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Selixx

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Everything posted by Selixx

  1. Carnage has the same, if not better, control then Annihilation. Comparing predation is pointless, all snares are 50% run speed, so predation will nullify a snare completely either way, and if you keep your snare on the enemy, you never have to worry about moving slower. Carnage has a 15s force charge, and deadly throws' immobilize. If you're <10m range, you can use deadly throw, if >10m, then you use force charge. Simple, and just as effective.
  2. Assault Battering Assault Massacre Obfuscate Vicious Throw Rupture Scream Deadly Throw Choke Retaliation Ravage Charge Crippling Slash Unleash Smash Disruption Gore Predation Bloodthirst Saber Ward Cloak of Pain Huttball Undying Rage Force Camo Sprint Pommel Strike Savage Kick Intimidating Roar Frenzy Berserk Relic 1 Relic 2 Adrenal Stim Medpack Disable Droid Unnatural Might Call on the Force All of those are keybinds that I use. 38 keybinds. That doesn't include my 3 different forms, my mount, fleet pass, and quick travel, which are all bound, but most of the time I just click.
  3. Melee do not have autoface lolz. Not sure why they gave it to ranged, but not melee.
  4. Muscle memory is important, I don't dispute that; however, timely use of your interrupt is just as important. In the quarter second it takes you to apply the modifier for your interrupt, you could already be behind the latency of the server, now their heal has gone off, and your interrupt is on CD. The same applies for undying rage, and any other defensive cd. Maybe you took a big nuke from a rage spec Marauder because you couldn't hit force camo fast enough, or maybe you popped undying too slow and now you're dead. If you are comfortable with your keybinds, that's fine, but for optimal play, you want the keys that require fast reflex and action to be bound as simply as possible, so you can have the fastest reaction possible. I'm not calling you bad, or anything, pvp is as much about situational awareness, and positioning, as it is about reflexes, but the best players will recognize that sometimes its the split second difference that is life and death.
  5. It's still a viable ability to use when you've got a massive DoT ticking on you, or to dodge a massive nuke like a Rage-Enhanced Smash. It has many uses, being an escape mechanic being only one of them.
  6. Any sort of skill that requires a quick reaction should be bound to a single key that is easy to press. For example, undying rage, interrupt, cc removal, force camo -> bound to a key like 1,2,3,q,e,r,c. Skills you rarely use would be bound to a modifier + key, so for example, frenzy -> alt+4. Make sure you think about your setup, and set your keys depending on their priority, and how quickly you need to press them.
  7. You have your cc removal and interrupt bound to modifier + key press? ._.
  8. Most of your suggestion are just complete garbage..lulz. I will agree with too many stuns. Pretty much every class has at least one stun (minus Sent/Mar), and many of them have multiple stuns that can be used back to back. They also have mobility control, which means snares and roots. One of the largest fundamental problems with the game, was giving every class a stun pretty much. In any sort of 1v2, you are stunlocked 100-0 generally, which is not even competitive. I have won 1vX situations against equally geared champion players, but generally it's because all of their stuns are on CD, or because I popped an Adrenal + Relic to burn the first one down. I think the biggest fix Bioware could ever make for pvp, is to reduce the number of stuns classes have. Sorcs dont need a stun, a root, and a snare. Thats too much control. Assassins dont need a Knockdown, a Stun, and a vanish that reactivates that KD again. They also have a good snare, and a multiple mezzes when spec'd through Deception. They dont need all that. Assassins should have good control, but the amount they have is ridiculous. tl;dr Most classes in the game have too much control, with multiple stuns/snares/roots. Reduce the amount of control, 2v1 is easy enough without needing to stunlock the enemy 100-0.
  9. Zzz. There is already a system in place for <50 to get expertise. Go buy the L46 lightsaber, strip the mod, and put it in your gear. Free 25 expertise per mod, you can hit 200 that way.
  10. He's a liar. The bags have ~30% drop chance, so its a statistical anomaly if it's true. What we should be looking at is...only 40 bags on your way to battlemaster? Valor trade much?
  11. I agree. Knowing what spells to use your interrupt on is one of the challenges of being melee.
  12. How about just removing medals altogether, and adding additional Valor and Commendations as a baseline. The whole system is unfair, and favors hybrid classes and builds, that can accomplish multiple roles. That way, people would be given incentive to win, and pay more attention to the objectives. You would have less people running off pursuing pointless kills, and lone-wolfing the games.
  13. I've seen that tooltip as well, it says reusable pvp supplies.
  14. A dps Jugg/Tech/Sin who throws guard on a ball carrier can win a match in huttball, and the same goes for a sorc/op/merc who gives a couple heals to a carrier running towards the line. It can make a difference, and it does. It's also unfair. If hybrid classes are going to choose dps, they should be restricted from using the hybrid skills (healing/guard/taunt).
  15. Lolololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololol. Weakest class in the game, what a joke. 4k crits on Maul, with 45% damage reduction, a shield, a stun, a kd, a kb, force speed, and stealth. You have got to be the biggest troll on the forums.
