Jump to content

Kortobowden

Members
  • Posts

    114
  • Joined

Everything posted by Kortobowden

  1. I commonly have my casts broken in the last .5 second by someone using LoS. It's got to be some sort of lag. As in you got behind the thing on your screen, but you weren't quite there when the attack was cast according to the server, so you got hit. It happens to me occasionally, so I usually try to LoS early and pop out long enough to get an instant, then go back to LoS if I need to use it. Tracer missile isn't any more special in that aspect than any other casted abilities.
  2. Not sure. I just shrug, and while waiting for the rez/door I try to figure out what I could have done better so that I might not have died. Like positioning myself in a bad area, not using a defensive cooldown at the right time, using the stun at the wrong time, etc.
  3. If they charged first, then that's their fault for charging first(though powertechs and tank assassins can get a grapple/pull that can counter it and juggs/maras can spec into a second leap or push/charge again) It shouldn't more than 1 tracer missile to get back to them(outside of the huttball, in which case you disengage and make your way back to where you need to if you're knocked off regardless of who was attacking you) Heavy armor+power barrier is only there because they HAVE to stay in place to get their instants buffed to do their damage. I still see melee classes and trip through them regardless. They don't have any roots, reliable slows, bubbles or movement speed bonuses so they need to be able to take a few more hits. Once you're on them all they have for defense is their knockback and their 2 min and 3 min CD defensive abilitys for survival. I went to pyrotech for that exact reason.
  4. - If stock strike knocks them out of melee range, they're not sticking close enough to you. -Shockwave's gap is countered by any charge, or pull -They could pop their CC break and stun you back -Most other classes have some sort of defensive ability to use, too and continue to interrupt and attack you if you stand there regardless of any shield. -How are you kiting without a slow when more likely than not they've got a slow on you? -Assuming they can't keep you from casting, which most classes can if they look at their stuff if they die to just Grav Round/ High Impact Bolt, they're either ignoring you, only using a couple dps attacks back at you, or being attacked by someone else as well.
  5. If it had a deadzone, it'd need to be castable while moving because it might as well have one now if any decent melee gets on them, they won't cast more than maybe 1 tracer before they die. Edit: And I know neither of use want that, so a deadzone won't work.
  6. I see a few more sages/sorcs than others overall, but I usually see at least a marauder, a jugg/guard, and a sniper/op in every game I play on my server. Of course I could just have a wierd server.
  7. I love that happening. I've been on both sides of the TD boom death and it's hilarious either way. Probably one of the reasons I try to go after other mercs/commandos when I see them if it's feasible(IE any other allies/enemies nearby, anyone else that's a priority, we're ahead on the objectives, etc).
  8. Along with a timed explosive dart (maybe an overrided fusion missile for some more kick and it's DoT if someone's by them) to go off with HSM + RS(mainly for the delay, to make it look like a nice big 1 shot hit to put them in the "OH SHI!" mode.) which is once every 15 secs tops if you're allowed to get full buffs with Tracer Missile before each of those combos. Also, that eats up a lot of energy to do, so you're at 2 or 3 heat per second cooling rather than the usual 5 and have to use a 2 min CD or rapid shot(basic attack) a bit to get back up to be able to do that again.
  9. Just make all the pits ignore defenses, shields, resists, any form of damage reduction, and cancel out movement effects while running over.
  10. Basicly this is what happens to every arsenal on my server. 1-2 TM gets them focused for the rest of the game by someone who locks them down the whole match.Most of the leap effects have a built in interrupt, along with the regular interrupt that every class other than Merc/Commando get. Though most usually (and maybe pop a defensive CD if they need to) and run up to the arsenal merc, then charge after the knockback and lock them down/kill shortly after(within the next 8 seconds tops usually). Edit: Usually someone with some sort of pull ends up using that to get them off the rafters in huttball, too.
  11. You could always make a slicing alt and try to get the missions that way. That's what I've done. If you get the ones you don't need, you can always try to trade them for the types you do need(wihch might not be too easy depending on your server and the time of day). I have a couple friends that have slicing alts for this purpose, too. We just send eachother the ones that we can't use and it works out well enough for us.
  12. Only thing I really hate about it is those stupid random blowers. especially when you get unlucky enough to get tossed over by a bridge, it looks like for a second you're up, but nope. Acid pool for you. Had that happen a few times. Either that or pushed back into mid into the melee cluster... Yeah.
  13. Before I start this, I want to note that I'm NOT calling for nerfs of any kind. My most feared class as a pyro merc is a marauder/sentinel that knows how to play. They can stick to me and kill me within 10 seconds. Not complaining about it, but there are a few good ones on my server that can stick to and tear me up, whether I was arsenal or pyro. Second would have to be Operatives/scoundrels, though that's getting toned down next patch. Still, I'm betting the good ones will still be good at what they do despite this. Third would probably be good juggernaut/guardian that can stick to me. Similiar to the marauder, but they usually take a little longer. Fourth would be sorcerors/sages, as my only "interrupts" are on a 25 sec cd knockback and my 1 min cd stun which means they get to freecast more than I'd like, while they still have jolt to interrupt my heal or power shot.At best, it's usually a battle of attrition against a good one. Fifth would be powertechs/vanguards, as good ones can keep me near and between their storm/grapple/interrupt, I'm not getting any casts off. Sixth would be assassins, as they don't have any charges, which makes them feel a bit easier to fight against than marauders/sents and juggs/guards Seventh would have to be snipers/gunslingers. The stationary ones are fairly easy to avoid LoS, though they have several tools to hold you in place long enough to get some shots off. I've seen some very mobile ones that know how to stay on the move while still using cover when you need to. Marksman snipers are probably the easiest to deal with of the bunch. Last would have to be other mercs. Maybe it's just because I play one and know what they can do, but they're easy for me. Tracers usually don't even get half my health(mainly because I don't let them get even a 3 stack) before they're dead. Other Pyros, it's usually comes down to who crits more on their big skills.
