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BelphagorAD

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  • Location
    Mostly my ship
  • Interests
    Crafting, space battles, etc
  1. I'm loving the PvP utility- I don't pull some of the damage numbers others do, but for huttball it is quite nice to lock someone into fire traps... or just stall them long enough to make that last 20m from the ramp to the goal line seem like an eternity (or kill them while trying)... had a 18600 objective game last night- killing ball carriers (mostly) and scoring a few times. (thanks to the new speed increase)- also handy after voidstar door break bursts or flex defense on civil war. 1v1- it really depends on skill level of the other player. Bad players of any class crumble, while good ones require use of a cooldown or 3. Other sents- just depends on if they just spent their cooldowns or not (or if I have) *shrug* It fits my utility desire, damage is fine, - just depends on what you want to do. I'm happy with it currently.
  2. If you have everything you are going to buy from the 40 stuff, then start buying the 20 comm healing items if you have spare... Can you convert 30>10 sub 50?
  3. I am interested in seeing their WvWvW & server pride model. I also like that all skills can be used while moving (TSW will have this too), so very mobile PvP instead (aside from specific ones that make you stationary turrets). Before they jump to the x-server queue here, I'd hope they try some SvS style instead. Granted it is nice to develop a server nemesis on your own server, but some of them have unsubbed now & we need new blood. Keep teams from a single server- think they can pull it off? *shrug*
  4. Saw both yesterday in a few hours of WZ- late start losses were getting 15-30 comms. Full length losses were a little higher on avg, from 30-45, but I do push for map objectives over medal gathering. Ending most games in the top 3 for objective points. (even on losing teams). The few wins I did get nearly always gave ~100. The problem I ran into was slow queues followed by late starts & ending up having 30 mins go by with 20 comms to show for it. If an hour of play always had 4 wzs, then 4 wins would be 400, while 4 losses would be closer to 120-150... but WZs are not popping that fast for me. I think the change for some that are used to getting 50-65 on a loss where they were trying has now turned into 30-40, and if you get stuck on a real stinker of a team it'll be closer to 20 or less. On a side note- I like the new WZ(tho I only saw it once in 5 hrs), we were behind ~26%-78%, and the other team went for zerg tactics, while 2-3 of us just ran behind and eventually triple capped them and won 22%-0; ended with 16k+ objectives.
  5. 8 stuns? I'm currently hybrid spec, and lets see what all I have as a sage. The 4 sec stun (1) The 1 sec stun after broken lift (2) The 3 sec mez after broken bubble (3) The 5[2] sec immobilize[not stun] after force wave (4...) The 6 second lockout[not a stun] from mind snap (5...) Some snares... not stuns- 8? you sure you weren't fighting 2 people and didn't see the 2nd? I suppose they could've been cybertech & thrown a stun grenade at you- 8.. heh good April Fools joke, cool story bro. Oh- and with that spec & using stuns for some of my CD's, there is zero way I could put out enough damage to drop 20k hps in 20 seconds even with buffs/relics on.
  6. Two of the early 'shells' for vanguard have a chance to proc a burning or shocking DoT while doing nothing more than your basic attack. So he was applying DoTs. By now most people have learned that DoT's don't stop objectives anymore, so they'd need to keep the pressure up. If there was someone standing on the door on each side, you could not use the tactic in the vid to keep both of them from planting anymore. Good thing is- you are not the only player on your team, just hope that at least 1 other is also watching for planters, and not just off killing with their backs to the door.
  7. Played a 5 v 8 last night, soon as we started we got the 120 seconds message. We ran in, got the ball, carrier got knocked around a bit while I ran deeper on the upper rafters, passed, scored within 30 seconds. Grabbed the ball again and just held it while the time ran out. 2 min win with 1 goal. 5 v 8 the whole time. Granted, that's not the usual outcome of an underdog game, but it can happen. What happens more often, is we get 1 join just in time to stop the timer and we have to play an entire match.
  8. The problem is that missions don't show their hidden bonus missions. Several of them need a trigger by killing/destroying X at the right time/sequence compared to doing something else. If they just listed every bonus mission right away, you'd have a bit more to do besides fly around for the last 2.5 mins killing a few more things for 7-14xp ea. Once all visible bonus missions are finished, then fine- jump to lightspeed!
