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Nicki_Minaj

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  1. “The dark side of the Force is a pathway to many abilities, some considered to be unnatural.” I've been seeing this more and more. Like this video: http://www.youtube.com/watch?v=uJqTyQm80qQ Today on my 35 sniper I played a few games against a 16k Hp Jk Focus spec'd in the gaurd stance. 16k Hp is the highest health I've seen in the sub 50 bracket. Why would you report it? You'd also have to report Aug'd WH crushing people in half recruit and half greens. The only problem I have is that we're seven months in and you can leave Warzones whenever you'd like with no penalty. He's just using the mechanics BW has given him, it's not an exploit. The only evil here is that you can leave with no penalty. That's a shame on Bioware's part, not those who use it.
  2. I really hope they don't buff up the trauma debuff. In Marksman, as long as you're in cover, it is free (not in the same way it refunds energy, but you recover the energy spent in the same GCD it took to use). You can use it while moving and from 35m. It comes with an armor debuff. And, it has a five second CD and the traumu debuff lats nine seconds (the armor debuff last 45s). So as long as you're alive, you can keep a target in permanent trauma. In retrospect, imagine if a healer could keep a target in a 20% damage debuff with an armor debuff from 35m. The DPS in this game would QQ so hard. But for some reason if it's against healers it's fine.
  3. It depends what you want. More than likely, by 1.4 all current best Advanced class/spec (called FotMs for "Flavor of the Month) will be replaced (all FotMs are eventually). You should always play a class that you really want to play. And don't be discouraged because you're new. Everyone was at one time.
  4. NOZ! I IZ SO IMPORTANT TO THE PVP COMMUNITY AND I MUST LET THEM KNOW THAT I HAVE LEFT THE GAME. I AM LIKE THE STAR WARS EMMA STONE!!!1! In all seriousness, if you think that sorcs/sages need a buff, post it in those convenient stickied threads in the sorc/sages class forums and keep these forums clean. And the only people that care that you quit are your guildies/friends, the PvP forums couldn't care less a random Sorc cried about their class. Ironically, the community could also blame you for poor class balance. In stead of laying out DPS/HPS logs with gear stats, or at least a constructive post about this class has barely any utility and this class has too much, you spend your final words with an unconstructive cry post. The only thing I agree with you is the lack of communication from BW. The latest word about class balance is that they hope to do it in slower incrementes "soon". And instead of showing off screen shots or comments from the PvP team about this feature of the new map coming in 2013, the front page is decorated with a new companion. Because that will keep the PvPers here. rak_02:
  5. Nicki_Minaj

    PVP and 1.4

    Meaningful Open World PvP More Warzones, playing the same four day in and day out is tiresome. The fact that we will have one more by 2013 doesn't seem worth a PvPer's $15. Some kind of fix for gear discrepancy. Like an expertise cap. Currently the best way to get WH is ranked, but most serious teams and some pugs won't take you unless you are full WH, the design defeats itself. PvP group finder. Social points for PvP. As well as changes to current gear to better suit certain skill trees or ACs. The Operative's DPS gear is stacked with Accuracy, the only white damage they use is the free attack and overload shot if you're getting desperate. Same thing with Commandos. This may be by design to make it more grindy, but they allready revealed they are going to relook campaign gear because some armorings have more endurance than a class's main stat. Realistic class balance changes that move slowly instead of just buffing/nerfing seven out of the eight ACs in the game in one patch. Considering the amount of current subs, I hope they buff the under performing classes than nerf the over-performing and make equation changes in PvE to rebalance it. The people who did roll FOTM and go through the gear grind would be PO'd, and BW imo can't risk loosing any more subs. Either murge more severs still, or introduce cross server PvP. I would love to see some 16v16, 4v4 kinds of things. Would be much more fun than the standard 8v8 for the rest of the game's life. Slayer only PvP. Dueling area on the fleet. More cosmetic gear, live mounts, more pets, and species unlocked through PvP. Sure the main reason to PvP should be fun, but adding more rewards boosts the fun factor. Introduce a real reason to try something out on PTS, whether it be Storm Trooper cosmetic gear, a cyan crystal, or a new pet. Please, anything other than a title.
  6. Novare and Civil War are my favorites. I could vomit when I see Huttball or Voidstar. There are a lot of reasons why. The biggest reason I like Novare is the way in which you cap a point. If you loose two turrets in Alderaan in the opener, and go to take left base, you can be winning the battle on the turret for the rest of the game and never win the turret. It doesn't matter if you've been capping for 7.9 seconds or .1 seconds, the outcome is the same. A team can literally win by clogging a turret with bodies. I'll give you that you can see the team coming from south to take east or something in Novare, but with quick capping you can make progress in the midst of battle. Attempting to cap will yield results. Three seconds on the turret shows. It still suffers from aoe spam in the same way voidstar does, sadly. Voidstar is stupid easy to defend against, but once one door is down there is usually one stealthy that can literally win the game.
