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SeanPoe

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Everything posted by SeanPoe

  1. Sawbones scoundrel healer or Kinetic Shadow tank. The scoundrel healer will be the strongest healer in 1.2 (in my opinion) and they also bring the most assist-damage and especially burst-damage of all the healers. Since sentinels are the hardest class in the game to kill they pair nicely with a scoundrel's healing style (scoundrels become stronger the more resilient the target is).
  2. Biowareftw, do you honestly believe any class and/or any spec in this game is difficult to play and tough to master? Swtor is the most dumbed-down, easy-mode MMO I've ever played and MMO's are already one of the easiest competitive-pvp genres. All it takes to be "good" is a knowledge of a 4-5 button optimal rotation, some basic court-awareness ('seeing' what's going on), the ability to sustain ~30apm, and a basic knowledge of the other classes so you can anticipate what they might do so you can counter them. That's it. You don't need super fast reaction times, you don't need high sustainable APM, you don't need precise mouse movements, you don't need to master high-level mindgames and counter-strategies, you don't really need to master anything that defines "skill" in other games. Those points are true for most MMO's, but what makes swtor so much easier than pretty much every other MMO is the fact that every class is extremely simple (so there's not much to learn/master), there's very few high-skillcap/clutch abilities that top-players can utilize more optimally than a lesser-skilled player, there's not even arenas so communication and player-synchronicity (the main skill-defining aspect of most other MMO's) isn't even a necessity. Please, do everyone a favor and stop acting like any class in this game is more difficult to play (at the top level at least) than any other class. It doesn't mater if one class has to hit one key over and over and another one has to use 50. For a top-end player, both classes would be equally easy to play so the difference is negligible. And more to the point, stop acting like this game is difficult in any respect (because it's not).
  3. So all the marauder/sentinel rerollers can feel like gods and have something to slaughter?
  4. When skynet begins creating the matrix in the near future, i hope they keep you out of it, as your presence will most certainly crash GLaDOS before she can create an army of droids to retake the galaxy. That is all.
  5. The class doesn't get good until level 42. It doesn't get *******-OP until level 50 when you start to get BM gear. Marauder's scale the best with gear of all the classes and ranged classes (sorcs and mercs) don't really scale at all with gear. So marauders continue to get better as they get better gear, sorcs/mercs just stay bad for eternity.
  6. ~2 million total damage done for his team ~1 million total healing done for the enemy team 42 total deaths for the enemy team So, that leaves 1million net-damage for his team. 42 deaths each with 16k hp = 672,000 damage. 1mil - 672,000 = 328,000 unexplainable damage....or is it? The Out of combat regen/heal ability, healing consumables, and many class-specific healing abilities don't count on the scoreboard. So if the 8 enemy players each used a healing pot every 3 minutes for the ~15 minute game that's 192,000 healing. 328,000 - 192,000 = 136,000 remaining unexplained damage output. Now lets assume about 30k total healing was done via class abilities that don't count on the scoreboard, that leaves ~100k damage. Now lets account for the out of combat regen ability, there's 8 total players, 100k/8 = each player would ONLY need heal for 12,500 each over an ENTIRE 15 minute game with their OOC-regen ability. That sounds perfectly reasonable considering each of those 8 players have ~16k total health. This leaves ZERO unexplainable damage. YUP, CLEARLY SHOPPED GUIS! Man, logic/thinking is tough
  7. It has nothing to do with latency for the most part. Having high-latency might make it worse, but i personally have 20ms and i dueled a friend of mine with 20ms also to test the prediction and netcode issues, and it still happened. Every-time i used a hard-CC on him while he was running away from me, he would stop moving on my screen and then 2-5 seconds later would warp about 3-10m away. On his screen he would be in the same place the entire time though (proving it's a client-side prediction issue). Also, every time he would jump off a cliff or over a large gap, he would disappear completely on my screen and then suddenly appear 2-5 seconds later. We then tested it in reverse, where i would be the one cc'ed or jump off a ledge/cliff and the same thing would happen on his end though -- i would disappear or suddenly warp 2-5 seconds later on his screen but on my screen everything appears normal.