  9. There needs to be some incentive to grind valor. While I do like the 'naked' normalized idea for gear for new/experienced PvP'rs - I would like something for them to work towards as well. Another tree of skills, while it would again create a gap between new & experienced would help give something to work towards since gear would no longer be the carrot. Things may have ranked levels like: You then gain 1 pt to spend per Valor level. Rank 1, 1 pt cost Rank 2, 2 pt cost Rank 3, 3 pt cost Rank 4, 4 pt cost Rank 5, 5 pt cost 5-10-15-20-25% reduction in PvP healing & 'expertise/boost' item reuse timers. 5-10-15-20-25% reduction in PvP trinket (relic) reuse timers. 5-10-15-20-25% reduction in PvP-CC breaker cooldown, stacks with class reductions. 5-10-15-20-25% reduction in PvP objective activation times. 5-10-15-20-25% reduction in PvP hazard damage. 5-10-15-20-25% reduction in resolve build from your CC's on others. Primary stat increases (only while in PvP) 1-2-3-4-5% increase in Aim 1-2-3-4-5% increase in Cunning 1-2-3-4-5% increase in Endurance 1-2-3-4-5% increase in Strength 1-2-3-4-5% increase in Willpower Secondary stat increases (only while in PvP) 1-2-3-4-5% increase in Absorb(shield) 1-2-3-4-5% increase in Accuracy (heh) 1-2-3-4-5% increase in Alacrity 1-2-3-4-5% increase in Critical chance 1-2-3-4-5% increase in Dodge 1-2-3-4-5% increase in Power 1-2-3-4-5% increase in Shield chance 1-2-3-4-5% increase in Surge As you can see- even at 100 Valor, you would not have enough points to get everything to Rank 5, (only 6)- or 10 to rank 4... etc. Yes this would still give an advantage to the long time players in PvP- while in PvP- but not as massive of an effect... Enough that it would still be a carrot however. A current day BM (Valor 60)- could possibly have 4 abilities at rank 5. Enough of a difference to feel like they've gained something, but not as large as the gap is today.
  10. The 5th Tier abilities [Force Suppression/Deathmark]- need to have a few minor things changed about them. First- they need to make it so the stacks are only used when your DoTs tick. Second- they need to make it so your DoTs are not cleansable while your stacks are present. I'm ok with some other non-madness/balance caster's DoT's getting cleansed if they don't have stacks on the target- but there needs to be a bit of DoT protection for the DoT spec. - The cooldown of Crushing Darkness/Mind Crush should also be improved by the 5th tier passive that increases their duration- by also lowering their cooldown by 1 second per pt. Finally- the 31 pt DoT is rather weak, even with increased damage from stacks (that get used up by others currently)- it needs damage closer to the final boss of Athiss's DoT as a 31 pt ability. 'Crushing Affliction'
  11. So survivability is what is needed to keep them from being 'defenseless' after their initial burst, reinvis, re-HS. Why don't they add additional passive training in defense for Ops/Scoundrels. Not that we're going to have them tank or anything, but they are nimble, they should be better at evading melee & ranged attacks. But now have their passive ability add their defense chance against opposed tech attacks. Not too unlike the assassin/shadow training where they get additional endurance & shock/project damage- the ops/scoundrel could gain 3% additional passive defense at 10, 25, & 40. They are trained to be active in the thick of it 4-10m afterall- they would know how to avoid more than the Sniper/GS while not relying on cover. Granted 9% isn't all that much at first, but then modify tactical advantage/upper hand, so that each stack also grants an additional 2% defense. Sure you'll probably want to spend those, but it'd be an option for those that hold stacks for the added defense against melee, ranged, & tech attacks. But but but- what about force attacks? We'd still be vulnerable to force type attacks, but with added tech defense it would open up some other target options that you could survive against while chipping away at them. This added passive defense should help us survive longer while not being overpowering at the same time, nor turning ops/scoundrel into tanks.
  12. Hmm, something like that might make Maddness/Balance's 31 pt skill worth taking. Ok maybe not full damage, but 50% of current skill's damage every tick might be an ok buff. - I was in WAR for the first few months trying out every class/mirror up to KotBS/blackguard/choppa/slayer additions. The dead PvE in the upper tiers was very similar to what you see in SWTOR at most levels today. They have a similar fizzle out feeling, where at the end of the 3 month subs it died pretty quick... will 1.2 keep it alive or kill it faster?
  13. The Civil war cannons actually do have different colors (of blasts), red/green/blue- but prior to them being taken over you cannot tell what color they are.
  14. For the Coast, it'll be NW, NE, and South? The Southern one isn't between the other two, although it is mid map between the two forts. VS colored doors would be nice... blue/green, red/purple, gold/silver- or something like that.
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