Jump to content

Jayvenger

Members
  • Posts

    90
  • Joined

Everything posted by Jayvenger

  1. While I feel all your guy's pain, welcome to being a Deception Assassin. Minus us having some utility, we have LESS survivability and have to spend as much time, if not more, setting up for our mediocre finishing combo. The only real difference is we can actually sorta kinda perform in PvE. That being said, I don't agree with what they did to your class. If they wanted to stop Tracer Missile spam, they should have conformed it to the other armor reduction skills in the game, not made you Sniper with aoe and less damage. It should have been dropped in damage (you have to admit, it was doing too much), been made instant cast and given at least a 3 second cooldown. This way, there is NO way to spam it, cause even after the GCD, you have to wait another 1.5 seconds (another gcd) to use it again. Badaboom, two problems solves, Tracer Spam and lack of mobility.
  2. With the exception that Darth Maul wears SIMPLE cloth garments made for concealment and ease of movement. We wear giant winged shoulder pieces and non moving skirts. And yes, they are SKIRTS not robe bottoms. No such thing as robe bottoms as a robe is a single piece of clothing. But, back on track, Maul doesn't even wear a skirt, they are flaps of cloth hanging from his chest piece that conceal his legs. When he moves, you can see that he is wearing black Karate like leggings that are loose fitting for ease of motion. But, because ToR has practically NO cloth simulation (butt capes are the only pieces that move), all we get is a block of cloth around our legs. How are we suppose to move fluidly in that? And those shoulders pads? Are you kidding me? Also, we fighting nothing like Darth Maul. The closest thing to him we get is Seethe...maybe Tumult, but that skill is useless. I'd give up every last bit of my lightning to fight like ole Maul.
  3. To actually answer your question, Deception's DPS is EXACTLY the same as it was before 1.2, not counting diminishing returns changes. Now, I will also explain all the bickering you have seen. As a Deception, you'll be underpowered, there are no two ways about it. A Jack of all Trades sort of thing. You can taunt, CC and dps, but you're not really good at any of them. Better at DPS than the others, but it's still not as good as it should be. The problem lies in that fact that we do indeed have access to a tanking tree. Bioware has seemed to have said "because assassins CAN tank, they don't get the DPS they should." Which, if you think about it, means that Mercs, Sorcs and Agents should be doing crap dps as well since they can heal. But, we all know how good those three classes perform. The main problem with Deception is that our DPS is nowhere near where it needs to be to make up for our complete lack of survivability. We wear LIGHT ARMOR and do less damage (unless max geared and played stupidly well) than those wearing Medium and Heavy armors. And they can do it from range, or with AOE or actual openers. Insultingly enough, 1.2 brought a bunch of positive changes to a lot of classes, but it ignored the two (shadow) specs that needed the most help. Our main problem is that they can't do much to increase Deception DPS without upping the dps of Madness or Darkness who both already do more than enough given their actual intended functionality. I'm personally a big fan of (as I've said in the past) of Exposed weakness being applied while we are in stealth, and increasing the proc rate of Saber Conduit (our force regen talent) to once every 3 seconds instead of every 10. Venturing into the possibly OP section of buffs would be adding an guaranteed crit to decpetive power when attacking from stealth.
  4. I said 15 seconds cause it's the same as abilities such as Force Leap...but seeing as how ours doesn't do damage or root someone...I'd say 5 seconds is fair. Heck, you have to waste talent points for it to even get any utility.
  5. Only thing it really needs is a lower CD. 30 seconds is entirely too long for something meant to be used as a gap closer. I'd go with a 15 second one. Or, I've always been a fan of my idea of turning it into a gap closers for only Assassins. A passive that makes it so that it works how it does now without a target (or one that is not within the required ranges) and puts you behind a target if used outside 10 meters or inside 30.
  6. I agree, but that's not how it works currently. Our burst damage is the same, if not less than the other DPS specs, and we do it slower while still taking more damage. We take so long to build up our burst than the other classes have already done as much burst as we're about to do. Then, as we're doing said burst, they're also doing more damage. More utility you say? As a Deception, I have...3 ways to incapacitate you, and one has to be used from stealth. That OTHER dps spec has TWO (one is aoe), does more burst, wears medium armor and heals. Also, these changes would NOT make us OP. I honestly don't see where this is coming from. It only really changes ONE skill while one of the changes just slightly speeds up our burst, once every TWO minutes. The (full) changes to Maul would only apply once (twice if you blow our vanish) a battle and when we're behind somebody. Which is how it should be. Let a Deception Assassin behind you? You deserve to eat an extra 30% damage. The Maul from any direction may be a BIT OP, but not really since its damage is actually very low for what is suppose to be a signature attack of a Spec. It does need a damage boost, plain and simple.
