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bananaface

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Everything posted by bananaface

  1. M-008 Deadeye purely cause it sounds amazing + I don't play in fps mode so it doesn't look too shabby from a distance.
  2. Dmg will be terrible in that spec and it won't be anymore survivable then the following spec: http://www.torhead.com/skill-calc#801GoMMZrcrrobRRzGGz.3 Ya can drop Fire Pulse for Riot Gas but I won't recomment is, since Fire Pulse does a lot of dmg. Energy manegement is still something you have to watch but if you're guarding you're teammates you don't always have the chance to go full out on dmg, and overextending to go nuts with your dmg is what bad players do aswell.
  3. On a more serious note, I personally prefer neural overload for the ion spec and drop 2% fire dmg for it wich isnt a biggy since you'll be using your basic attack a decent amount of the time to keep your heat low + it can help if you're being kited and got everything else on cd while you're closing in on your target or simply with peeling :> Also I dropped prototype cylinders for this spec cause it hardly does anything and went for 1% extra dmg reduction instead. And I dropped rail loaders for combust, since you don't get the autocrits in this spec for rail shot and 6% more dmg done with it isn't significant enough compared to your enemy doing 5% less dmg overall. And last but not least for debate, utility from ion overload vs 4% fire dmg, discuss! Personally I love it cause you lack the increased movement speed due to loss of pneumatic boots and you aint really wanna spam retractable blade to keep someone slowed, so rocket punch adding a slow is pretty lovely. To make things more clear of what I run with here is the link: http://www.torhead.com/skill-calc#301GoMMZrcrrobRRzGGz.3 Lose a bit of dmg on paper but gain more uptime especially on ranged and you can peel/kite a bit better. /discuss
  4. pneumatic boots in tank stance is utter useless, stopped reading there sorry.
  5. Got kinda bored in sum "other game" but still do rbg's thar, so decided to come back after 1.5 years and do some wz's/arena. I'm still playing that "other game" fairly regular since our group is atm competing with top10 eu groups. Been looking/asking around ingame a couple of times for a pvp guild without much luck. So if anyone could list some names of pvp guilds or if anyone is interested in a freshly dinged MM sniper just bumb here.
  6. http://www.swtor.com/community/showthread.php?t=379289&page=5 and here you can read that schwarz is clueless about rage, cba repeating it again. so schwarz dude, don't even bother trying to say anything about rage or posting an outdated screenie of a pre-nerf moment vs a 0 expertise target kk ty. edit: changing the subject cause you know you're wrong wont do you any good, so either stay on topic or don't reply. yur making a fool out of yourself again.
  7. oh hey schwarz! you ready to get stomped again? let the fun begin. oh go read up on some other threat you got bashed in about rage soresu, not starting that again. mobility is higher yes but only vs a bad team where they let you charge respawns. assassin tanks do more then 300k dmg with the same amount of protection. so spike is not classified as a stun, but it still makes the target unable to move or use any ability's. same result. it's also on half the cd of the stuns juggs have. so the difference between the sins stun and knock down aint that huge, it's non excistant. i already said juggs have an aoe stun, l2 read.
  8. let's compare tank assassin to tank jugg from a pvp perspective. assassin: force pull force shroud force speed 2 single target stuns (1 long range) aoe knockback takes less passive dmg from force and tech ability's higher passive endurance higher stealth detection defensive cooldowns on a shorter cooldown selfhealing jugg: force charge force push intercede 2 melee/close range singletarget stuns (1 channeled unless specced) aoe stun defensive cooldowns on a longer cooldown and to the question, "what is better? force shroud+force speed or charge+force push+intercede"; vs a pug the juggernaut is the better ball carrier cause of random scrubs who stand on the ledge pewpewing at you so you can charge them. but do you need to be tank specced to do this? eh no..you can do it just aswell as rage and (if not better due to unstoppable) as vengeance. vs a premade (a good one ofc) you won't get this opportunity nor a chance to leap to a friendly target cause the premade will make sure you won't be able to. thus being immune to all tech and force ability's for 5 seconds and are able to use this while sprinting will be better by a mile. so you can see, a darkness assassin is better in pvp in almost every way. the only thing that a jugg brings is the aoe stun wich is usefull while capping turrets or planting/defusing a bomb. however a dps specced jugg can do the same. and i didn't even start about the higher TTL and EH an assassin tank has over a jugg tank (concerns pve aswell) or the dmg. so what will a pvp jugg tank add to a group in competitive pvp over an assassin tank or a dps jugg? eh...... guard?! oh wait.. NO TAUNT!..oh wait..STUNS!..oh.. but in the end of the day, you're still effective vs random scrubs and that's what matters right?