  16. Lol @ your analogy, which btw has no connection whatsoever to the gaming industry. It doesn't take you days of programming to fix a problem with your burger. You grab two buns, grill a patty rq, slap some extras on it, and sell it. You don't need to spend days to fix the smallest problems. People seem to think this game should have been released with all the features of WoW, and no glitches/bugs. Do you realize, when contructing a game, you first have to optimize the engine, program new features into the engine, and then begin development (where even the grass texture can take days to make). I hope you all realize that WoW has had a massive company behind it, and has had 15 years of programming and optimizations (including the actual pre-release development). SWTOR has 5 years of programming and development behind it. New technology doesn't actually make the game industry perform that much faster...so they should be 10 years behind in features (which they are). Stop making stupid analogies about the gaming industry, you clearly have no idea how it works.
  17. Yes, remove the context in which that statement was made. The dude says that Bioware did a good job, and will continue to fix problems with the engine. Doesn't seem like he is bad mouthing Bio at all. Reading comprehension is difficult, yo.
  18. No. No. No. Creating a stat that is defensive only in nature caters to specific classes only, namely tanks and healers. We saw this in Rift, where you had nigh invulnerable healers who could tank 4+ people easily. Creating a stat that balances itself out is ideal; in fact, I firmly disagree with the bonus healing you receive, but whatever, I still can kill healers. I think the whole point of having a stat like expertise is to create progression for players who pvp exclusively. Raid gear has better stats, so player who raid should have an advantage in raiding. Players who pvp, should have an advantage in pvp. You dont expect to do the hardest raids in fresh level 50 gear, you progress through the tiers to get the gear necessary. The same is true in pvp, you shouldn't be expecting to win the majority of your fights in a 1v1, rather, you should be working closer with your team to ensure a win. Progressing through the tiers of pvp gear will make you stronger. Whether you actually need a stat is debatable, pvp being about skill is ideal; however, SWTOR has a pretty weak gear curve. I can easily get 2+ pieces of gear a week. Go try a game like Aion or Lineage, where getting 1 piece a month is the norm. If you are a pvp exclusive player, there is no reason why you shouldn't have 250+ expertise in your first week of being 50. If you pvped to level, you should be able to purchase the L46 lightsaber over and over, to strip the enhancement for 25 expertise per piece of gear. I know it works, I did it, and still had 1k Merc Comms, and 1k War Comms + 1 champ bag when hitting 50. I did both dailies, and both weeklies, and had 14 + 2 (from warzones at 50) bags in my first day of being 50. Plus, all my previous gear had the 46 expertise enhancement. I was sitting at almost 350 expertise after my first day..it's perfectly fine as is. tl;dr The stat is fine as is, gear is easy as hell to get, and the pvp is fairly balanced as is. Stop being a baby, go get geared, and have some fun.
  19. Arenas dont have to be rated or ranked at all, something similar to the Guild Wars 4v4 Random and Team Arenas would be awesome.
  20. I can agree with snares and roots being on the resolve table, but interrupts? Lol. If you put interrupts on the resolve table, healers will never die, and interrupting Tracer Missile spam, or Force Lightning spam will only screw you in the long run. As of now, interrupting those two skills is almost crucial for any melee class to even have a chance vs those two particular classes, and their republic counterparts. When fighting healers, a single interrupt is not enough to kill them, I need 2-3 as a Marauder to finish them off. If you put interrupts on Resolve, not only will I be unable to stun them (not that I have a stun anyway as a Marauder), but I also wont be able to prevent a healer from just refilling his HP bar. Killing a healer is a hard fought, preciously won battle, that takes stupid amounts of time as is; they don't need an extra advantage. Anyway, knockbacks and knockdowns already count towards resolve, and when the bar is filled, you will not be affected by either of those conditions.
  21. So dont be a derp, and save your cc break for when your resolve bar fills up. Problem solved, go l2p. I have never, ever been cc'd 100-0 in a 1v1 to this date, even when I had 0 expertise vs full champ players.
  22. Selixx

    So is this it?

    What do you define as a fulfilling endgame experience? I enjoy pvping against other level 50s solo, and in a group, a fulfilling experience. Competition in and of itself is fulfilling. Perhaps a ranking system and some tournaments would be good, but you can't expect to have everything day 1.
  23. Congratulations. You had 4 healers on your team, and they had 1. News flash, it's easy to get high damage and no deaths when you have much more effective healing. Damage numbers, especially in an AOE build, show absolutely nothing about a classes effectiveness. Again, everyone on these forums knows that Warrior damage is fine, aside from being melee. The complaint from warrior players revolves around the utility of the classes, of which they have very little of. Give juggs cloak of pain, and give marauders force push, and guard.
  24. Force Jump -> Knockback -> Run in Range -> Knockback again. Or didn't you know? Mercs have two knockbacks.
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