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Soultyr

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Posts posted by Soultyr

  1. How about an aoe taunt off a tank who is guarding a healer with two burst powertechs? I'd bet on that group of 4 against a group of 3 marauders and a healer. Marauders have no taunt, no pull/push, no guard.

     

    I think you might have something there, the healer without a guard is weak and could go down quickly.

     

    I included the sage in the 4v4 above to slow the maras somewhat with cc to allow the dps to eat the heal.

  2. This is a great topic, Maras/Sents are great when stacked few other classes have the tools that they have.

     

    Stacked Maras can out dps most other classes while preventing escape.

     

    I have struggled with this same thing if anyone has any ideas how to solve it?

     

    Also similar case with multiple ops.

     

     

     

    The other day I ran into a post mentioning that wz were going to become 2 classes

     

    Maras

     

    Mara support.

     

    If this post does not have an answer then it appears so.

     

     

    I will throw out a first idea.

    1 sage (slows and cc), commando heal (heals), 2 vanguards for shield (dps) could this take out 3 maras and a healer of their choice?

  3. My thoughts on Commando and vanguard are as such.

     

    Heals=Armor

    Commando have cast time/no cast time dps trees

    Vanguard have short and mid range dps trees

     

    A commando pvp build has to include heals in its build.

     

    This is what I am thinking, what do you think. (I know management of resources is difficult though not impossible)

     

    Which depends on procs

    http://www.torhead.com/skill-calc#800bfMz0zZrcoMMZbIMrzh.1

     

    OR

     

    Which depends on a cast but is not resource management intensive

     

    http://www.torhead.com/skill-calc#800bfR00zZrckrM0bZbIMbz.1

  4. The vanguard is at his most dangerous in melee.

     

    The commando has 2 knockbacks but for good reason. It is very hard to function as a commando with a melee in your face.

     

    What are the vanguards counters then?

     

    They lock down cast classes.

    Better at melee range.

    offensive cooldown.

     

     

    Only thing I can think of is not being able to get out of combat situation. (cant pick and choose fights)

  5. Vanguard is the frontline fighter - excels at 1 on 1 and target lockdown. Situational AoE

     

    Commando is the Heavy Artillery - excels at single target ranged Nuking. Situational AoE

     

     

    I Have both. Ive always played melee characters so vanguard is my favoured style but they are both fun.

     

    The commando isnt very good at 1 v 1 but I love combining plasma grenade with Mortar volley. Insane damage.

     

    Does the vanguard have problems with melee?

    The commando can be specced to have 2 throwbacks and a slow so perhaps less trouble with melee than vanguard?

  6. Commando Pros:

    can toss up heals

    gets an instant cast. (going to be used on plasma grenade)

    With a hybrid can get access to grav for buff to high impact, and a full auto that could proc a second bolt. (bolt will have 30+35 armor penetration)

     

    Vanguard

    Takes more damage

    Gets an absurd amount of stuns or interupts with its spec

    Better looking (not heavily weighed)

    High crit rate ability similar to sage.

     

     

    Who wins in a fight between an assualt commando and vanguard?

  7. Dont worry Bioware is taking care of Powertechs using Pyrotech to do damage.

     

    Bioware says SWTOR should be:

     

    Mercenary DPS

     

    Sorcerer DPS/Healing

     

    Everyone else getting killed by Sorcerer and Mercenary.

     

    8| trolling aint easy...

  8. I prefer a mobile gameplay, I can los, kite and hit buttons with fluid motion.

     

    Why would a vanguard own a commando with the same spec?

     

    It should come down to the differences between them

    where a vanguard has

    more armor, harpoon, interupts

    offensive cooldown

     

    and a commando should have

     

    heals

    more damage

    defensive cooldown

  9. Previous I pvped with a Sage- (telekinetic- 31 pt build yeah!) respeced to hybrid (:|) did not like it.

     

    I am playing a trooper and would like to go with assualt spec or a hybrid.

     

    Cant decide between commando and vanguard. I will go dps.

