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Selixx

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Everything posted by Selixx

  1. If you're going to implement a Arena system you either have to have secondary effects for the skills in PvE, so that you can balance them separately; or create 2 more skill trees specifically designed for pvp, and only usable in pvp.
  2. That his opponents are garbage.
  3. Disable her 15% crit buff, and her saber ward, and use them manually. Against elites, send her in first, you will pull aggro shortly thereafter. Shouldn't even need to use defensive cooldowns that way, but if you're fighting multiple elites, have her off-tank one with saber ward up, and you tank the other, but make sure you focus fire. You can accomplish that by having her go in first to whack the off-tank elite, then jump on yours and force her to attack yours. She should then be off-tanking the second elite, while you have aggro on the main elite. You should be able to solo most heroic 2's that way, but dont try heroic 4s.
  4. Operatives are definitely the hardest class to 1v1, but only if they get you out of stealth. Also, if they have their vanish up, it's going to be very, very, very hard to beat them. They'll open on you, you'll get up, and be stunned before you can pop a defensive cd. You'll get unstunned and probably be around 25%, so you'll pop your cd's and a medpack, they'll beat on you a little, put up dodging, and then vanish when your resolve bar is empty, and open right back up on you. It's a damn uphill battle. Any other class is fodder though! If I had to rank it 1. Operative - DPS 2. Marauders - Annihilation 3. Marauders - Non-Annihilation 4. Assassin - Darkness 5. Powertechs 6. Juggernauts 7. Assassin - DPS 8. Sorc/Sage Hybrid DPS 9. Commando/Merc Healers 31/10 build 10. DPS Merc/Commando 11. Operative/Sorc Healers
  5. Lol. You do not solo Heroic 4's on your Marauder using Vette, unless you are significantly higher level. I did great levelling my Marauder, died probably only two or three times the whole game, and even soloed a couple Heroic 2's. It is impossible to fight 3-4 elites on a Marauder with onlyVette. We do not have the cc, or damage reduction, to mitigate that much incoming damage. You might kill one, maybe even two, but then your cd's will come off, and you will die before you can kill the last. Anyway, I think levelling we do fine. Yeah, we can't pull off what some classes can, but who cares. The game is still ezmode.
  6. I understand your point, but warriors are notoriously weaker in pve in MMO's. It's always the healer-caster ranged classes that can solo content (Aion-Clerics, Spiritmasters, Sorcs GW-Monks). When you select warrior as your basic class, you should expect to never be able to solo elite content, because that's the way the class is designed. It's melee, generally squishy without heals, and (depending on the game) does moderate to garbage dps. It's always sorc and healer type classes that can solo content, because those classes are generally designed to be able to dish out huge ranged damage, and/or heal-kite-dps.
  7. Selixx

