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WasabiJack

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Posts posted by WasabiJack

  1. Ok a sniper's orbital strike, annoying to get around when it's being spammed in turret cap spots in pvp warzones and a operatives vibroknife which removes half your life bar even before you even realize whats happening.

     

    Like I said OP'd

     

    This tends to happen when the global cool down in your head is 10 seconds.

  2. L O L...

     

    Operatives do not have any immunity... to anything, and that includes knock backs.

     

    and exactly what aoe bombardment are you getting hit with from a single target burst class??

     

    To add to all this.. you are a shadow????? lol. If you were a sorc, I can understand your issue as a bad player. But even horrible shadows can do very well vs operatives.

  3. i ask, because i'm still wondering if assassins beat us in every way still. Seriously annoying that they don't require as much setup and can outdamage us.

     

    Yes, I've duel'd an assassin extensively.

     

    And yes, they can still wipe the floor with scoundrels. Good ones anyway.

     

    The one I played was average to may be slightly above average, he was making some big mistakes like breaking the knock down. Overall he won about 60% of the time. When I didn't get the opener, he won 95% of the time.

     

    One thing that may change this is pvp gear. We were both in pve gear. Since both of us were, I figured it was fair.

     

    Except, pvp gear will give us a bonus to healing which will make the Pugnacity -> Kolto Pack heal for a lot more. Right now that combo will heal for about 5-7k total.

  4. Stealth detect is not simple as people are saying it is.

     

    Stealth detect in front is VERY different from behind. Works on 180 degree front and back.

     

    There was a formula somewhere on the web but it's not one level = 1m calculation at all. Also, it seems the way stealth is calculated has changed. I have not tested this because PTS character copy blows chunks but I would wager that with the +5 points into both advanced stealth and sneak with the roll you can get behind a sniper/slinger no problem.

     

    I have a feeling the reason they put this skill in place is to probably to stop the stealth node guards. You can have two stealth hold a node for a very long time by just popping in and out of stealth and CC'd etc.

  5. On a sorcerer with full war hero gear. I don't want the stupid bubble-stun instead of competitive dmg and burst. I don't give a sh. about the bubble stun. Keep it and give sorcerers competitive dmg and burst. I'm not playing this game only to counter the broken smash-specc. Delete smash then delete bubble stun and then let dps sorcerers do dps like other dps classes. Fix PvP for Christ's sake!

     

    What you are asking is something like an owner of a 4 cylinder hybrid vehicle asking for the horse power and acceleration of a V12 super charged vehicle.

     

    Each class has their own special place. Why not just play the class that does 7k hits, it's not like they are stopping you from doing that.

  6. How can such a game breaking bug still be in the game for so long? I'm perfectly fine with the actual ability but fix the resolve bug at least!

     

    The resolve system is working as intended I think.

     

    See, for blind type effects (ie. the ones that break on damage), it is 100 resolve per 1s. For stuns, it's 200 per 1s, except in the case of operative/scoundrel knock downs which seem to be 800 or something for 1.5s.

     

    Anyway, ignore scoundrels and operatives for a while.

     

    The bubble stun is 3s I believe for 300 resolve. Which is correct I think. However, the issue is that the bubble can be reapplied, causing another 3s stun, for 600 resolve. The resolve starts decreasing also so if 100 resolve is drained between bubble stuns, you can take 4 bubble bursts before you are at full resolve.

     

    Increasing the resolve for this is not the solution, it will criple this spec. I think they need to do make player immune to bubble stun for x sec after it affects you. It gets complicated now to code and hence it's not fixed.

     

    Easier to just move the bubble stun higher up a dps tree or something.

  7. Why were most gun based classes made so powerful in Warzones? I understand that they needed to have a chance against force users but it often feels its been taken too far. This is Star Wars not Call of Duty.

     

    You do realize that in the starwars galaxy there were many many more people with guns than sabers.

     

    You don't need to read the books, just want the trailers for the movies at least.

  8. I think your analysis of the specs are a little off. You've stated you DoT everyone up then go with a low level Scrapper rotation on one person. Thats going to give you high damage numbers in any class but its not useful damage. Balance Sages can crack the million mark by just DoTing people up and FiBing groups but I wouldn't rely on one to kill anything.