  9. if she has a basket on her speederbike, she's too young for you man! http://www.youtube.com/watch?v=fXGtlozCO14
  10. ah y, props looked at ma interface with the 15% buff, yur right. am at 681 nao, missing BM chest legs boots OH 2 relics. darn BM tokens never drop so bought most with merc/wz commendations zzzz chinese grind. edit: still doesn't change the point made, 550 expertise or 700, thats not full BM atleast.
  11. She's too young for you bro!
  12. immortal and vengeance are so hard to play, it makes me sweat...or is it just the darn heat? ya know, i played immortal and vengeance before i went rage. immortal is so hard with chain stunning someone or a healer, takes skill bro. vengeance was so hard to a 1-2-3-4 rotation, totally mind numbing! rage does more dmg overall cause aoe dmg is higher, what a surprise! my guildie sniper pulls 700k+ aswell in voidstar if he uses orbital strike on cd, oh wait so do the sorcs and so do the mercs and so do the pyrotech pt's and a lot more other classes/specs. if you want your immortal spec to improve, cool by me but this is a thread about rage. so don't QQ bout people bashing you for bringing it up over and over again, cuz that's all that you do (apart from giving fail arguements over and over). if yur still not done making a fool out of yourself, i encourage you to continue and maybe i'll award you with a cool title "clown of the week".
  13. if he is afk or just standing still spamming rocks, sure i can kill him in a couple of globals np. but does that mean rage is OP or does that mean those sages just fail? every class has plenty of utility to get away from a rage jugg, though a rage jugg has plenty of utility to counter most of it aswell but on long cd's. i can do the same damage with vengeance but it aint so bursty and so can other classes/specs, so i dont see the problem. the games pvp atm is fastpase even if bioware likes it or not, if they want it to change they need to completely revamp te game. oh and BM geared you dont have 550 expertise, maybe in half cent/half pve it's that low. i'm half champ half bm and close to 800. also 6k+ only happens on a unshielded sage/sorc while you popped a trinket/ardenal/exp buff and thats the only class you'll crit 6k+ on. pls go on, i'm enjoying bashing all your flawed arguements all too much.
  14. the best thing is, he hasn't been able to give a single valid arguement why rage should get nerfed.
  15. we already got this so it aint a buff. NERF Definition / NERF Means The definition of NERF is "Weaken everyone get's better gear. instagib = 1shot, and that aint happening on live nor on future. most classes can do massive aoe dmg. expertise also reduces dmg taken in pvp, so your point is flawed. free means it doesn't cost resources, and atm it costs more resources than you normally have thus gimping your dps while healing for 30% of your hp at the cost of 10 rage if you are hit 10times. universal or not, it still is a nerf to rage. full resolve or not, still allows you to build up shockwave or hit with smashes so i dont see your point. go read up the patch notes carefully yourself, then look at the compiled list. you'd see it's complete. again, stats are being changed for all classes/specs so your point is invalid. oh **** you got me with the vicous throw buff, editing buffs/nerfs thread!
  16. charge on live gives an immobilize effect and doesn't add resolve, nor do any other ability's with the same effect. so it shouldnt add resolve.
  17. and on topic, I compiled a list of buffs/nerfs for rage on 1.2 that matter to make things easier for some people. buffs: relentless let's enrage generate 2 stacks of shockwave for each skill point. battly cry now apply's the same effect with 2 skill points instead of 3. Obliterate now immobilizes the target for 1 second. edit: vicious throw can now be used on targets at or below 30% hp. nerfs: force alacrity removed but force crush cd reduced by 3 seconds. Ravager no longer reduces the cd on force choke. decimate now increases the damage of smash by 20% instead of 30%. Sundering Throw is now located in Tier 6 of the Vengeance skill tree. crash is a passive skill that let's your charge fill your targets resolve bar.