  8. That's not from hacks/cheats. That's 100% because of the client-server prediction being extremely bad in this game.
  9. You obviously play a mara/sent, powertech/vanguard, or shadow/assassin (or scoundrel/operative, though they're the weaker of the four 1v1 kings) Try playing a sniper, merc, or sorc and then tell me player skill is all that maters in a 1v1.
  10. Based on the very limited information you gave("zomg, he teleported from the pit to the goal"), it was safe for me to assume that's what you were talking about There's very few players using legit speed hacks and location-teleport hacks though and the original-poster is definitely not talking about hacks of any kind.
  11. And neither do you, see my post above and educate yourself.
  12. That is not a hack or an exploit. That is the prediction and client-server sync being poor. When a player is knocked back, sometimes your client will predict that they were knocked down into the pit, 2-5 seconds later the server will then send your client that players proper location and then you will suddenly see them warp up out of the pit back onto the catwalk or up the half-wall. You can test this yourself. Get a sage or sorc, duel them near a cliff, have them use force speed (the 2 second dash) and run past you with it, during their sprint attempt to knock them off the cliff. 90% of the time you will see them go over the cliff on your screen but then 2-5 seconds later they suddenly warp back up the cliff. This is most notable with force speed because it exaggerates the netcode issues because the player is moving so much faster, your client has a really hard time predicting their true location.
  13. You must be new to online games... It doesn't happen in PvE because PvE mobs aren't part of the net-code. The server sends you the exact location of the pve mobs so there's no prediction involved. It doesn't happen to the random people on the fleet because they aren't being CC'ed or their moment isn't being disrupted But you're wrong in thinking it doesn't happen to players outside warzones. Find a friend and invite them to a group. Tell them to mount up and then have them jump down a cliff or over a large gap. During that jump they will COMPLETELY DISAPPEAR on your screen and then suddenly appear 2-5seconds later. This is an example of the netcode and prediction being absolutely horrendous. The reason it happens constantly in pvp is because every time an player is CC'ed it disrupts their moment and then your client attempts to predict where their location is. Since the prediction is so bad, it just completely bugs them out and then warps them around or makes them disappear. 2-5 seconds later, the server then tells your client the EXACT location of these players and then they suddenly warp to the proper location.
  14. Wrong on the AoE point. Vanguards have the highest burst aoe in the game (burst damage is what wins in pvp). You can do about 60-70% of 5 players health in 7 seconds as a vanguard. Use relics+adrenal, toss sticky grenade on one guy that's in the pack, mortar volley, run in and use pulse cannon, then just move into a single target rotation to finish them off. If you think a sage dropping 1.5k-3k on 5 players every 6 seconds is good aoe, then idk what to tell you. A vanguards mortar volley does 1.5k-3k damage THREE times over 3 seconds on 5 people. That's like them dropping 3 telekinetic-waves in 3 seconds. Then the sticky grenade does 1.5-3k on 3 players (but it goes off during the mortar volley so it adds even more burst). Then the pulse cannon does ~3k damage on each player over 3 seconds. So in that 7 second aoe burst sequence the vanguard essentially dropped 6 telekinetic waves at the same time. The thing you need to realize is, this aoe does MASSIVE burst and actually leads to kills. The light sustained aoe that sages do is only good against teams without healers or extremely weak healers.
  15. No it's not, stop spouting nonsense. Yes, there is a 'hack' called lag switching that does what you say, but what the OP is talking about is simply piss-poor game-client prediction because of the horrible netcode and server-client synchronicity. Why do you think it only happens when you CC another player? Because when they get suddenly cc'ed it makes them stop moving or it physically moves their character (from grips or knockbacks) and then your client tries to predict where they should be but then ~2-5 seconds later the server finally tells your client exactly where they should be and then 'warps' them there suddenly. This problem alone will keep this game from ever having serious pvp. It's currently impossible to line up knockbacks on a moving target because their hitbox is actually 2-5 seconds away from where you actually see them on your end. Melee classes constantly get "out of range" and "improper character state" error messages when they're tying to hit targets after they've been cc'ed. Often times when you use a CC on an enemy they suddenly disappear on your screen (and you can't attack them at all during that time) and then warp to some random location 10-30m away as the server updates their location 2-5 seconds later. All of these issues are completely independent of your latency, your enemies latency, and has absolutely nothing to do with hacks of any kind. This games net-code is atrocious and that is what causes 99% of the rubber-banding (sudden character warping), characters randomly disappearing, the "out of range" and "unable to see that target" bugs, as well as the issues with aiming knockbacks and grapples failing to work 50% of the time.
