Agreed, I've been PvPing for awhile, against fully geared battle masters. have never once seen this. Highest i've ever seen in huttball is 400k. Lower in the other 2.
I'm usually toping damage charts too, with around the same amount of kills as everybody else, sometimes less, sometimes more. Is our burst sometimes negated? Sure. But it's the play style I like and it works, especially in 1v1s.
Sorcerer's melt.
Will u do more dmg w/ DoTs? maybe. Have I played w/ DoTs in PvP, of course or I wouldn't be making this post. I don't believe lethality is best at all for PvP. I believe mostly into engineering with enough lethality to get you corrosive grenade is much much more effective. I have 4 dot's in that build. (Dart, Interrogation Probe, Corrosive Grenade, Electrify from series of shots.) It also just melts things so fast it isn't even funny. On top of that u get a slow and a way to reset shield and adrenaline probe. It is amazing.
As for marksman I may have agreed with you awhile ago, then I learned the class in PvP situations.
the keys...
1: When to time entrench. <- most vital factor.
2: Open with shatter shot 90% of the time. This does not mean a guaranteed escape! Know where to fire from, positioning friends.
3: LEGSHOT. Time this perfectly and it increases your damage so much.
4: Prioritze targets. You're going for a tank before a sorc? This explains why you're doing bad. 1-2 big hits burn through static barrier. It's enough.
5: Making someone retreat is as good as a kill in non-death match PvP structures. EVen if you can't kill them if they have to run and heal they are not caping points, they are not helping score.
6: Shield probe my best friend. has saved me more times than i can count. Time this properly with ballistic shield and ballistic dampeners and you can absorb alot of incoming damage for a few seconds. With these 3 things and evasion for good measure I have killed a squishy in a 1v5. Were they all super geared, maybe not. But if the sniper is always 100% as squishy as people say in every situation this wouldn't happen against 5 levels 50's of any gear range.
7: Rotation, explosive probe after ambush is massive damage. Triggering explosive probe as soon as your induction goes off causes explosive probe to detonate from the ambush you JUST fired. If both crit this is over 6.5k damage. and both crit often with a 35-40%+ crit chance. even if they don't it's still very good damage. I can throw some good engineer/lethality hybrid rotations up later.
8: Interrupt!!! It's no longer on G. CD making it even easier. being killed by tracer missles? Bloody interupt it. it not only stops that one from going it stops them from using it for 4 full seconds. This is enough time to kill, severely main, or force a retreat.
9: I can't think of more right now but there probably is and I need food.