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Dracosz

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Everything posted by Dracosz

  1. Dracosz

    Ravage

    Ravage's damage is not overpowered by any stretch of the imagination that being said, the fact that it's not interruptable is completely asinine and removes a huge element of positioning and timing that the ability used to take.
  2. The set bonus for WH gear (and campaign gear) transfer with the armorings. Armorings in old gear (champ, BM ETC) don't carry the bonus.
  3. Expertise hits a pretty big DR at around 1180 expertise, by 1300 expertise you effective end up hitting a point on the DR curve where the gains are minimal at best (.09% damage increase and .03% damage decrease) whereas regular stat gains for power continue to go up. It's definitely WORTH getting some power over expertise if you CAN. The only places I could see it being feasible are the hilt for the lightsaber (a +31 str and +29 end gain) and the saber crystal (a flat 41 power gain). With a net gain of ~40-50 bonus damage and a hefty bit of crit that's a pretty significant gain compared to a .6-1.2% net increase in damage/reduction. That said, I wouldn't recommend getting the orange belt/bracer for PvP just yet. The expertise on the belt and bracer are pretty damn high so... yeah
  4. Imperial: SW: Male: 9 Female: 7 SI: Male: 8 Female: 4 IA: Male: 20 Female: 20 BH: Male: 6 Female: 8 Republic: JK: Male: 8 Female: 2 Smuggler: Male: 9 Female: 10 Trooper: Male: 9 Female: 6 JC: Male: 1 Female: 7
  5. Undying rage is the only issue I have with marauders at the moment. While the duration of the ability can be mitigated in some ways with CC, the fundamental issue is that marauders have multiple other cooldowns that overlap with it leading to a VERY long TTK. The worst cd for marauders is the BEST one for juggernauts which speaks bounds of how strong they are for a DPS class.
  6. You probably don't have any sorcs on your server that know how to kite then. Good sorcs can and will kite melee if they're madness and use their stuns right (lightning specced ones not so much).
  7. Pyro mercs can kite melee forever and a day, same with madness sorcs that play well. People are just too stuck in the mindset of LIGHTNING or HYBRID or TRACER to give the other specs an educated and fair look. They're VERY good. In a month, I guarantee these forums will be full of players whining about overpowered pyro mercs, but hey, that's how MMO PvP forums cycle. Note: I don't consider anything in this game EXCEPT undying rage to be overpowered at the moment.
  8. Oh snap, I've been found out! I'm kermit the frog! Levity aside, it's aggravating, but it's your fault. Time your smashes better. That's all anyone can say. And Rage's damage in PvP is not gimped...
  9. Powertech damage is fine. They lack the relative mobility of the other heavy armor DPS (Juggernauts) and have weak a comparatively weak defensive CD. They need to be able to do the kind of damage that they do right now, otherwise there would be no reason to bring one at all. Players have to realize that powertechs, despite being in heavy armor, drop VERY quickly when focused.
  10. Marauder damage is fine (ravage needs to be interruptable again imo). It's the strength of their collective cds which makes them so aggravating to deal with. Undying rage AND a vanish that reduce damage taken to near 0 as well as cloak of pain and blade ward on the SAME damage dealing class is unacceptable. Undying rage simply needs to go, it does not fit well in ANY mmo game's design and has led to more problems than any other ability that I've seen.
  11. He's correct, Madness sorcs can tear sentinels apart if they use their CC correctly.
  12. Operatives are not weak, not by any stretch of the imagination. I've seen operatives pulls 400-600k damage even after the damage nerf in 1.2. The spec has a high skill cap and good players will show it. That being said, there's a lot of misinformation in this post about the vaunted perma stun people seem to be upset about. Operatives have two stuns that last a total of 1.5 seconds and 4 seconds, you can *technically* add another 1.5 seconds if you waste vanish for a double opener. AKA, they have to waste their escape mechanism to get that full stunlock off at which point you should have a full resolve bar. EDIT: I don't personally perceive operatives to be overpowered, but I can see why bad players that don't understand the meaning of positioning and situational awareness do. (it's because they're bad!)
  13. It's how people counter rage's burst. It's an intended mechanic as far as I'm aware.
  14. Depends on what you want to accomplish. Personally, I'd roll with 2pc war hero (for the choke duration) modded with dps mods and 3pc vindicator for the damage gain. The hybrid spec isn't there to mitigate a ton of damage, it's there to provide control and a bit of burst as necessary while having mobility and survivability.
  15. Or you could just adapt and learn to play your class correctly. Every time I see this argument I cringe a little. With regard to marauaders, It's not their damage it's their cooldowns that makes their damage seem impossible to deal with. Well played Sorcs still do a LOT of damage... Also, look at powertechs before you even think of juggernauts.
  16. The only ability that got buffed in the patch was ravage. Carnage marauders were simply fixed (because ataru form procs bugged). People died almost as quickly before the patch, so I find much of this QQ to be baseless. The only feasable fix for ravage is to make it interruptable again, which I see happening soon enough.
  17. The ravage buff was needed for PvE reasons. It unfortunately caused a lot of unnecessary increases to PvP Damage. Carnage got the most out of it, obviously, but vengeance juggernauts got a lot out of it too. The only thing I can see bioware really changing at this point is making ravage interruptable (which is something I'm completely fine with). Otherwise, the damage seems pretty much here to stay. What you have to realize is that the reason marauders have such an effective TTK is due to the strength and short CD on their defensive cooldowns (which is something I see changing in the near future, since it won't affect their PvE DPS). Juggernauts are a LOT easier to focus down (though good juggernauts have ways to get around the positional barrier if they play intercedes and charge right).
  18. Very well played. Awesome videos
  19. I play with madness sorcs and sorc healers (that have been playing their classes for months) who are doing just fine. I can tell you from that you're saying that you probbaly aren't optimizing your gear nor are you probably playing your class right. Watch some of the sorc streamers on twitch.tv, they do really damn well, even after the sorc nerfs. They are in no way a liability if you use the full breadth of tools available to you. *at least op healers can run* You have a sprint
  20. Dracosz

    Buff Operatives

    IMO here's what the class as a whole needs: - Movement speed buff with sneak popped. - Sneak movement speed increase buffed as concealment - Overload Shot heals based on the amount of damage dealt by corrosive dart
  21. It was the archetypical plate/heavy armor + Single weapon combo that drew me in. I played every instantiation of that in WoW from vanilla -> cata, so it was a no brainer.
  22. Yahr, the only person that's ever beaten me on our meters has been our marauder (our arsenal BHs come close on tanks though). More often than not, he and I are pretty damn neck and neck though.
  23. Sorcs are fine, use line of sight and stop casting in the open. There are so many ways to kite and kill players that I see awful players not utilizing. People have to get out of the mindset that they can just channel and kill. Melee have a lot of trouble when they're not on you...
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