  14. I lol at arsenal/gunnery as a pyro merc.(the DPS spec that DOES NOT have tracer) they don't normally get more than 2 off on me, and that's if they got the jump on me. LoS is so abundant around the battlefields that it's rediculous to not have any LoS. And I have instants that hit harder than Arsenal's unbuffed instants. While being the only class without an interrupt, I can counter and destroy them with reasonable positioning(there's so much LoS in the battlegrounds that you shouldn't have a huge problem with snipers or arsenal mercs. I'm not saying I'm a great player, either. Just that it's so easy to mess up arsenal mercs and marksman snipers by using some sort of LoS. If they lose sight of you, then their casts get interrupted. Even around the burners in huttball, there's little poles that are big enough to LoS people. They only time they should have any sort of advantage is when they knock you off the top of the huttball ramps and you try to run back up to them while staying in their range. If it's just a player spamming tracer, then they should be easy enough. Most people are probably seeing tracer, usually the only casted ability and assuming that's the only thing they're doing. And if you're dying to them, it's not tracer that's doing the killing.(unless you're ignoring them for at least 10-12 seconds and they can free cast without LoS or interrupts breaking it) It's (thermal sensor overrided) fusion missile, heatseeker if you let them get 5 stacks of the armor debuff, railshot if you let them cast 5 tracers first for the max damage, explosive dart, and procced unload(procced from tracer). If you let them sit there casting tracers, that's what follows and is killing you fast. It's just that tracer fusion missile, and rail shot are the only ones with cast times. The rest are instant with a cooldown. TL : DR You're not getting 4 shot by tracer/grav from one merc/commando alone. It's just the only one they use much that they have to cast. Edit: Broke a smiley that was in the TL : DR part.
  15. I have an alt of each AC(half reb, half imp) so I'm randomly playing different ones, but my only 50 is my merc. The class story was pretty sweet, combined with wanting to get blizz, leveling with a buddy, and destroying trash packs with DfA made it a pretty fun class. I was originally going to be a trooper, but my friend wanted to roll Imperial Agent so I decided the BH could be fun. They all play quite a bit different. I've played them all some, and don't really want to go through each. I do wish my merc had been a powertech instead of a merc, and I had rolled my trooper as a commando instead of vanguard. I'm liking Vanguard more than my merc for the freedom of moment, while still keeping some ranged capacity. I'm fine with my pyro merc as is. One thing I'd like is a talent to force my Combustible Gas Cylinder to proc the DoT(and the talented slow) as a pyro like Powertechs get in their talents. It's a 16% chance to proc, and other than my 25 sec jet boost(set bonus takes off 5 secs) it's the only thing I have to keep people from staying on me. Everything else is good enough for me.
  16. I still use it for fun... Solo and duoing in PvE stuff.
  17. That's my favorite part about it. Making Thermal Detonator, Power Shot, and rail shot all go off within the same second for a triple whammy and startle them into running half the time... It's fun. Also, you don't need to worry about getting those stacking buffs arsenal needs to get the most out of your abilities. Only thing with it is that our slow depends on that 16%(talented) proc chance of Combustible Gas Cylinder. Still beats arsenal in the mobility department since you don't have to stack buffs with casts, and has some nice well-timed burst capabilities. Thermal Detonator is an AoE, too, so it'll get quite a bit of damage at places like the doors in Voidstar. Edit: You might have to watch your heat a more as pyro until you get the hang of it.
  18. I think they need to overhaul the space system, or add a new system(while keeping the old missions for fun/dailies/whatever) that lets you fully control your ship if they're going to do any space PvP. And despite how awesome this would be, I don't see it happening any time soon. Maybe part of an expansion if we're lucky. Also, more warzones would be nice. Not sure what, though.
  19. You'd have to add more than just the armor buff at full strength then. It also stacks up to a 10% damage reduction from talents and a stacking rail buff shot. Unless you want them using power shot(which has a little more damage, but is weapon based) like they are tracers now. Btw, most of the other BH abilities are more damaging, but I don't think people notice the instants. they just see the tracer casts and blame that for ALL the damage an arsenal merc is doing, even if they use heatseekers, rail shot, unload, thermal overrided fusion missile and explosive dart.
  20. As Imp I've had this happen to me, too. I have had the door lock back up like 1 sec after the round starting. I've also had rebs managing to get out of the attacker's start early and planting bombs while inside the doors as soon as they spawned.
  21. You mean the 15 sec one(talented arsenal AND with a set bonus) that sets melee up for their charge each time both come off CD? If you have a slow on them it'll cancel out the 4 sec one from the knockback, you can basicly get an easy charge every time they use it, and it'll work to your advantage, giving you an interrupt along with any other bonuses you might get from your charge.
×
×
  • Create New...