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Semitote

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Everything posted by Semitote

  1. I agree they gave us ample forewarning on the forums. But only a small percentage of the population reads the forums. There should be a vendor that allows you to trade the old mods/enhancements for the new mods/enhancements for those who kept the old ones in their bank but never switched it into their current gear. Honestly though, it's not terribly difficult to regrind gear. It'll be nice to not be the most geared person in warzones since I didn't re-mod my gear back to the original. More of a challenge!
  2. Yeah 1.2 runs very smooth. They're starting to get the graphics hammered out. I'm tellin ya - this game is on the rise. Ranked Warzones or not.
  3. What Civil War should have been.
  4. I bet you feel like Louis Winthorpe III right now. Welcome to Billy Ray Valentine's world! In the long run, this change will make you better. You've gone from a silver spoon to a plastic spork... But persistence and determination can get you through these hard times.
  5. Oh noes it might take a couple months to get fully geared. This is what I expect from an MMO. If you want to play Candyland, go play Candyland.
  6. Re-usables are being phased out. I believe that exotech stims are actually better than rakata stims in 1.2. I could be wrong on this though. Actually.. I think exotech stims might already be better than rakata stims, just the tooltip is bugged in the current version.
  7. Biggest hit: 7455 - http://swlegends.shivtr.com/gallery_images/419965 Most damage: 738,273 - http://swlegends.shivtr.com/gallery_images/432778
  8. 17% of people disagree with this post. 53% of those 17% have proof backing their disagreement with this post. 100% of nerfed people are affected by the nerf. 100% of OP classes benefit from being OP.
  9. Yeah, just to clarify though - the talent will add 20% more movement speed and increase the duration of force camouflage to 6 seconds... So it might be better in certain situations with those two extra seconds.
  10. So you're a Focus Sentinel getting your easiest 5k crits on a class that should always be spec'd into 30% damage reduction on AoE? Interesting. Try Watchman/Annihilation. It's the Marauder spec people want nerfed... You can be Rage all you want... Rage is free kills.
  11. What skill are you 5k critting Marauders with?
  12. Yes. PvP is about burst - whether it's burst damage or burst survivability or burst heals. Marauders have more of burst damage and burst survivability over tank spec'd Juggs and DPS spec'd Juggs.
  13. It's not bad by any means. Def. worth playing.
  14. Abilities and talents Annihilation Marauders have access to to make them less squishy: Cloak of Pain Berserk Predation Obfuscate Force Camouflage Undying Rage Saber Ward Cloak of Annihilation Hungering Subjugation Phantom Defensive Forms Defensive Roll Abilities and talents Immortal Juggernauts have access to to make them less squishy: Endure Pain Saber Ward Soresu Form Blade Turning Quake Guard Stance Invincible Blade Barricade Shield Specialization Sonic Barrier Dark Blood Payback Take into consideration the first list is a DPS spec'd DPS class. The second is a Tank spec'd Hybrid class. (Also, I know Marauders can also get Payback, but it seems unlikely that they would try to grab that over Defensive Roll. And taunts & guard do not make the tank less squishy, it makes his teammates less squishy so I left those out.) As far as raw abilities and talents go Marauder is up 14-12 here. If you want to talk about the go-to PvP spec for Juggernauts which is Rage, Payback is the only "less squishy" talent a Rage spec will ever pick up. So if you want to compare best PvP DPS spec to best PvP DPS spec it's 14-5 Marauder. Granted next patch Juggs are getting another defensive cooldown on all specs, so it's all good it'll be 14-6 next patch. 14-7 if you want to consider Soresu Form a cooldown and Shii-Choo form a base damage reduction ability. Is it really necessary to give them that many ways to increase survivability just to make up for the difference between Medium and Heavy armor?
  15. Yeah and the trade in is 1:1 in 1.2.
  16. Semitote

    New FOTM

    I'm a Juggernaut... I already know half their abilities. I'm just saying that most Marauders are awful and do not know how to spec or play in PvP. I won't have that problem. I also wouldn't spec Rage as a Marauder.
  17. Semitote

    New FOTM

    Not sure you want me to, I'd get the class nerfed so fast.
  18. So your entire class is built around these two abilities? Seems like a legit reason to redesign the class.
  19. Semitote

    New FOTM

    What other classes can get a spec that has most of their damage as internal damage (not mitigated by armor), a 30 second duration 20% damage reduction CD, a 12 second duration 25% force & tech damage reduction + 50% melee & range defense CD, a 6% party heal CD, a 10 second 50% speed + 10% melee & ranged defense for the whole ops CD, a 90% melee & ranged accuracy single target debuff CD, a vanish CD which also increases speed and damage reduction by 50% for 6 seconds, a 5 second 99% reduction in all damage taken CD, a 15 second 15% damage & healing buff to the whole ops CD, a talent that makes all bleed critical hits heal you for 2% of your max health, a talent that reduces internal and elemental damage by 4%, and a talent that reduces AoE damage taken by 30% at all times. And this is with the 1.2 nerfs to Annihilation spec w/ at least 31 points in Annihilation & at least 7 points in Carnage. I mean... Really? Like... I used to hate Marauders just because they were so tough to deal with.. but now that I've actually looked at their abilities and talents... I'm speechless.. This is LUDICROUS!
  20. Semitote

    Nevermind.

