Jump to content

theangryllama

Members
  • Posts

    382
  • Joined

Posts posted by theangryllama

  1. Charlie's Angels : Star Wars

    My agent is off somewhere drinking booze and surrounded by beautiful women manipulating events by sending Mako, Elara and Vette out n about. T7 replaces the speakerbox that Charlie always communicated through. No idea who would make a good Bosley though lol... maybe Lokin or Corso

  2. No, the companions bonuses don't stack, you can only get one set of them. Example: you completed all of Qyzen's dialogue and Khem's dialogue(melee tanks) you will only receive the bonus once, not twice.

     

    Thats what i meant i just worded it incorrectly. As in you can only get the tank bonus once. That could be the tank companion of any of the 8 classes but it applies to your whole legacy

  3. Last 20s of a huttball match. Tied score. Enemy turtling with the ball. Killing the ball carrier, he throws it right as a sage on his team does his AoE knockback.

    I'm flying away, intercept the pass mid air and as a sniper just procede to land, entrench, shield probe, ballistic shield and evasion my way to victory holding it for the last 10s :p

  4. Said it in another thread on the same topic. Its not your fault some douche wasted your queue and threw you in with no time left because he rage quit...

    Reinforcement Medal I / II / III / IV

    Joined an in progress warzone with less than 5/4/3/2 minute remaining.

    They obviously track the time your in a warzone for the dauntless medals so just have it compare your time in vs total time of the WZ.

     

    Having the 4 medals basically means if someone gets thrown in with less than 2 minutes left they are going to get at least something and the remaining can be gotten (even in 2 mins you should be able to get a KB and/or 2.5 hit/heal)

  5. Yep snipers have a good thing going at the moment with no 'bad' spec. Sure lethality lags a little behind in the current metagame in PvP but its still good and is on top for PvE (as in nothing wrong with it per say but with so many marauders/PT's and heavy burst out there breaking your CC with dots, the ramp up time and the lack of ballistic dampeners hurts). Engineering is fantastic for objective based WZ's but lags behind a little in PvE.

    MM just sits nice in comfortable being awesome at both :p

  6. The bonuses to healing received, crit, surge etc you only recieve for 1 companion of each type across all 8 characters.

     

    The +10 presence bonus is applied for every single character (i still think it would be interesting to see how powerful a companion gets with 7 other characters maxed one being a human... 450 bonus presence from the start lol)

  7. Umm our Marks snipers pull 1500+ on bosses and 1700+ on the dummy. They've both tried Leth and say that Marks is still better.

     

    Its fight dependant really. I'm giving MM a whirl at the moment because it really seems like many fights in EC cater towards it more with a lot of 'kill this add quick/burn phase' and even the extra range for T+Z. However heavy movement lethality will edge ahead and in a pure tank n spank leth will be a few hundred dps ahead. MM is also a lot harder to do a perfect rotation with.

  8. You could easily take a point out of the Accuracy talent if you are finding yourself with way too much accuracy from gear. I don't think the ability does much for you in pve, though...tanks tend to dislike it if you knock mobs away (you'll have to make sure you don't get too close when you're not trying to knock things back). You've got Cover Pulse for the occasional emergency or knocking mobs away.

     

    I'm saying I currently have the talent for PvP I'm wondering if it would cause problems in PvE ops (i've already accidently knocked back some things in flashpoints).

  9. I did the entire Corellia agent quest line last night at level 46 with just levl 40 pvp gear. I dont really recall what mob the nemesis is. However, I do know that I didnt really have any issues with any mob. LoS tanking any ranged and kiting any melee. I was lethality so my dots ticked their health down and I remained fairly unharmed. I used Vector and he only had level 43 greens. Not to sound rude, but I gotta agree with the above poster. Rethink your playstyle, you shouldnt really be having any issues with any class quest mobs.

     

    He's the 1 elite guy in the walled off shuttle area. Not even a named mob just a general elite in your way. I guess it wouldn't be to bad if you cleared the entire area and had room to kite him round but when you can normally burn all other mobs down with your eyes closed and suddenly this guy is leaping to you despite cover, grappling you to him, knocking you out of cover and generally just hitting a hell of a lot harder than any other thing in that area its a bit of a shock. Now don't get me wrong i still killed him but I remember he was a lot more difficult and can see why the OP is having trouble

  10. Giving MM a few goes in ops this week and just quickly wondering if any MM snipers have managed to not suffer in ops with this ability or have you had to remove it for content.

    The biggest issue i can think of at the moment may be the waves in kephess and the probe droid things in the minefield. Are you able to comfortably stay 10m away from these things or should I just drop the point (either respeccing for ops or attempting to PvP without it).

    If so what do you guys throw the points into?

  11. Snipers have Leap Immunity - unique to them

    I stated this as the biggest thing at current. This is only a huge benefit and bringing us into the spotlight because of the sheer amount of warriors/knights of both AC's freakin EVERYWHERE

     

    Snipers are also immune to interrupts in cover - unique to them.

    True... however we only have 3.5 attacks that do not have a cast time associated with them. Corrosive dart which is pointless to spam, frag grenade which is a 6s cooldown, and rifle shot... all 3 of these basically do negligible damage. I added the .5 because while we do also have followthrough and takedown one requires a snipe or an ambush first and the other is a sub 30% execute.

    Mercs have TD, incendiary if specced, heatseeker, rail shot (all of which are major damage dealers or rotational), power surge+anything, rapid shots and hell even the terrible missile blast.

    Sorcs have affliction, shock, death field, creeping terror and procs of crushing darkness again all of which are major damage dealers or rotational musts.

     

    Snipers have 2 roots - Commandos/Mercs have none. Sages/Sorcs can get 1 via talents.

