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Noth

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Everything posted by Noth

  1. That will never happen as the owner of the Star Wars IP declared it to never happen again.
  2. That idea would just piss off more people. Capping sides can end up splitting up guilds and groups of players. It is in no way Bioware's fault that people chose Sith over Jedi.
  3. Only as a tank spec do they have more survivability. As DPS juggs have less survivability since heavy armor is pretty much meaningless and they have less cooldowns, and have less escapes, and have no self heals, and have less forms of CC breaks. As far as CC goes, the only thing a dps jugg has over the Marauder is force push.
  4. less than 100 on off peak hours where? On the Stations? On certain planets? /Who doesn't give you the entire population online. Hate to tell you this but on Dark reaper one of the most populous server off peak hours you see less than 100 people on the stations. Yet funnily enough I have no problems at all finding groups for everything. You are not seeing the entire population that is online when you login. I suggest you do more research on the populations of servers.
  5. It was do to a bug (turrets were meant to insta kill people). Exploiting a bug is against the rules.
  6. Actually it is not minimized or negated if you are attacked from behind. This isn't other games. The reason Ops stay behind the target is to use backstab as much as possible since it is free to the concealment spec.
  7. push and choke also do kinetic. The only damage that the jugg can do that is not negated by armor is the weak dots and shatter in the vengeance tree.
  8. Unless you are under trauma, which you are typically under when you are CC'd to use unleash.
  9. Does not matter if it is an expansion. It's a ton of extra work that just increases work load everytime they want to extend the class stories. Unless they do a hero cls thing and have them start out at a higher level with a much shorter story, which would kinda violate their story focus on the game.
  10. Again you are relying on a healer. That makes it situational, not general. Normally if I need a healer to get me to score in huttball, chance are I'm getting hit hard and fast enough that the extra health from endure pain is gone before a heal even comes off. Saber ward on the other hand prevents a crap ton of damage for 2 seconds and continues to mitigate after those two seconds which means even if I need a healer I may still live without them if I have a good escape route. That is a good general survivability cooldown. Last stand in WoW also lasted 20 seconds baseline and TTK times were much much faster. Faster TTK and double the duration means the downside is less likley to be seen. Here TTKs are slower and the skill lasts 10 seconds. Most classes can stall the fight out to negate the effect of endure pain and make it work for them when it ends. Those that can burst extremely well can take 30% out in two GCDs which means you better kill them in 7 seconds or they will kill you.
  11. Saberward is not situational. It does not rely on a healer to heal us up because we are going to take damage in the end. It last for more than 2 hits in pvp and mitigates far, far more damage. You can pop it at almost any time and get the most out of it pretty much. Endure pain, not so much.
  12. Again, that makes a situational ability at best. the idea was to increase the Juggs general survivability which this does not do.
  13. We are gods of huttball. If you have a good pocket healer you can easily rack up the most medals in a warzone.
  14. No it's not a general survivability increase. Saber ward can literally save my life. Evasion can literally save my life, undying rage can literally save my life, a shield can literally save my life. Endure pain in end game pvp and even pve with multiple mobs and no healer doesn't mitigate near as much damage as those other cooldowns and then to top it off does damage to you at the end of the duration. With the amount of dots in both pvp and pve that damage can and often does kill me. If you still die in a fight after popping endure pain when your other cooldowns would save you, that makes endure pain a worse cooldown and a piss poor general survivability cooldown. It good in raids where things are controlled and you have a healer who isn't also being CCd/interupted. In pvp it's bad and solo pve it's also probably the worst cooldown in the game.
  15. My sorc friend does that all the time. Funny when I see 3 level 50 SW (both ACs) on him and he's able to kite them up and down the huttball arena while keeping himself healed and myself healed. He cannot do that to one any other class due to the fact that other classes typically bring more burst damage, more CC, and have multiple ranged attacks. That alone shows the issue.
  16. And that is the problem. It was meant to be a general survivability buff its main use is in raiding, not general survivability. The fact the fact that without a healer it doesn't actually make you survive (since it takes away from the pool it gave you). In PvP 1-2 attack can remove the amount it gives you. While something like saber ward, evasion, cloak of pain, any of the shields that are on less than a 3 minute cooldown can mitigate tons of attacks for their entire duration. Yes endure pain is bad compared to those in general survivability. You'd be wrong. Been an MMOer since Dark Age.
  17. The biggest issue is having to write new story content complete with VA, while adding in new VA to old content, while also adding in new content for all the classes. This amount of work will only grow with each new class added. Much more likely they will add new ACs before new classes.
  18. Players can make the class work, that does not mean the class is OK. He often runs with premades in pvp (in which any class can do well), and has a good group for pve. It is honestly hilarious how much easier it to is keep aggro on my powertech than it is on my Jugg while also dishing out more damage than my jugg. There are issues with the class when you look outside of the class. To say otherwise only expresses your ignorance.
  19. While I do not agree with the people just leaving, you are guilty of QQ too, so are you calling yourself bad?
  20. Which makes us sitting ducks. I'm sorry getting blasted to death while seeking to LoS in hopes that they chase us is being a sitting duck. If they don't chase chances are you will get to leap to them and be either stunned, knocked back, etc. We are sitting ducks against good ranged players. I've brought down level 40+ juggs and marauders in warzones on a level 11-12 sniper by playing cat and mouse with them (basically what you say melees need to do).
  21. We already hit for less than ranged classes (per hit outside of the smash build, seriously, I've had my level 11 sniper do over 5k in 1 gcd.). Another gap closer would not make us unkitable either. It would only even the playing field so we are sitting ducks as often.
  22. Chances are fall damage is calculated as a percentage meaning no amount of health will allow you to fall from that hieght.
  23. It has neve gotten me a score in huttbal i would not had gotten without it. It buys at most 2 hits from othe level 50s in pvp gear. I have also yet to be in a pvp match where i wasn't consitantly covered in dots. It is situational at best not an adequate general purpose defensive cooldown. I have had several ideas for what would make it better. Make it only drop 15% of the 30% health from you health pool while also cleansing hostile effects. That would actually make it a worthy survivability cooldown.
  24. History points to companies actually instead making you choose your AC at creation, removing any thought of it not being a class (see EQ and AoC), or not doing anything at all (see all the rest that use a tiered class system).
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