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Karthaugh

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  1. Actually there is a bug where electrocute ignores resolve, I have experienced this with my characters. Doesnt always happen, and I cant speak for other abilities, there has been a lot of discussion around it though, in these forums
  2. Ive lost in both situations, having capped, having defused, having done everything by now. I've won in times I thought we'd lose, and lost on what I was certain were wins. Voidstar coding is crap, simple as that. I think the AI coin flips against itself. What makes it worse is that Bioware have given no explanation about how it's supposed to work, unlike in Huttball. This leads me to believe they dont even know themselves .
  3. SHUSH!!!!! you are going to ruin my alderaan win percentage. Saps/knockbacks and stuns, and capping on the right side of the turret are completely overrated!!!! move along people nothing to see here.
  4. I am amazed at how many idiots can insult someone for asking a genuine question. As a shadow tank, which is the highest dps tank in the game, on average matches i hit 120-150/60, on heavy fighting matches I have breached 200k. it all depends however what you are fighting against, and if you have a healer. Also, you have to factor in the fact that as melee, we have no real fillers for when we arent in combat, you are either in (force leap) or out pretty much. There are a couple of ranged abilities, but the dps/cooldown make their output throughout a match fairly negligible. As a shadow, I tend to pick on the more stationary targets, snipers/tracermissilespammeisters/assassins and other melee. I only engage pure ranged if I have the opener, or if they catch me by surprise. A lot of it is about staying in action as long as possible. also, dont worry so much about general damage, worry more about your kills/highest hits, to see if you are doing high enough pressure to kill someone. We will never hit as hard as pure dps (i've seen shadows go for 500k+!) but we need to do enough effective damage to be able to 1v1. A lot of people have said about how useless defensive stats are. I agree partially on this. I try to keep a fair defense, since it helps a fair bit Vs snipers/maras/juggs/decep assassins, but i completely ignore shield, and leave it as its base value. Stacking offensive mods is definitely the way to go when you have enough gear, get a decent burst, coupled with the great survivability of Juggs/Guards and you'll be quite amazed xD.
  5. yup, lets take out all tactics from game, and make it a zergfest like ilum. The idea is you hit hard on one node, then switch, but most people dont understand this, which is why I LOVE alderaan xDDDD. the side bikes are fine, I'd prefer they focus on things like turrets firing first for empire, and get that fixed. If you play alderaan properly, you should be holding one of the edge nodes anyway, if you're not, you're not capping/peeling properly(as a team, which i understand can be hard with puggers) it then becomes a game, of hit mid/switch edge/hit mid 'till you create an imbalance.(or someone ninja caps, you'd be amazed at how many times i've capped a node because opposing players prefer to finish their kill first xD)
  6. well, i either do them at midday, when theres a fair amount of repub and an ops or 2, and just tag as much as i can(kinetic combat shadow here) or later at night myself and another guildie(infil shadow) pull imps of central assault burst them/restealth. sometime we have a scoundrel with us, sometimes a vanguard, sometimes both. Have been able to do the weekly/daily consistently like this, but only cause i can play fairly late. Normally at 3-5pm they are feasible in my server by being in an op, until the zerg crushes us, otherwise, guerrilla tactics as above(which, by the way, are a hell of a lot more fun)
  7. Seriously? I hope OP had his troll face on. ATM I play a kinetic shadow, and we are by far the greatest medal earners(Shadows, Guardians and vanguards) healers are by far the least rewarded class in pvp, with pure DPS in the middle. As a can tank class you easily make 10 medals, as a DPS you should be around 6, as a healer they tend to be around 4. There are healers who do get the 75k medal, but they tend to be commandos(mortar volley on CD does pretty much half the job). The way medals are calculated at the moment is completely ridiculous. What should be happening is at the start of the match, you should choose your role, tank/dps/healer and then receive medals based only on your role. They would need to increase medals for each role by a couple perhaps (Ie make healing medals 50/100/200/300 or similar) plus keep the remaining crits/kill ones. As a tank really my protection should be the governing factor in medal earning, and as a dps, you shouldnt get tanking medals. you should use your taunts for help/objectives, not because of free medals. The current system is cheesy and poorly designed, and the healers get by far the worst of it.
  8. dude, the prequels are horrendously bad in so many ways. But if I have to resume them in a short manner..... "You are my enemy!!" anything with acting THAT wooden is bad. End of. "I have the high ground Anakin" yup, 'cause that sure as hell worked for Maul didn't it? and having Anakin go "uhhhh my love is dead, lets kill children" which basically is episode 3 in a nutshell, is a considerably less than epic descent to the darkside that most of us were expecting for Vader. some great concepts really poorly executed, and some pathetically poor ideas, executed abismally, is why the prequels were so horrendously bad.
  9. As a melee player, I am left wondering what is the motivation behind root not providing resolve in pvp, and if/when you plan to fix this, as a root is as effective as a mez against me, yet I can be chain rooted, and damaged for 2 seconds of each root.
  10. from the perspective of a 50 kinetic in full survivors, with a few pve pieces thrown in(since we still dont have enough people to do HM raids to seriously gear up pve xD) I find my damage more than adequate,keep in mind, as a full 31/0/10 i have no surge bonuses atm. I hit my FP project for 2800 + 1370 upheaval. that is with power trinket as well (debating whether due to my lack of surge the crit/surge relic would work better, which I am leaning towards) that was on a marauder, so medium armour. I feel we have more than significant DPS as a full tank class, and the control we have is excellent. some people say marauder is hard to kill as shadow, maybe as infil, but as kinetic, they are pretty easy, just annoying because of the "I am immortal for 5 secs bubble" >..< Hardest class to kill for me, hands down is Jugg/Guard tank. their mitigation is just....... For some reason vanguards i don't have to much of an issue with, but I think most run hybrid specs in dps gear from what I have seen. Once I have more PVE gear I will start gearing my tank more offensively, effectively ignoring shield/abs whilst keeping a fair DEF rating for mara/jugg/snip and their counterparts. I think an offensively specced kinetic shadow is one of the hardest classes to kill if played well, and even then, in the words of one my guildies "shadows never lose, at worst they draw" xDDD. 45 second resilience + vanish FTNL.
  11. What was the motivation behind Roots not adding resolve in pvp? as a melee they're on par with a stun if you don't have some kind of cc breaker/impaired movement removal tool, which not everyone has. Having played as a commando/gunslinger and my main being a shadow, I really notice the decrease in dps when people chain root me. playing as a tank, I at least get a breaker every 20 seconds not everyone does though.
  12. So what would you consider the defense percentage to start stacking abs>shield? I've only been 50 for a while, and have been mostly pvping whilst waiting for other guildies, currently at Def 25.?% Shd 35.? and Abs 35.?(cant exactly remember the specifics of the percentiles.)
  13. yup, lets give sorcs/sages more rewards, since they're such an underplayed class and they need incentives. Great idea.
  14. totally agree, 3 people quitting when opposition scores a goal, or getting the "warzone shutdown" when you cap 2 nodes in alderaan is abysmal. If people quit, no WZ for 30mins to 1 hour. The problem is they are not only impacting themselves by leaving. If you do not want to lose, dont play. better even, dont participate in group activities like warzones ^^.
  15. The point is, even a totally mediocre player with broken arms, can hit 300k in a wz with the spam. just target melees. easy money. However the main issue with this is not the players, who will always take the easiest route to gain. The problem is with the devs designing a spec which cand be defined/resumed in 3 skills at best. Poor design/typical players. Shock ^^
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