    You forget to mention however that sorcs and mercs both have ranged stuns that aren't broken on damage, both have ranged CC's that are broken on damage (however the sorcs can stun when broken) sorcs have 2 slows in force slow and force lightning, mercs knockback slows rather than roots, as well as either their cylinder or unload slows. They aren't entirely without control abilities and having ones that don't break on damage is something that cannot be overlooked (melee range debilitate is the only sniper CC that doesnt break when a mosquito farts)

     

    Snipers have 4 defensive cooldowns. Merc/Commandos have 1. Sages have None.

    So you count shield probe obviously in the 4, but not static barrier which does the same thing but with less than half the cooldown. And then of course against any decent player 2 of them can be ignored as they are basically big neon 'los me now' signs because they are cancelled if you move.

    Since the big problem seems to be vs melee then force speed should at least warrant a .5.

    And of course self healing (via damage -> health in sorcs case) really shouldn't be underestimated in the hands of a good player and while not a defensive cooldown it can turn the tables when used well.

     

    Again. I don't have a problem with Snipers. But there is nothing a Sniper can't do better than a Commando/Merc or Sage/Sorc when you're talking Ranged DPS in PVP.

    Except off heal if your good and shield your teammates and extricate people and slow people and sprint to objectives and dps on the move and stun people from range and AoE without a 5s warning and you get my point. All the ranged dps classes are reasonably balanced in terms of damage output vs utility and mobility (mercs could use a little lovin) however with class balance the way it is any non sniper ranged class is chum in the water for the maras and pyros out there and that was my original point... this is the source of the current outcry, snipers can beat these guys because negate their gap closers not because of the the sniper abilities themselves.

  12. The only thing that snipers/slingers have over other ranged is pull/leap immunity (and an interrupt for the poor merc/commando)

    The only reason that there are nerf cries for them at the moment is that the FOTM folks can't leap to them or grapple them and good snipers chew pyros and marauders alive.

  13. Yeah that guys a fair bit overtuned... took me several goes also. Heroic moment, orbital, legacy abilities if you have any, stim, medpack, adrenal. Use scorpio just to distract him for 15s or so (i hadn't upgraded any of her gear and she survived at least a little. Light V legacy ability works great if you have it.
  14. "Reinforcement medal - Joining a match in progress"

     

    Make it happen bioware

     

    Make extra ones in the same vein as the dauntless medals. The less time remaining in a match the more you get.

  15. You have a healer or guard don't you :p The theory behind resolve is great, however it doesnt currently mesh well with the TTK being as low as it is and resolve for most people is nothing more than the little white bar ticking down next to your portrait while you wait to respawn...
  16. Try being a sniper...

    The new target acquired went from 20% alacrity to 15% armour penetration and 30% accuracy. Gunslingers (and other dual wield folks) are balanced around having an accuracy penalty on their offhands so it doesnt add as much damage and keeps the abilities hitting the same as a single weapon. So not only do they get a stat boost they get a very hefty benefit whenever they hit their cooldown as opposed to snipers who only really use it against tanks as we have enough general accuracy anyway

  17. The current metagame and class distribution favors using MM or Engineering.

     

    Why?:

    1. Unranked warzones are infested with Sorcs and Sages. MM eats them alive. Those few that are really good against MM, generally they will not die to any Ranged DPS in this game.

    2. Sentinels are running rampant in WZ now, and MM has probably the most useful goodies against them. Yes MM is vulnerable to SaberWard / Obfuscate, first can be countered by flashbang and/or target acquired, the second one just forces you to use tech abilities: debilitate, shiv, frag grenade. Engineering also offers plasma probe to the mix. But outside of these 2 defensive CD, MM is just screaming: KILL SENTINELS. (Also i have my reduced CD on root, hehehe) - whoever at bioware coded force leap impotency when rooted - GENIUS.

    3. PT Pyro, Assault Vanguards -> If you know what you are doing AND: 1. have ballistic dampers 2. position yourself so PT has no LOS withing 10 meters, you can kill them no problem.

    4. Assassins with ridiculous Force Shroud ability: White damage: No problem! 50% deflection? (read my statements about saberward)

    5. Healers -> Ranged DPS has it very tough against good healers. But MM is the only RANGED DPS spec with high enough burst capable to overwhelm a healer. .

     

    On my old server we had to deal with a guild composed of 5-6 troopers. With my undergeared sniper, my only option was to go lethality at that time. And it worked well against heavy armor.

     

    Certainly and I'd definitely rather be marksman. If only due to the defensive capabilities of gaining heavy shot, ballistic dampeners and not having 3/4 of my defensive abilities be near useless (as leg shot, cover pulse and flashbang all break on damage). However until they implement dual spec or find a way to make MM competitive in PvE without overpowering it against those low armor classes then I'm stuck with lethality and I'm just pointing out its not as bad burst damage wise as people seem to think it is when they thing of a DoT class.

    Cull hits like a freaking truck.

  18. Lethality still has some burst its just very backloaded. Saying we don't have burst is almost like saying a rage jugg/mara doesnt. They have to stack up 4 shockwaves and then charge, we have to double dot and weakening. I'm still sporting recruit OH, implants and earpieces (the rest unaugmented BM) and can happily pull 5k+ damage during the cull cast (factoring in at least 1 WB buffed tick from both dots during).

    Sure MM brings that burst more heavily frontloaded but mine does the same damage regardless of armor types and defense :p

     

    If i catch you without a healer and your not a assassin or marauder (lol cleanse everything and lol invisible/unkillable for a duration) then you do not survive the cull -> SoS -> takedown... even in WH gear.

  19. It would be awesome because agents would win with currently super stealth Dr Lokin...

    (For those unaware they broke something with docs rakghoul form trying to give it stealth or somesuch and now if you change his stance to that he is completely and permanantly invisible)

×
×
  • Create New...