  7. Eh, the Force Speed change is just sort of a "it'd be cool" sort of thing. Force Speed works as a gap closer, just not in it's current form. Maybe if it were on a 15 second CD instead of a ridiculously long 30 second one.
  8. Yes, the class that can free cast, lob grenades, use a dot plus all their shared Sniper skills from range sooooooooo need a gap closer. Oh, and they actually have an OPENER. And can do all the CC fun stuff we can do (plus they get an aoe stun), plus wear Medium Armor and heal if they have to. What do Deception get exactly? A taunt for PvP? Way too drastic? It's all directed at ONE skill. Considering that all Deception skills (assassin base skills) all do very low damage. How does making our main skill actually do damage count as drastic?
  9. I'm just going to go out there and say that I believe that Deception is probably by far one of the most underpowered Classes in the game. Sure, we CAN put out some pretty decent burst (I can drop 10k in 3 moves if all crit), but it takes so long to set up. (previously mentioned burst takes me about 10 seconds to set up) Add in the fact that we wear tissue paper for armor (entropic field doesn't do crap imo) and as such get destroyed by every aoe a Boss has or random damage casts. I've thought on the issue quite a bit, and have come up with a few changes (mainly to talents) that I believe will bring us in line with other classes without making us too OP. Talents: Duplicity- Expose Weakness is now active at all times while in Stealth. Deceptive Power- Also causes the first ability used out of stealth to Automatically Critically Hit. Resourcefulness- Changed entirely. Allows Maul to be used from any direction. Increases the damage of Maul by 15% per rank (still 2) if used from behind. Saber Conduit- Lower the Rate Limit to once every 5 seconds. Abilities: Overcharge Lightsaber- Cause Surging Charge to proc twice with the second one doing 50% less damage. Passives: (New)Force Step- If Force Speed is used while targeting an attackable NPC/Player, the user is transported behind their target. Only works between 10 and 30 meters.(balance) If used without a target or inside/outside the range limits, Force Speed works normally. Now, for an overview of my suggestions. The first three are aimed at one thing, giving us an opener. If we're suppose to be burst, then an opener is something Deception needs. The third one (Resourcefulness) also gives us the ability to use our main ability in more positions and gives it the damage increase it needs. The change to Saber Conduit is there to give us some ever needed constant force regen. As for Overcharge Lightsaber, that is to help us in one of our other lacking areas, how darn long is takes us to achieve less burst than (several) other DPS specs already do. I've had it take me 15+ seconds to trigger all five static charges before. The last suggestion was for something else we really need, a gap closer. But, if you read my description, it is also very limited. For one, it IS Force Speed, which means a 30 second cooldown. Secondly, the range restriction will keep us from random bouncing around and backstabbing people at our leisure. One thing you'll notice is that with the exception of a talent for Maul, I did not directly increase the damage of any abilities or added any survivability. Any more of those two, and we would be OP. We just need a boost in what is suppose to be our Niche, melee glass canon/burst. Currently, we don't exactly do that very well without stupid levels of gear. Thought, comments?
  10. The word you're looking for it Moot. Just saying.
  11. This right here. The Tionese gear has horrible stats on it. It gets a bit better when you go up to Columi and Rakata, but not enough to make switching to it worth it. Sure, you get lots of extra Willpower, but I'd go from 400 something crit rating down to 200 something with what's just on the set pieces. That's like a 15% drop, at least. Not to mention there is practically no surge on the items. I'd probably lose 10-15% switching to that. I understand that accuracy and power are important, but not at the cost of our two main stats. A deception Assassin that isn't critting every 2-3 attacks is one doing crap damage, no matter how high their Power is.
  12. Try the fight without and in Surging Charge. The fight is nearly impossible without Talos. I got him to his uninteruptable Storm Stage with Khem and to nearly 25% life left before Khem bit it and I soon followed. The Comp AI just isn't smart enough to run out of AOEs.
  13. Seriously, no one knows? Trying to stop fumbling around around in the dark in regards to my stats. If not a definite number...what percents should I stop at?