  7. Everyone has been in Group 1 once, no shame in it. Respectfully, I do believe you are still in the first group. Group 1 was a good choice for you imo. The current PvP environments are objective based. Having no reds on the screen will not win the game until someone decides to cap the point. The only deaths in Huttball should be ones in the middle or on your half of the map. Outside of that, killing them only sends them back to spawn, closer to where your ball carrier is trying to score. Alderaan is largely kill based and that is it's biggest downfall - being able to clog left/right turrets with bodies because the objective cap time is too long considering the TTK for PvP. Novare coast is probably the best mix, being able to make short progresses in the midst of a battle, as well as allowing comebacks. And once the first door is armed in voidstar, the objective then shifts to not killing the opposing team (because their next spawn will be closer to the next set of doors) but to slow them down. By slowing them down and pushing ahead, they can literally never be able to catch up to disrupt bomb arms. Most people believe there should be a deserter debuff for leaving warzones early. If this is implimented, you may find the situation worse than it currently is. I highly reccomend, once you get a better understanding of the game, to join a casual RP-PVP server/guild. A PvP server normally has more competitive (but not always more competent) PvPers. There will be plenty of people who will enjoy your firey enthusiasm. Best of luck.
  8. How did the whole team focus you down, full res you, root you, full res you, root you, and not kill you? During the time you were rooted, did you ever try ccing back? And finaly, as I'm sure someone has pointed out, if a team is using teamwork against you, use teamwork back. Not only can your "lolmando" cleanse roots, so can your teammates! It's astounding how vocal call outs work. And the resolve bar has been discussed to death. I'm not saying I like the system or that it's the best out there, but six months in the game and I have never seen someone get stunned after they have been white bar'd. And six months in there still is not a video of it happening.
  9. When I first played through Tatooine I thought she was going to be the next companion and I was kind of mad because I didn't like her at all. But as a companion she wouldn't be appropriate, she's a Republic sympathist. She's openly admitted she's fought against the empire. She'd be more willing to put a blaster bolt in your skull than in a Republic soldier's. That and Vector is extremely interesting. He has been my third favorite companion outside of M1-4X and Doctor Lokin. And finaly while I think anything is possible, if Mia does join your crew, the agents that
  10. What? Your human reaction times aren't fast enough? ...What? Is your stealth scan bound somewhere convenient or is it unbound and you have to search for it somewhere on your left quick bar between your quick travel and summon pet? It's also unfair when one team has healers and the other doesn't. Or that one side has healers but no tanks, and the other side has four stealth classes. Want a balanced team? Go join a guild that plays Rateds. Tired of not having stealth and not being able to be the objective player you think you're born to be? Roll a stealth class. Hell, you can be a stealth class and still do the combat role you want. ***? Unless you're talking about the smuggler's "smuggle" a class isn't going to be regenerating "ammo" during stealth. Stealth is great utility, but having 50% run speed (yes you're wrong) and/or having no energy would ruin the point of having "sleath." Some classes jump from point A to point B. Some classes Sprint. Some classes pull B to A. Some classes don't want to arrive at point B so they just shoot it from point A. And some classes walk from A to B but are invisible. The mechanic is fine, but your post is not. If it looks like a duck and it quacks like a duck, it's a duck.
  11. In the last Q&A, it was answered that there may be an address to the "chainability" of skills in the future if they become a problem. Is there any chance that this "chainability" nerf can be implimented to the teams of stun-locking Concealment Operatives rather than nerfing the tree for everyone? Thanks in advance.
  12. I would love to see how Bioware balances classes. I don't know why they don't just post the numbers for healing, dps, QoL and how much utility each tree has (assuming a 0/0/31, 0/31/0, ect). As well as a video of them doing it, so the community can critique the video to get the best numbers. I imagine that Sage healers would be harder to balance (in Flashpoints Salvation can only heal four people, but in an operation it can heal all eight. So the healing numbers would be vastly different). That aside, pre 1.2 Sorcs were too energy efficient (as were my main, Commandos). But if they really wanted to balance it, they would have removed the double heal in 1 GCD for burst healing and slowly moved their way from there. Nerfing/buffing all but two ACs in the game is not a good way to balance. I don't believe the problem is utility (and imo the sorcs have the best utility for healers), but you could argue that all day. My Commando can increase healing done by 6% and reduce damage by 5% and increase armor by 10% with a Kolto Bomb and AMP. I can also become uninterruptable once every two minutes for fifteen seconds, which is why I love playing Commando. I don't believe the Operative has any utility outside of the slow, and they can't cc anyone outside of 10m. And Sages can bubble friendlies (which is similar to just healing them) and pull friendlies. For pvp, I still would take a hybrid DPS sage over a healing sage because the DPS sage can do the same utility as the healing, just better. (The hybrid healing sage is not aimiable to me, the sage's niche is aoe healing, and not taking that, imo, removes the point of having one.) The game does come with a lot of CC. But with the nerf to relics I don't see how you're constantly getting hit for 20-30%. Yes, Sentinels can interrupt five in a row (leap, interrupt, force