     

    A better measure of effectiveness in WZ is how quickly you can burst someone down or control an area/stop a cap. DoTs are terrible for both of those (aside from boosting Wounding Shots) and really just pad your damage numbers at the end. Scrapper is by far the best bursting spec, especially since they open from stealth with a knockdown so they've got potentially 9k damage on the target before they can respond.

     

    DF on the other hand either opens with Shoot First which gets attention, then has to apply some DoTs before it can do its next round of burst or else they apply the DoTs and then go for a burst rotation either dropping into stealth or forgoing Shoot First

     

    You can get similar (yes lower, but similar) numbers using full Scrapper and just DoTing everyone up, likewise full DF would also get similar numbers but DF is clunky because of UH generation which is what really holds Scoundrel DF back from Gunslinger DF in PvE, less of an issue in PvP where you can get back into stealth and use Shoot First more often.

     

    TL;DR: Spamming DoTs and getting high numbers means nothing. Its not EFFECTIVE damage. Both Scrapper ad DF are better for EFFECTIVE damage.

     

    Scrapper will obviously do better at bursting someone and I agree it is better than spreading dots, however dot damage is far from useless. Putting dots on people and draining their health slowly puts tremendous pressure on the healers. They still have to heal it.

     

    Scrapper can not come anywhere close to the DF damage I think. If you have, I'd love to see a screen shot and how you did it. I mean post 1.6.

  9. First off, I want to say I'm glad I inspired you to try a spec that most consider terrible.

     

    As for my opinion on your assessment of hybridizing the spec, I have a few thoughts. By hybridizing with sawbone you lose a lot of dps in favor of getting more survivability. This might be favorable in situations where you don't have healers, so you rely on yourself. For the DF/scrapper hybrid, I think it doesn't work and here is why.....you can't get high enough in the tree to get the really good dps talents without sacrificing even better ones in DF. You get an upper hand ability in the scrapper tree, when you should be using Cull (which does more dmg than shoot first when specced accordingly) So what you're left with are some decent utility talents that don't really give you a lot compared to the dps you'd lose from not taking top DF talents. Now, if you make it work, then by all means. These are just my opinions on the matter when I tried hybridizing. Lot of which got disproven when I found out how much our main attack gets boosted by our top talents when lined up.

     

    Actually I've been playing all three quite a bit, and switching it around. The Scrapper/DF hybrid seems to have the best dps potential.

     

    Let me explain. I exchange cull (wounding shot) for sucker punch. Sucker punch, in my mind is better because I don't need to have two dots on the target to get max dmg, it cost a lot less. The reason not having dots is better is you can dot everyone up, throw your dot grenade on a group but select a target close to you to do your close up rotation which becomes back blast -> blaster whip -> sucker punch. Now Sucker punch will grant upper hand 50% of the time. So you got another sucker punch half the time which improves damage more. Consider these two thigns and the cost of back blast is lower and the damage on blaster whip is higher, your dps output overall is higher.

     

    Waht you miss out from the full DF tree is the 15% more damage to people under 30% health is not that great because the people under 30% health don't stay below 30% for more than 1 dot tick. If even that. They either get healed up or killed. The other talent that prelongs the dot is good because you don't have to reapply dot and you will still get the crit for energy regen but to get max dps you want to be reapplying that dot anyway. The damage is not good from this prelong effect anyway.

     

    I like hemorrahaging blast (top tier talent on df) but the damage for energy with this in combination with cull (wounding shot) is still about the same or worse than sucker punch with flying fist and round two.

     

    I'm just getting more practice with the scrapper hybrid and will post some results later. I got 800k the other day but I think this build has potential for much more. It unfortunately requires a good support team to execute well.

  10. How much is "decent"?

     

    That guy Unreal posted a screenshot of like 880k as DF from a civil war on JC forums, so I'd imagine its able to beat out Scrapper if played right.

     

    Best dps on scrapper I got was 625, best on dirty fighting was 975. Yes, it is far better in terms of numbers.

     

    I think dirtyfighting / scrapper can pull off even more impressive numbers. I will post once I have one.

     

    But scrapper is still better spec for rated warzones.