  16. I hope you realize that commandos have the lowest single target damage in the game currently so that means nothing to justify sages low single target burst and sustained damage. My guess is that pyro powertechs and anni or rage marauders are doing about twice the 12 second burst as any other class. Also both sage and commandos are extremely weak to melee trains and interrupts, essentially becoming worthless when even a single strong melee sits on either class. Melee classes have almost no weakness and can do full damage while being tunneled.
  17. Assault is hardly getting nerfed (it's actually a buff for good players). They will still do the same level of burst now except now they have a guaranteed second HiB in their burst sequence opener. So instead of sometimes getting a second HiB on their opener like on live, they will get it 100% of the time. The only way it's a nerf is to their sustained burst/sustained damage because they will generate a slight amount more heat and do slightly less sustained damage. Also, with HiB resting off plasma cell, it means a vanguard can choose to stay at range more often if necessary and get HiB resets off their free-attacks plasma cell procs. It will also mean they can kite other melees more effectively because they don't have to shockstrike/ion pulse to get HiB resets. The fact of the mater is, burst is king in pvp. Any damage that doesn't directly lead to a kill is wasted damage. That's why sustained damage is worthless against competent teams with decent healers. A vanguard can just stand around and only burst every 15 seconds and get a guaranteed kill every time. That's the very definition of OP.
  18. This is also assuming you get two hasted tele-throws (which is a bug and fixed in 1.2). So even if they left PoM telekinetic-waves in game in 1.2, it would be about 15k damage over 12 seconds for our maximum burst on the softest target in the game with no defensive cooldowns.
  19. That's on a sorc too (low armor) and against a target this is essentially afk using no defensive cooldowns and also assuming we can sit there and free channel for 8 seconds. Yeah, it's nothing special at all, and realistically, you would only do about 16k over 12 seconds because getting all three procs is probably like a 5% chance.
  20. If i was to guess numbers based on a light armor target without defensive cooldowns (ie, a sorc/sage, so the fastest possible kill in the game), i'd say the damage breakdown would be as follows: weaken mind -- 250 damage per tick, 4 ticks over 12 seconds = 1000 Force in Balance -- 1800 Tele-throw -- 500 damage per tick, 4 ticks over 1.5 seconds = 2000 Tele-throw -- 500 damage per tick, 4 ticks over 1.5 seconds = 2000 PoM'ed Mind Crush -- 1250 upfront, 6 ticks of 200 damage = 2,450 Tele-throw -- 500 damage per tick, 4 ticks over 3 seconds = 2000 PoM'ed Telekinetic Wave -- 1800 Total = 13,050 damage over 12 seconds = 1,087 dps (assuming no crits) With 32% crit and 75% surge (which is just about what every class has) this scales up to 1,695 dps on a single target (or 20,358 of burst damage over 12 seconds). This is assuming the most ideal conditions (3 procs in 12 seconds, unrealistic) while using two 15 second cooldowns and a 10 second internal cooldown. So this level of DPS is not sustainable. Keep in mind this is on light armor, and this rotation only ignores 17% of armor (from the 2 dots) so it does extremely poor damage on higher armored targets. Also keep in mind this is just a rough estimate and is probably on the high side.
  21. Vanguards aren't really OP until they're level 46. Before that (but only at level 40+) they're only OP at killing sages/sorcs and other low-armor targets. They also scale to ridiculously high levels with level 50 gear. Assault plastique has probably the best scaling of any ability in the game, so the better gear they get, the better it gets (relative to other class' ability scaling). But still, a sentinel should always beat a vanguard in a 1v1. Both classes are pretty ridiculous at the moment at high-tier play and the fact they're getting 'buffed' in 1.2 while other classes get nerfed is just disgusting.