     

    Commando Pros:

    can toss up heals

    gets an instant cast. (going to be used on plasma grenade)

    With a hybrid can get access to grav for buff to high impact, and a full auto that could proc a second bolt. (bolt will have 30+35 armor penetration)

     

    Vanguard

    Takes more damage

    Gets an absurd amount of stuns or interupts with its spec

    Better looking (not heavily weighed)

    High crit rate ability similar to sage.

     

     

    Who wins in a fight between an assualt commando and vanguard?

     

    I think the vanguard though with the right build would this always be the case?

     

    Also what are your thoughts on plasma cell and its slow effect to ruin melee that try to get on you?

  10. Previous I pvped with a Sage- (telekinetic- 31 pt build yeah!) respeced to hybrid (:|) did not like it.

     

    I am playing a trooper and would like to go with assualt spec or a hybrid.

     

    Cant decide between commando and vanguard. I will go dps.

     

    Commando Pros:

    can toss up heals

    gets an instant cast. (going to be used on plasma grenade)

    With a hybrid can get access to grav for buff to high impact, and a full auto that could proc a second bolt. (bolt will have 30+35 armor penetration)

     

    Vanguard

    Takes more damage

    Gets an absurd amount of stuns or interupts with its spec

    Better looking (not heavily weighed)

    High crit rate ability similar to sage.

     

     

    Who wins in a fight between an assualt commando and vanguard?

     

    I think the vanguard though with the right build would this always be the case?

     

    Also what are your thoughts on plasma cell and its slow effect to ruin melee that try to get on you?

  11. Sages/Sorcs are one of a few classes that need

     

    a nerf and buff.

     

    They will nerf the hybrid and buff the 31 pt build. The damage trees need to have harder hitting attacks that cost more force.

     

    It would solve players mentioning that the class hits like soggy fries and people qq that a sage does not run out of force.

  12. I do not have as much experience as you with commando but below is my suggestion.

     

    A hybrid build taking the additional throwback to keep them at range but not as far to get harpooned.

     

    http://www.torhead.com/skill-calc#800ZMIkbRMdokZbIbrzh.1

     

    Progression of battle would be

     

    1) Fire dot

    2) Plasma grenade (the interupt would probably be here)

    3) grav round x2 (if interupted go on to the next, it wont matter to much)

    4) sticky (for added burst though not necessary)

    5) bolt

    6) full auto

    maybe proc with bolt again.

    7) hammer shot because your probably out of ammo, though they are probably dead or running

     

    (use armor penetration that way you can get the most out of boltx2)

     

    Build would run out of ammo quick though, I think this progression would hit like a cruise boat.

  13. If you're getting beat up by a Commando you can run, though. they have no option to run. If you LoS to heal, and they heal at the same time they'll run out of ammo and simply can't attack you.

     

    Mortar Volley also can't be cast while moving, it's a channel.

     

    Playing a Sage as a DPS-race isn't the way to play a Sage... It's going to be a long fight, but over that fight you can heal, cast 2-3 bubbles (one-precast). You can completely dictate where and how the fight happens against a Commando.

     

    Half of those Commando attacks also have a cooldown of sorts... especially if they're not Assault-spec.

     

    I am guessing by reading this that you do see my point. Yes commandos have no option to cut a battle short. Once it starts they have to finish it, they are balanced around this and as such few classes can compete with them in a straight battle. Commandos are given 1 stun which logic would say is to stop a class from running away.

     

    A sages goal is to extend the battle to do this they get stun, slow, mezz, bubble etc. Mind you this is only the hybrid a full 31 pt build wears a gimp suit with crap abilities (disturbance- lol hurray I got a free telewave while someone is facerolling me).

     

    Good players would not allow someone to dictate the battle if a Sage is then your being outplayed and you should lose.

     

    Hybrid sages (unspecced) cannot heal through damage there is knockback a 3 sec heal would take much more than 3 secs. Not to mention if a sage runs once the short cds for the commandos on the instants would be over. Compare to hybrid healer spec of commando. (possibly the best pvp build in the game).

     

    The sage is meant to go in and out of range providing slowing,dotting and damage support. The class is not op. Sure a sage gets 40 kill per game but each person was probably hit for 3k.

     

    I wish treads like this were more about fixing sages especially the supposedly op hybrid built (It should not exist). As it and healer and hybrid are the only viable builts.