    Wow BW just WoW

    In case you were unaware, Bioware and EA are large enough that they can implement bug fixes AND create new content at the same time. They are not focusing on one or the other, we're lucky they can do both, and we're lucky we keep the two sections seperate. What a bunch of whiners.
  8. Sounds like he smacked you with smash, which happens to be a Force attack.
  9. Yeah my LS jaesa does this too. She will teleport to the enemy, and then she'll moonwalk backwards while still apparently hitting the enemy (even from 20 meters away), and then when she gets back to her original location, she will again teleport in front of the enemy. So weird looking =/
  10. Unless I am mistaken, you can dump useless currencies by purchasing champion armor and stripping the mods and enhancements, to better itemize your gear. You can already buy warzone medpacks with regular comms, though I agree they should lower the cooldown to a normal medpack, and create stims that last through death. Then biochem would no longer be a necessity.
  11. The difference between light and medium is actually only about 4%. The real jump is from medium to heavy, where the difference is about 8% in a non-tank spec. Tank spec mitigation probably goes up about another 9-12%, plus shield and defense chance mitigation(which is negligible in pvp due to force/tech attacks bypassing both of those defenses).
  12. http://www.torhead.com/skill-calc#100bIbRrRMfhzZhMMZh.1 I run annihilation currently. Dropped my points in predation and cloak of carnage for the increased bleed crits from malice. Otherwise it's pretty straight forward. Defensive roll is a must for laughing at sorcs chain lightning procs, and rage spec juggs. Defensive Forms and Short Fuse give me berserk every 5 GCD's. Outside of all that, the spec is fairly obvious. I average ~450-500k dmg on a full length huttball, give or take a little for good games and bad games.
  13. No, marauder vanish does not clear aggro. The only abusers of shock water are sins fortunately.
  14. Perhaps for huttball that may be true, but good luck holding objectives without a lot of raw damage, heals, and protection to help destroy the other team.
  15. Find a healer who purges. End of bleeds.
  16. Lol wut? Sentinels/Marauders do not have the ability to consistently whack you with over 3k hits, all of the burst skills that hit that hard have a cooldown of 10+ seconds, and require extensive setup (Annihilation has Annihilate, but getting a 4k crit require an adrenal pop against a very well geared opponent). Mercenaries will generally have bigger hits on their tracer missile spam.
  17. Clearly you didn't understand what I was even talking about. I'm not talking about teams that have access to, and maybe bring 1 sorc and 1 assassin/jugg. I'm talking about teams where the vast majority of the players will be stacked sin/sorc/jugg specifically. You will never beat a team that is full sin/sorc in huttball, ever. The worst part is, that if 3 of the sins are tanks, 3 of them are heals, and 2 are dps, you will never lose a single match on ANY map, because of the way the maps play. If you have superior damage reduction and healing in Voidstar, they will never break through the doors, because no amount of dps will break through 3 heals and 3 tanks at the same time to open a door. You can always just AOE on the doors. On the alderaan map, you will never capture the points either. For rated warzones, the assassin/sorc tank/heal/dps comboes are completely imbalanced, and they suffer no detriment when working on the voidstar and alderaan maps. This will lead to full sorc/sin premades for rated warzones, and it's unfair to the rest of the population. Removing speed buffs, pulls, and leaps when carrying the ball will at least make other teams consider bringing a couple extra classes. I can say with a certainty that full out Inquisitor premades have been rocking maps since day 1. I have a couple premades in mind that run 2 sorc/2 sin and never lose, because they just run the ball, and can each divide up to protect a door/control point.
  18. Before I throw my two cents in, I'd like to point out that rated/ranked warzones are incoming this month (according to George), and so, I make my case based upon having a fun, fair, and balanced Warzone experience for ALL classes. That said, currently sorcerors and assassins are all you need to win a warzone match. A-tank grabs the ball, tosses to B-tank across the acid, who is then pulled by A-sorc to the top, uses force speed to cross OVER the second fire pit with his 3 second immunity to stun, and is then pulled by B-sorc to the goal line. It's a tactic that is impossible to stop. There are several other combinations that are impossible to stop as well, most of them involving sorcs, sins, and juggs. Considering what I have said, I feel that huttball is strongly imbalanced towards creating sorc/sin or sorc/jugg premades. If they allow full 8 man premades (they better for ranked warzone, noone wants PUGS ruining their rating) for ranked warzones, you're going to see huttball premades who run 3 sorcs, 3 tanks, and maybe two dps...whom will be ranged. It is my personal opinion that all leaps, pulls, and speed buffs should result in an immediate reset of the ball, if the ball handler is the target of one. This means abilities such as Force Charge Intercede Extrication Predation Force Speed Obliterate etc etc etc All movement effects should result in the ball being dropped. Scoring should be limited to running the ball, passing the ball, and having your team actually protect the ball carrier.
  19. Just so you know, because you've clearly never played a Marauder; Force Camo does not act like Force Shroud, and remove the players from combat. You cannott vanish and pop frozenshock water, then go back to town. You would probably know this if you had actually ever tried the class.
  20. I personally enjoy my guardian just as much as my marauder, they are both very good, very strong classes. I just want to point out, you are comparing his Rage spec to your vengeance spec, which gives him an additional +7% mitigation. That's where rage gets their durability. Juggs have the same reduction when in the rage tree. Which would put you at 38% to his 29%. I just wanted to point out that you are misleading your readers', and comparing our Carnage tree would be a bit more appropriate to your vengeance tree. Carnage is very, very squishy. Juggs also have this amazing ability to hybrid tree, and still be very durable, while doing good damage.
  21. Giving people easy gear is not necessarily going to make them quit. Oftentimes people will continue to play games even when they have everything unlocked, orare geared out. It's player mentality. The easiest way to keep subscribers is to give them easy gear, and also release new content and expansions at a very rapid rate, to keep people interested. Anyway, people who play CoD or Halo continue to play even when they have everything in the game. Why is that? They enjoy the game and the pvp. I don't see why that cannot carry over.
  22. It's definitely a noticeable difference; however, I was under the impression that if yuo had sprint up, ataru form did not work?
  23. You are the second person who I have seen say this. Your healing has NOT changed whatsoever. The bleed healing is based off a % of the recipients HP, it's not a static number. Your healing goes up when you use berserk more, gain more critical hits, and when your teammates have more base hp. Nothing has changed about annihilation healing. Barely anything has changed whatsoever, and I am power stacked.
  24. Get defense rating mods, win, amidoingitrite?
  25. So you would take Cloak of Annihilation then? You have to take one or the other, and retaliation is garbage. At least with QR you can spam sweeping slash after a fight to generate free fury for berserk, or throw in a free aoe 1k damage on targets. Anyway, here is my spec. http://www.torhead.com/skill-calc#100bIbRrRrfhzZuMM.1 I do not take seeping wound, as I use crippling slash as my snare, and cloak of anni is just lulz. I don't care about empowerment, rage is usually not an issue, and bleeds do not have 100% uptime, which minimizes the effect of the passive. I enjoy having the ferocity run speed, but I'm thinking about taking those two out, plus my cloak of carnage point out , for malice. The increased crit will go a good way now with the change to bleedout. Now, why do I take defensive forms and defensive roll. Pretty simple. Durability. Defensive forms gives 4% mitigation to internal and elemental damage, which is hard to come by. It also generates 2 fury per gcd that you receive an attack. This is huge, huge, huge. Combined with short fuse, you should be gaining 6 fury per gcd, which means you have a full stack in 5 gcd's. Every 5 gcd's I can pop berserk to give myself 18% of my hp back, and increase my damage significantly. If I'm in a real tight spot, I usually save frenzy as well. Oftentimes in 1vX situation I will have a berserk going EVERY single time I apply bleeds. That's 18% of my HP returned PER berserk. Yeah, that's huge. I love defensive forms, because a lot of classes out there have really big AOE's. Rage spec Juggs and Marauders, Sorcs with Chain Lightning (this is also their big burst skill, and mitigating it by 30% is lulz) and their Storm, Snipers have orbital strike, as do operatives, etc etc etc. There is a lot of AOE out there, and a lot of them hit really hard. Defensive roll is, in my opinion, absolutely vital to having good durability. It's also funny to pop cloak of pain and watch geared champ marauders hit me for only 1.5k on their osmash. If they even hit =)
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