    Don't forget 30% damage reduction from AoE abilities if you talent to T2 of the carnage tree (so available to all specs). ROFL?
  21. Not sure why you would need 5 Marauders... I'd say 3 + some ranged DPS. 1.2 is not buffing Annihilation Marauders - which are the only Marauders you need to be worried about. They're getting a slight nerf if I remember correctly, but they're still absolutely ridiculous. Is there anything else other than tank spec'd players that can permanently roll cooldowns the entire time and always have a ridiculous defensive CD or a ridiculous offensive CD up at all times? Undying Rage and Cloak of Pain need to be redesigned. Undying Rage should reduce healing received by 100% for 10 seconds. Way too easy to pop Undying Rage & a Combat Medpac to actually heal you for more than you sacrificed. Or just have Undying Rage only usable above 50% health. Cloak of pain shouldn't refresh. Increase the duration to 10-12 seconds if you have to, but it shouldn't have the potential of staying up for 30 seconds. Same thing can be said about Force Shroud for Assassin. Maybe make Force Shroud and Force Speed put a 10 second shared cooldown on each other.
  22. I think the dynamic of Huttball is going to get insane once cross server warzones are implemented.. Imagine this: A team has a gripper (Powertech/Vanguard or tank assassin/shadow).. Okay, you as the ball carrier can anticipate the grip and pass to a teammate.. But what about when the gripper anticipates the pass and grips your pass target instead causing either a neutral ball or a turnover if your teammate is successfully stunned in a fire. There's going to be so many mind games. And what about players who know team sports really well and start running plays against you? Lure your entire team to one side of the map and then make two quick passes and an extricate to get the ball all the way on the other side of the map for an easy run at the goal. Then to combat it you start playing man-to-man defense and hope you just have better burst/control than the opposing team and can disrupts the passes / take out the extricators. You don't see that much right now in Huttball... It's just like heroes and healers right now.. Not much play-calling. It's going to get crazy.. I can't wait.
  23. Smash nerfed by 10% damage & 3 sec increased CD on all force abilities in 1.2 already, why would they further nerf it? Also, Rage has terrible rage generation and they're taking away the talent that allows our enrage to generate more rage... So our rage will be even worse.. Granted the new talent it is being replaced with will give us a third shockwave generator, but it also changes the dynamic on how we use enrage... We can't just pop it on CD when out of rage anymore (I mean, we can.. but it could be wasteful).. We have to plan when to use it.. Which means more Sundering Assaults, Assaults, and Saber Throws. Also, our new defensive cooldown saps our already non-existent rage pool (though we do get a talent to reduce the initial cost of it).. I feel like we're being pigeon-holed into the Immortal tree for Enraged Sunder & Battle Cry.. Juggs will be buffed in 1.2.1. They'll probably make a high end Rage talent cause Ravage to generate 1 rage per hit (3 rage if you get the full channel off). At least I think that's what they should do because right now in the first two tiers of the 1.2 Rage tree I see 8 talents worth taking (for PvP) then garbage that affects vicious slash and ravage neither of which do I use. Vicious Slash isn't worth the rage as a Rage Juggernaut, Ravage is meh as I'd rather do a sundering assault and an assault rather than waste 3 seconds on Ravage and not have anything to show for it since it does not generate rage and I'm fairly certain all my rage costing abilities will do more damage since I can use two of them in the time it takes to do one ravage.
  24. I am against server merges. I would like to see free transfers opened up from high pop to low pop though.. It should be the player's choice.. I mean, how would you like it if you got your name and your legacy and then you were merged into another server where both are taken and you end up being the one that has to change both.. Just seems like it could drive a few people to quit the game. Not everyone is kosher about using special characters to make it look like the same name just with funny symbols. I used to be against cross realm PvP until I tried queueing for PvP between the hours of 3am and 6am CST.. 0 queue pops. Cross realm, unfortunately, is a necessity.. It will kill rivalries, but it will allow people to get a queue pop at just about any hour..
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