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Lithy

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Everything posted by Lithy

  1. 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.
  2. On my server its Human, Cyborg, Chiss, then an = amount of rat and zabraks. I play a chiss. because chiss are sexy :)However my BH is also chiss, and i've seen like one chiss BH.
  3. I believe non human like ones are for way down the line *if at all* 8 character slots is really getting to me, making it way hard to chose what I wanna play for alts. I have friends on both sides and a guild on both sides... and I love my server, having to chose the fraction of Imperial VS republic is gettting to me bad, I want at least 16 slots..... for each advanced class on each faction
  4. The thing I love most is the ability to get sustained burst with the marksman tree, with some of our high damage skills at 50% crit chance, and everything else at around 40% we can actually do really, really good sustained burst. Series of shots with target acquired and rapid fire deals a ton of damage with a near 50% crit chance. Marksman is very powerful if the gear you have supports it.
  5. Entrench makes you 100% immune to all CC...including knock backs. the only thing that can knock you out of cover while Entrench is up is...if you decide to move... or diversion. Honestly he has a point, we have 3 DPS trees. no tank CDs. No heals... others shouldn't be that close to a class that can do nothing but DPS and still get heals, still get tank abilities. Say what you want but a 100% specced DPS merc being able to match us for damage and able to self heal itself even if the heals arnt amazing, it's imbalanced. The majority of role specific abilities need to be tied to trees in this game, or the 2 pure DPS classes need a damage (or utility) boost. That is the main problem besides bugs right now.
  6. If your marksman if you use cover screen properly by getting up then sitting back down you can absorb a pretty good amount of incoming damage, this is especially usefull if you can watch your environment and use roll to cover to dodge AoEs and change positions somewhat unexpectedly. I just hope everyone's first attack on all targets is shatter shot. Ambush + explosive probe instead of throwing an auto attack after does incredible amounts of damage. In 1v1s save your blind for an interrupt VS another ranged class and NOT any form of hard CC. If you can keep up on interrupts with all your tools you have a good chance of winning, I haven't run across many but I have beaten a merc with the battle master title up. It was really close but between diversion, cover screen, ballistic shield, shield probe and use of environmental cover rolls I did win. Had like 5% health left. Interrupting at the proper time give you a chance. Other factors I don't know, but that's all I have.
  7. It's designed around having to take the time to setup for that split second, i think if we didn't have to set up for the steady shots it would make us a bit too strong in a pvp situation. Using your CDs right you can beat most things as is in ideal circumstances except for the ones you cannot hurt *jug, powertech...etc* However, the non-steady abilities I see no reason to be made either. Explosive probe for example has no real reason to need to be in cover to use. Especially since it's 5m shorter than our rifle shots. Series of shots ill give you could go either way, the animation even stands us all the way up. Sniper and ambush are powerful skills though, and for precision shots like that you'd have to set up *the animations reflect this too, they tend to place the rifle on whatever's in front of you *sandbag etc*. With a class designed around cover, the sniper, the operative is not so as much, we SHOULD be limiting some skills to cover only. It's the intent behind the class, and makes sense. Explosive probe should just be a self root during animation though, there is no need to be in cover to tell a droid to attack something. Edit: What needs to be fixed the most is the 'undefined location' for cover in place bug. this has gotten me killed in PvP more times than I can count.
  8. The main issues with cover are the bugs, I have both crouch and roll to cover bound. I've used roll to cover many time as a gap closer, to get out of aoe's or even to run. It works. However making cover option would change the entire mechanic of the class. While most of the time I do not have issue's with range I dont think a 40m range for the sniper *not 60 that would be over powered* is not too much to ask for, I think for giving up mobility 100% to deal damage we should get some bonus besides minor ranged defences. And I am just under or at valour rank 40. I'd have to check off hand
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