  11. Ravashakk has inspired me to try dirty fighting. I've been a die hard scrapper since Beta.

     

    My spec is a little different and I tried a 31 dirty fighting and a sawbones and scrapper hybrids. I think the scrapper/dirty fighting hybrid is the best for max dps.

     

    Here are the results. I was able to out dps all classes except very good smashers. I was able to get 975 dps on a voidstar which unfortunately I did not screen shot and 780k dmg on a civil war which I thought I screen shot but it's not in the folder. I will next time and it's reproducible I think.

     

    Full Dirty Fighting

     

    Full Dirty Fighting

     

    Full Drity Fighting

     

    Dirty Fighting / Sawbones

     

    Dirty Fighting / Sawbones

     

    Dirtyfighting / Scarpper

     

    Dirtyfighting / Scrapper

  12. Guys (and girls). Damage boost is not the answer. Boosting damage will get ops in trouble later and they really don't need it. It's a stealth class, you shouldn't be out there doing sustained damage. Your job is to pressure the opposition, make them panic and offset the balance where your main force is attacking or make them pay for underestimating you on the off node.

     

    However, they can desperately use maneuverability. Like having the speed boost stack with sprint and other speed boosts.

     

    They can use better defense screen.

     

    Ability to instantly transport to within 30m (usable in stealth)

     

    Better stealth ability than shadows/sins so operatives can find shadows guarding nodes.

     

    Basically right now, they are not unique in anyway and lack in many compared to the sin/shadow class.

  13. Scoundrels

     

    -Upper Hand procs now produce a laugh from the scoundrel again.

     

    Scrapper:

     

    -Shoot First's damage output has been increased by 15%

    -Blaster Whip, Sucker Punch and Flying Fists output has been increased by 10%

    -Turn The Tables now restores 2.5 energy per tick of Pugnacity, up from 1, and reduces the cost of Flechette Round and Shoot First by 2

    -Flanking now reduces the cost of Backblast by 10, up from 5

    -Sawed Off now increases damage done by Backblast by 8%, up from 4%

    -Flechette Round now increases armor penetration by 50%, up from 30%

    -K.O. has been redesigned and features a proc titled "T.K.O." - Blaster whip has a 66% chance and Sucker punch has a 33% chance to finish the cooldown on Backblast, and make the next Backblast do 30% more damage

     

     

    You are out of control.

  14. Your claims are only partly true. A duel between shadow and Scoudnrel should yield shadow the winner 80% of the time.

     

    Scoundrel may have an advantage to start but since both are stealth and the hybrid specs in shadow is just as stealthy, yuo lose this adantage. Shoot first requires you to be behind the target. If you are find the shadow first, AND getting behind them for a shoot first, that shadow is horrible anyway and you will win.

     

    Further more, 25% debuff, far better energy management and sustained dps combined with back loaded heavy damage (ie. maul + assasinate) will destroy a scoundrel.

     

    Also, shoot first fills 3x more resolve then the shadow's down down. Shadows, if spec'd right, can do knock down, 4s stun and 8s whirlwin but scoundrels can only do two before the resolve is full.

     

    Never mind, resilience, sprint, CC immunity, pull and heals WHILE doing good damage.

     

    I have both as well and the scoundrel brings nothing unique to table. They did before with the burst, and now their burst is just meh. By that, I mean, it's there but not good enough to make a difference.

     

    And like the other poster said, if you are a shadow and you are losing to scoundrels/ops that are equally geared, then you are just a horrible shadow.

     

    The duel between those 2 is complicated and the scoundrel start obviously with an advantage (dps one).

    Shoot first (8 sec CD) is far better then kik (1 minute), dodge (4 sec) vs resilience (3 sec) is better, recuperate give them HP recovery, they also have Underworld Medicine, Kolto Pack, Diagnostic scan as healing, tendon blast keep the target in place, slow from shadow only slow for 50%.

    Scoundrel started as GOD mode class, wich make players believe they get nerfed every single time Bioware try to fix the class, wich is not true ofc. They were good in 1.3 but got rebufed in next patches specaily 1.4. They need NERFS to be fixed proper.

    If this game have 2 stelth class then both need to have similarities. I wish kik same as shoot first, i wish slow same as tendon blast, i wish resilience 4 sec like dodge, i wish recuperate, i do not wish healing, but i wish dot talent with instant cast to prevent stelthers vanish without using a CD for that like dodge or resilience. Then it will be a fair balance.