stasis, the aoe mez, and then the next inerrupt). That is particularly rare and while they did shut you down for a long time, you shouldn't have taken much damage. Their four-second lockout interrupt with a six second CD (Pts also have this too) is pretty rediculous. PTs used to have a heat cost for this, and I beleive sents had a focus cost, but they have been removed. Considering the CD on the interrupt, the sage can never use their long cast heal, which imo needs to be fixed. Perhaps a heal can only be locked out for x amount of seconds, and then can't be interrupted/locked out for x amount of seconds. You can also cc the sent, like the 4 sec stun + whirlwind and then slow. That's twelve seconds he can't dps + a slow. A good indication of whether a healer is good or not is how well they keep teammates alive. If you, the healer, have to plant the bomb/cap the node, then switch guilds for some competent DPS that can do it for you. Also, "to live through 2 people" is vague. If two mellee is right on top of you, especially one with a traumu debuff, you're going down and there isn't much you personally can do. This is where calling out that you need help comes in. An aoe KB from a Commando or a sniper, or a flash bang, can do wonders. But if they both lept to you, you can still use force sprint and last a much longer time (also one person is keeping two people at bay). A healer should be able to last a substantially long time healing themself + other members with one DPS on them. If you do get focused, you have to retaliate coordination with coordination. A guard + taunts with a healer is a long time to live. Imo I think that marked targets is a decent mechanic. My only complain is that it will last the entire match. I believe it should either be removed after a certain amount of time or have to be reapplied every time the healer dies. I agree with everything but the utility. They need something that wouldn't improve PvE healing, but would still help with PvP healing. Smuggler/Ops are allready the best kite while healing class around. They also have a better AoE heal than commandos. I agree with the energy efficientness. To me the problem is our resource mechanic. They can either increase/decrease abilities by 1/12s which is not a pretty energy resource. They couldn't increase the cost of MP from two to two and one half, it was either two or three. It's an ugly mechanic. But we also arguable have the best defensive CD as far as healers go. If we get white bard and still survive, our 15 second long sheild reduces pushback by 30%, increases healing recieved by 20%, and we become uninterruptable (and we can't be CCd). If I pop SGC I basically go into God mode and it's the best feeling ever. Outside of that and SGC, I can barely keep anyone alive and barely feel like a healer. I also do not encourage the "when in doubt go with WoW" theme. I would rather they came up with their own unique improvements than just do what's allready been seen before. I believe Sorc PvP healing needs adjusted, just not to pre 1.2 status. They said before 1.2 that Operative healing was fine, and that you could do all game content with two operative healers. I think eventually Sorcs will get the PvP buff they deserve, it's just a matter of time. I overall agree with your main point, but I would rather they took baby steps than radical nerfs/buffs to healers and dps and almost seven months in be so far behind.
  13. You could always run with a group and mark the healer and watch them go down, and then switch to the tank if you get taunted. Other proactive abilities would be to seperate them at more than 15m so gaurd goes away. Get in the middle and knockback would be the best, but a sniper/merc KB on one should be far enough. Or have a Tanksin/PT pull the healer into your zerg. Gaurd is the most effective form of protection and is the only real reason to bring a tank (Dps can off-taunt just as effectively as a real tank, which is why gaurd is tied to tank stance and not taunts). A tank can't reliably get as much DPS as a real DPS class, (especially the all-important burst DPS) but they get mitigation and a larger health pool. Without Gaurd, tanks would do the same protection as a DPS, but less DPS, and slightly improved defences through mitigation and aprpox. a 2.5k bigger health pool. Your suggestion would literally ruin the reason to even bring a tank to the fight.
  14. Just my two cents. The class does need work, I don't think anyone is arguing against that. Some of the changes you mentioned I don't think would help much at all, and others would be way too much.
  15. I play a CM and my guildmate plays a Gaurdian Tank and it can be pretty brutal. First off make sure the healer is marked, and make sure there is at least more than two people fighting them. Otherwise you are going to need offensive CDs up and their defensive CDs down. As far as basics go, only interrupt Medical Probe (unless you have a Vanguard or Sentinel who can keep both casts on CD indefinetely.) It's pretty easy to see by the name (not the icon) and the fact that it is the longer cast time. As a Sniper you have a knockback, if you can get between them, use it. Gaurds effects only last as long as we stay 15m or less from eachother. Outside of that, do not fill his resolve unless you know with your CDs you can kill him. Otherwise it will probably WZ medpac, SCC + Reactive Shield. If he does do that, your best bet is to focus on either the tank that is guarding him or someone else entirely. He can use Advanced Medical Probe -> Medical Probe for twelve seconds, he will be unterruptable and self heals increase to the point where I can get the 5k heal every match without Relic/Adrenal. Gaurd redirects 50% damage to the tank and the 50% damage that is hitting the healer is being reduced by 25% because of the sheild, plus I beleive the shield has a 15% increase to self heals for himself and he is uninterruptable for 15 seconds with the set bonus. He can only do this once every two minutes, however, and there are a lot of requirements that are needed too. Hope this helped.
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