  14. I'm not sure about the Republic, but for the Empire, I'd make an Imperial Guard. The elite members of the Imperial Army that are used as elite shock troops and personal guards. They are the best that Empire has, and now you can become one! The Base Class wears Heavy armor and starts with an Assault rifle. Aim would be their main stat and would have a starting balance of ranged and melee attacks. Subclass 1: Electrostaff This would be the subclass that is decently similar to the Sith Assassin, but would focus on melee instead of a Force/melee hybrid. Would have a Tank Spec as well as a melee dps one. To keep the middle tree unique from the Deception one, it would focus largely on melee range AOE. Spinning Strikes would be their signature attack and a lot of the spec would be built off of it. Subclass 2: Rifle Not really sure how to build this one and not make it a Trooper clone...but hey, I'm just throwing around ideas!
  15. At level 50, what are the soft caps for things like Crit, Surge, Accuracy and Power? That is the order I am currently going at them in, and was wondering when I should stop bumping each one up at. I think I've heard...300 for Surge? On a side note, does anyone know the caps for the other stats so I can know when to stop optimizing a certain stat for my comps? Yes, I am one of THOSE who likes having my Companions (minus the droid) pimped out nearly as good as I am.
  16. What are you talking about? Seriously? Unless they changed things, last I checked Ashara does her most DPS while in her bleed stance since its passive DoT does more damage than the little bit of extra damage granted by a low amount of Armor Pen? Also, why would you turn off her second strongest skill? But yeah, it depends on the flavor you want. If you like a dude following you around shooting things for you and being all flashy, use Andronikus. If you want to rock around with another Force user that puts out some serious dps in good gear, go with Ashara.
  17. Ok, so here's the low down on my situation. I have tanked in the past and have been pretty good at it. I generally prefer to be a DPS class, but there is a certain satisfaction knowing that YOU are the reason a group made it through something. Now, I'm only level 19, but I can already feel how much harder this class is to tank compared to any I've ever played before. (skip the next 3 paragraphs unless you wanna read my rant) I've looked up my future skills and talents as well as read about tanking in various posts...but I have never played a tank with so few tanking tools. Mitigation tools are good and all (though, I get torn a new one right now), but don't do jack if 4 of the 5 mobs in a pull are wailing on someone else. It seems like I have to actively target and spam my (very limited in number) attacks on every mob in the encounter in a very stressful and frantic order. Thing is, none of my attacks other than Force Scream don;t do enough damage to peel aggro to me. Maybe it gets better when I get Backhand? Then again, it may be coming from the last game I tanked in where Taunts actually caused a high amount of threat instead of forcing a target to attack you for 4 seconds then aggro resets to where it was before. Maybe if taunts in this game increased the threat generated by all of your moves while the mob is forced to attack you? I'd also change how guard works. Instead of generating 25% less threat, 25% of the threat the guarded person generates gets transferred to you. (that should be a hint of where I tanked last) Maybe for Juggs only since the other two seem to be to have no aggro issues. So yeah, got a bit sidetracked there, but how does one go about tanking well as a Juggernaut?
  18. For first point is incorrect. EVERY race in the game shares the SAME voice per class. Your second point is also moot. It is as easy as swapping gear onto a new model. If you look at my list of races, the only protrusions they have are on their head, similar to the Twi'lek. So, all they would have to do is what they did with them. Add in hat wearing ability later when they've had a chance to work on said issue. Your third point is the only real valid one. It DOES take time to make new things. But, making all the armor work on models that are already in the game shouldn't take all that much time. Heck, it's really just a head swap on the preexisting models. A Kaleesh's hands are the only one that would require any work as they only have three fingers. And, once you have that done, you have to work done for any future tri fingered species. This is also Bioware, if they need to make special leg and hand armor, they can just go ask the Mass Effect designers how they have feet/leg/hand armor work for Tali, Wrex, Grunt or Garrus.
  19. There are also a lot of clipping issues with the Races that aren't already in the game. Twi'lek either horribly clip, or just can't wear most hats. Also, one of the other reasons is that an eligible race must have is the ability to speak Common during cut scenes. This likely means No Rhodians, Jawa or Wookies. Also, they must have a Humanoid face for ease of facial animations. We just have to hope that Bioware has a set of employees somewhere trying to figure out the clippage issues so we can have more races. I personally would include: Nautolan Togruta Devaronian Sarkhai (Nadia Grell) Yodans Kaleesh (need to fix the chin clip) Cathar There are countless others, but that list alone would cover a lot of people's desires for new characters. I for one would race change my Smuggler from a Twi'lek (I don't do repeat races so it was that was left) to a Cathar in the blink of an eye.
