitude see you, you will in the end forge friendships to like minded people and have an overall easier time to say, find a group, find a guild or just find people to play with.
  4. iirc, I played several classes/chars to 25'ish, on either side. Doing every story quest, heroic quest, side mission quest I could get my fingers on. The only things I've found somewhat challenging was a 4player Heroic on Taris (Republic Side) - solely due to lack of CC of other players. Aka - it could've been prevented And the fact as a trooper you have to enter a zone on your own that a smuggler will enter with their companion. You can see a jump in health there making it far more difficult to burn them down before they get you. Then again, some classes have it indefinatly easier to solo content than others. Taking a trooper/bounty hunter past 10, you got a 1min CD skill to instakill 1 wave. You got strong AoE's to clear another wave every 15-20 seconds. It allows you to kill entire groups with 1-2 skills every ~ 10-12 seconds. As a Smuggler/IA, using cover, probes and charged shots can give you such a strong burst before going melee, that you need 1-2 hits to finish rares. Jedi/Sith classes I feel like have a harder time as their burst isn't as strong, or their AoE is lacking at least at earlier levels. But even then they can burn through content fairly fast. Even 4man Heroics aren't a real challenge at least up to what I have experienced, it simply requires using your characters abilities and not hitting controlled targets. I think if you have problem with any sort of content and you aren't underleveled - take a moment to check the following: Do I know what each of my skills does? Do I use them properly? Do I have potions? Do I start fights at full health? Do I use a companion? Does my companion use up to date gear?
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