     

    Sages are a stat padding class that are useful in huttball and were useful in defense with dots (patch hurt sages and commandos)

  14. I didn't miss the pushback, reread it. What are you talking about longer pushback? It's the same as a sorc...... The second can only be spec'd into with aresnal which has ZERO mobility. A 18/23 sorc has 1000x more mobility with dots, and sprint. The dps is also comparable. It's not "much higher" were do you even get this? My BURST can be higher, if left alone to tracer spam. Pyro is about the same dot wise as sorc just a lot less utility.

     

    Was this a serious reply? If not, you need to maybe figure out what classes do what before posting.

     

    Sorry about the long delay in response. Yes it was a serious reply.

     

    Basics:

    The distance of a sage pushback is shorter than commando (spec), also the commandos has no animation delay (which may or may not be intentional).

     

    The meat:

    The Gun spec is the only one that needs the extra push back as you mentioned the other class is much more mobile. Gun spec though still benefits from some important mobile skills. high impact bolt, hammershot. Are the same as a sages dot where a sage has to be specced for instant damage. The sages big hitting dot has a 1.5 sec cast time (or alternative as proc) the commandos (correct spec) is instant right out of the gate.

     

    What does this mean? Lets compare a hybrid commando and sage.

     

    Well high impact bolt (1500 mitigatable), hammershot(670-800 mitigatable) and Incendiary (900 elemental) (sticky grenade 900 mitigatable)(/=) sages small dot (2167 mitigatable),and instant (700).

     

     

    Which for a commando are all instant and thus grant greater mobility and damage. The dps is more than enough to pop that bubble instantly. So the sage survives the initial encounter

     

    Your arguement would be what about the 3 sec channel of telekinetic throw and procs. Glad you mentioned it.

     

    Telethrow (4000 mitigatable) (chance for proc)

     

    3 secs hmm I wonder what is possible

    option 1

    mortar valley (The sage cannot attack and move at the same time if they try to move in the meantime you can pelt them with hammershot- slow but effective).

     

    option 2

    Plasma grenade-(1300-1700 mitigatable) (2000 elemental) 1.5 sec cast time.

    Charge bolt- (1500-1700 mitigatable) 1.5 sec cast time

     

    There are other options like relying on full auto with a proc but w.e.

     

    Now guess who took more damage (unless the chance of a proc) but any sage around this point is ready to run.

     

    Stun them. they break, and you hammer, sticky and incen and high impact.

     

    GG sage. (The sage could start with some stun or mezz but the base outcome is the same)

     

    Sages lack raw dps, mobility while attack that people believe. If you get beat by a sage 1v1 it is likely that you were outplayed.

     

    Mind you all classes can perform this on a 1v1 encounter with sages. However only a sage if they survive can go to the next person and have enough to continously attack.

  15. To everyone saying Sorc is fine, you must play one.

     

    I am full BM geared on a merc with over 700exp, and have played both dps specs(aresnal/pyro). I don't have anything approaching the utility of a sorc.

     

    I have in aresenal spec:

     

    2 pushbacks that snares target

    1 stun

    1 mez that heals

    1 snare that last 2 seconds

    25% shield with long cool down

    situational Burst

     

    In pyro spec:

    More snares with main attack through sweltering heat

    Only 1 pushback

    1 mez that heals

    Mobility

    25% shield that if being trained can reduce the cooldown so it maybe back up after you die

     

    None of these stack up to a 18/23 spec'd sorc:

     

    Interrupt with ability lockout

    2 stuns

    1 mez that doesn't heal and then stuns(lol ***)

    Longer snares on zero energy cost attacks

    SPRINT

    Shield on short duration.

    AoE pushback with ROOT

     

    My class is inferior to Sorc in every way except being able to spec a extra pushback that is useless in BH vs Sorc. A well played BH will never beat a well played Sorc. You can tell Mythic did most of this, there are no hard counters for the most part for each class. It's only force users>non force users.

     

     

     

    Utility is the price your class paid for a longer pushback, ability to attack while moving and much higher dps.

     

    Btw you missed a second individual throwback that can be specced.

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