  20. Scary you say? Deception needs at LEAST 10 seconds or so to even start becoming scary. We are so proc and stack dependent that it's stupid. It wouldn't be so bad if we didn't have to wait for a 25% chance proc to proc 5 times...plus be behind the enemy...plus have 2 stacks of another buff. Sure, we may be kings of keeping up stable DPS in a PvE fight, it's still not high enough to make up for our (as you put it) wet paper armor. Thing is, if you as a Deception are face to face with any class that can do any sort of dps for more than 5 seconds, you're gonna die. The only way we can get off our entire rotation is if no one pays attention to us, or we're pressuring a Healer. Our only other pvp role is to follow someone around and quickly cherry pick. But, in comes the need for an opener. We have no way what so ever to quickly put someone into a heal deficit that they weren't expecting which would potentially allow us to start our "scary" rotation. There are only two ways to make us work, give us more dps thus defining our role as a DPS class, or give us more Deceptive abilities. Thing is, these "deceptive" skills would be useless in the main part of the game that matters since bosses are immune to all forms of this. Whoo, I can CC the adds! Oh wait...just about every other class can do that too... Another thing I was thinking...instead of boosting the damage of Surging Charge, what if while Overcharge Lightsaber was active it caused Surging to proc twice with 50% damage (leads to the same damage result as it does now) on the second proc. This would allow us to quickly build up Static Charges. And, Bullcrap on us not needing more Regen. I am ALWAYS starved for Force when Blackout is down. I oh this idea to Taugrim, but a talent that allows us to use our base level stealth while in combat would be sweet. Not full stealth mind you, but rather a quick 2-3 second burst of stealth to allow us to bounce around the battlefield more "Deceptively". Given the CD on Stealth, it wouldn't really be all that OP.
  21. Does that include me? Though, I still stand firm on my stance that Deception does not need any more survivability than we already have. You want to last longer? Go Darkness or Madness. What Deception truly needs is better clarification on its purpose in the game. I truly believe this to be moderate Sustained dps (this we already have) with High Burst (we're sitting at average) damage at the trade off of being very squishy. The things holding us back from being able to accomplish High burst damage are a lack of an opener (expose weakness from stealth + auto crit from stealth would remedy this), and crappy resource management (potentially 10 force every 3 seconds would help). Give us these two things, and maybe a true gap closer while not giving us any more survivability (again, if you want this, go Darkness or Madness) would help us come in line with the other dps classes while not being op since how easily we would still go splat.
  22. I may just be dense and haven't noticed any frame rate issues...but the game runs like a dream on my system that only appears to be mid range at the best. A question though, how does one check their fps while in game? I know where the ping is, but I have yet to see (or notice) where the FPS monitor is. WoW at least had both in the same spot.
  23. Or, they could make it so that Mind Trap can only be used while YOU aren't in combat. Just because my TEAM is in combat doesn't mean I am.
  24. If you look at two of my three first improvements, it does make Maul an opener. Expose Weakness from Stealth and an instant Critical Hit? Considering I've hit mobs AND people with an expose weakness crit and have only done 3k damage, it really isn't all that OP of a suggestion. Another thing that would help Deception would be Bioware fixing our passive so that it...you know...actually works. But instead of being a wimpy 25% increase to the very low BASE damage of shock, have it be a 25% increase AFTER all our mods have been applied. Because seriously, the base damage of all our abilities are pathetic, plain and simple.
  25. Survivability? We're a cloth wearing melee class, we're obviously not meant to have any. Thing is, they forgot to give us the amount of dps to make up for this and our inability to heal ourselves. The fact that they gave Assassins the Darkness spec fairly well screwed Deception. "Oh, we gave that class a Tank spec, the DPS spec doesn't need to be all that good." The whole concept of a light armor wearing tank does not in any way shape or form fit this game. Why? Because there is nothing a Darkness can do defensively that the other tanks wearing Heavy armor can't also. It worked in EQ2 (sorta), because their light armor tanks were masters of dodge tanking. Thing is, in this game, all the tanks have the same exact amount of dodge as each other, same access to shield chance. There's just no real reason for there to be a Darkness spec.
×
×
  • Create New...