  22. And by "most" and "average" you mean one out of the ten sorcs/sages in the warzone is at 400k damage (top damage output for that WZ) while the other 9 are in the middle to low-end of the pack averaging about 150k? Please show me a screenshot of 4-5 sages/sorcs in the same WZ doing 400k damage. You can't. The reason you think all sorcs/sages average 400k per WZ is because sorcs (and to a lesser extent sages) are by far the most played class. So you see a couple good sorcs always at the top while 90% of the rest of the sorcs/sages are doing obsolete garbage output. Also, again, you assume that damage is actually effective. Burst classes kill targets so fast they don't get healed back up. A sage/sorc just stands there doing some pitiful 1k dps rotation while it's getting healed through for 30 seconds. So the pyro powertech only had to do 16k damage for a kill while the sorc had to do 30k+ damage for that same kill (because the guy got healed because a sage/sorc has extremely low burst outside of the 1.5min cd). Logic and critical thinking are pretty tough guys. -_-
  23. Photoshoped or before the surge and adrenal stacking nerf and before the level 50 bracket was added (so you doubled stacked adrenals, hit some level 10 in white-gear when you're in full BM at level 50, and before the surge nerf). Go duel a level 50 sage in full BM (the squishiest class in-game, so the highest possible crits) and i promise you your biggest crit as a sage will be about 3400 with relic+adrenal. Lol no, read my above comment ^
  24. Assuming you get all your procs in that 12 seconds, this is the highest 12 second burst rotation (without using force potency like i described above). This burst rotation for all intents and purposes, is pretty much impossible to achieve. Getting 3 lucky procs in 12 seconds is EXTREMELY rare. However, it is safe to assume you will get at least one tele-throw haste proc in a 12 second rotation the majority of the time and at least one PoM proc. If you want to be more realistic, remove the PoM'ed Telekinetic Wave at the end and just add half a tele-throw instead. 0 -> 1.5 - Weaken Mind 1.5 -> 3.0 - Force in Balance (buying time for weaken mind to proc tele-throw haste) 3.0 -> 4.5 - Tele-throw (hasted) 4.5 -> 6.0 - Tele-throw (second bugged hasted tele-throw that's fixed in 1.2) 6.0 -> 7.5 - PoM'ed Mind Crush 7.5 -> 10.5 - Tele-throw 10.5 -> 12.0 - PoM'ed Telekinetic Wave
  25. That spec does poor dps in pvp compared to 7/16/18. The 10% aoe damage boost from seer is substantially more damage than 20% more damage on your crappy hybrid-spec dot. It does more burst, it does about the same sustained damage as a Force Suppression spec while doing more aoe damage too (and it also doesn't lose as much damage to dot dispels). That's the only relevant spec right now as far as i'm concerned. The ideal rotation for single target would be: Weaken Mind Force in balance Telekinetic throw until PoM procs (don't clip the channel before the second tick because you're still on gcd for starting the channel) Mind Crush Telekinetic throw until PoM proc (again, don't clip the second tick) Telekinetic Wave The Ideal burst rotation for gibbing a healer: Activate relics/adrenals Weaken Mind Telekinetic throw until you get a PoM proc (but DON'T use the Psychic Projection proc on tele-throw if you get it before PoM procs) (optional step) You need to wait for a Psyhich Projection proc now, just spam weaken mind on off-targets until you get (remember to save your PoM) Use PoM on Mind Crush (Or hard cast it if you didn't get the PoM proc before the Psychic Projection proc) Force Stun Activate Force Potency Now cast two hasted Telekinetic throws (hasted from weaken mind crit proc) with ~100% chance to crit every tick Force in balance Telekinetic wave if you got a PoM proc from the two hasted Tele-throws, otherwise just continue to spam Telekinetic throw until you do get a PoM proc and then Tele-wave. Also, wanted to correct two mistakes in the OP. Sever Force and Weaken Mind tick every 3 seconds, not every 2 seconds, mind crush is the only DoT that ticks faster than that (i think this ticks every second). Also, Tele-throw ticks 4 times over 3 seconds, so if it does ~500 damage per tick that's 666 dps. That would mean the madness spec rotation that you described would do 900 damage per second (which is 50% more than you stated).
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