     

    Just think on that, scoundrel is strongest dps class atm in 1v1 duels.:eek:

  15. Let me start off by saying, I LOVE Scrapper Scoundrel.

     

    They are a fun class to play because of the skill curve and have good burst.

     

    The issue, as most have pointed out is there is nothing unique about them that makes a Ranked Warzone Group go, yes we need an op or scoundrel. Mercs both healer and dps, DPS sorcs, also fall into this category.

     

    When the burst was better there was a clear reason, we can take out healers like no one else.

     

    Couple of months ago, I finally gave up on scoundrel and created an assasin. He is now geared up and is 10x more useful in warzones. In any warzone and can do pretty much everything a scoundrel can including burst people down.

     

    It is really sad they really messed this class up.

     

    My suggestions to fix it:

     

    Make blaster whip and sucker punch have 35% and 45% chance to reset CD on back blast.

    Make the speed boost buff stack with other speed boost abilities like sprint

    Add new skill that provides 50% dmg reduction for 6s for tech/force attacks (similar to shadow who get 50% reduction to physical dmg and 100% to force, scoundrels should get 50% to force/tech and 100% to physical which we already have)

     

    Cheers

  16. Funny, Decan and me (bleek) did a similar test last night.

     

    What I did was this:

     

    Put on my pve set (full 63 mod set).

     

    used vital shot on him checked damage

     

    then put on 1 piece of pvp gear (min/max wh set)

     

    used vital shot and checked dmg.. and repeat after putting on another piece..

     

    Each addition of a pvp set added more expertiese. I noticed that the dmg went up to about 850 exp, then it started to go down again.

     

    so my theory now is that 850 ish exp is optimal "if" you have 63 modded pve gear.

     

    I now switched out some mods for pve mods to get my exp to about 850, lets see how this works out.

  17. Just curious why the pvp teams are matched up to similar valor levels?

     

    Also to put premade groups vs premade groups?

     

    You will get rid of a whole bunch of QQ this way. perhaps you wait a little longer for q, but the game you get will be much more enjoyable.

  18. lies lies and then more lies.

     

    The first stun you experienced is an out of combat stun. It cannot be done on targets that are in combat, and you have to use it from stealth. If you broke out of the stun while he was fighting the pt and got stunned the same way, there was likely another assassin around.

     

    Also the stun that lays you on the ground lasts for only 4 seconds (half the time it takes to take a turret).

     

    If you're gonna complain, at least make sure you got your facts straight.

     

    Not really.

     

    The sin could have done the following:

     

    Zap the OP

    Engage the PT

    OP breaks

    Vanish and zap the OP again

    knocks down PT, stuns PT with 4s stun, Kill PT

    OP out of zap, fights sin

    Sin waits for resolve

    uses whirlwind to cap

     

    The sin in this case uses 2 x zap (8s stun), 1 x knock down, 1 x 4s stun and 1 x whirlwind

     

    I can see how the OP thinks this is too much.

     

    However, these two, the OP and PT seem to be just really horrible players. They could have stun'd the sin, PT pop his reactive shield and this would have gone really badly for the sin. What you have here is a good assassin vs two kids.

  19. I still maintain my stance of "Why the hell is Backblast a 12s cooldown now?" Makes no sense.

     

    Changing backstab CD is not going to help because energy is still a problem. If we had linear energy regen, it would be a different story.

     

    As is, you want to use a heavy hitting ability followed by one or two blaster fire to maintain optimal dps.

  20. I would like to know WHY THE F!@#$!@# is a 1.5s knock down have such high resolve?

     

    Make it 3s and lockout dirty kick from same opponent for 8s or reduce the damn resolve.

     

    Make the speed boost buff stack with existing speed increases and make it so we can't keep using it with vanish->boost, just put it on a 15s cd. It should also remove movement impairing effects

     

    When you exit stealth, there should be a slight dmg boost (like the dmg reduction on the shadows) OR some instant heal proc since we are hybrid healers afterall.

     

    Or make sucker punch have a chance to reset CD on back blast.

     

    Any one of these would help greatly.

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