  18. yeah cuz it only heals for 3% and that will really stop people from attacking you. dont see why you need soresu to get the heal, it doesn't add anything. clarify this plox. then you used it on the wrong moment if you'd never get hit. if you get focus fired by atleast 3 you're dead anyway w/o a healer or intimidating roar or intercede on cd. what do immortal or vengeance specs have to do with this? clarify. with current gear you should already be crit softcapped. do your homework better cause vicious slash gets a passive bonus to crit chance from skill points to the additional 35% or w/e you have. still doesn't rule out that it's a chance on crit, so a proc on a proc. means it's not reliable. and hah rage manegement, you should have exactly enough rage to do your normal rotation and won't have any rage left for vicious slash. i can give the same amount of protection to allies with intercede+taunt as guard, heck it's even better cause the dmg aint shared with me. by throwing out a lot of pressure on those that are on my allies let's them retreat or play defensive or just kill them, thus protecting my allies in that way. and i'm not even talking about all the defensive tools a jugg has. why do all random healers or any players love me for protecting them? cause i'm better at it then a tank, nuff said. soresu is only usefull when you have the ball or some extremely rare situations, rest of the time it's a major dps loss (and i just stated wut that means). a pro player like me doesn't have to watch his bars for his rotation. why bother with sunders for the debuff if you can kill someone before you would even get 5 stacks up. in the proper rage rotation you wouldn't have excess rage to use vicious slash, also if you have excess rage from using enrage you should be saving it up for your next rotation cyclus so you can leave out weaker attacks like (sundering) assault during it. ah still going on about soresu. it let's you build 1 less rage with each (sundering) assault it doesn't reduce your dmg done with 1 ability like you stated. single saber mastery doesn't support soresu on live. on live you should have only 1 point in single saber mastery. while in soresu form the cooldown on all force attacks is not lowered by 3 seconds. shi-cho form on itself increases dmg done, while soresu does not. it is wut you said, can't make anything else out of it. holy **** we got a buff! holy **** we got a buff! holy **** we got a buff! holy **** we got a buff! holy **** we got a buff! holy **** we got a buff! so that's all we gain from everything we lose? damn we should be happy! force choke aint just for shockwave stacks, it's mainly utility to help your team out. burst > sustained in pvp we lose 3 seconds not only on smash but on force scream aswell, gosh i hate repeating myself. the controlled shockwave stacks 1x every minute is cool, i give you that. but it doesnt mean every single smash has all shockwave stacks like you said. soresu rage will still be worthless due to lack of rage generation to keep up your rotation, thus pressure. some skill points shifted/changed in our favour also some against us. will have to see if it's beneficial to pick up single saber mastery over other skill points in the new skill point build, even then the point about soresu is flawed like said all too often. oh and i love that you increase letter sizes and give color to words and stuff, it really makes your post look constructive and serious. anyone has more popcorn? i'm all out:< edit: just had to remind you of this, Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.
  19. woopdiedoo it still costs 10rage in total and brings your dmg down to 0 unless by some really odd way you build up 10 rage in advance. it's a chance on a crit so totally RNG. vicious slash doesn't hit hard. lol soresu. it's not only smash (our main ability) but also force scream our second hardest hitting ability and not just the longer cd but also 10% less dmg. like who doens't know when to use smash. you can't spam an ability with a 12second cooldown, go look up what spam means. no more 47seconds cd force choke, defo a big nerf. you've been making a fool out of yourself this entire thread, so pls keep going while i get some popcorn.
  20. what people dont realise is what these changes actually do: dps (singletarget) stays about the same burst gets lower sustained gets higher so from a pvp perspective it's defo a nerf. the high burst makes a rage jugg powerfull and actually lets you kill unaware healers on your own or put high pressure on the melee sticking on your healer/team mates. rage is all about tossing out a lot of pressure on the enemy team with high burst. yes protecting your healers/team with taunts blablabla all have been said all too often is part of it aswell and who said a good rage jugg doesn't do that. who cares rage is mainly designed around smash, it gives the spec it's own play style compared to vengeance. you love it or you hate it. oh and to some dude here saying "pro rage juggs play in soresu" pls reroll the sims, it's a game more fitting for you.
  21. nerf vicious slash does **** all dmg compared to force scream and the chance on rage regen is non excistant and you need more acc for vicious slash cause it's not a force attack.
  22. failing troll agrees with another failed troll, what a suprise! keep the thread constructive plox (not that I mind the free bumps) tyvm.
  23. server populations dropping every day. guess why... OT: from a rage pvp pov: keep things as they are on live. I do more dmg but I can also take the least so it's a fair trade off. it also gives a unique playstyle where you have to play smart in order to be usefull and survive. losing shockwave stacks on occassions happens (not that often) but it gives others a way to counter us. dropping the dmg with force alacrity nerf (especially sustained) and giving some survivability (not that enraged defender does anything with its rediculous cost and low heal) in return just leads to homogenizing the classes and specs. if i wanted a balance between dmg and survivability i would've played a different class/spec. there has already been enough said about how bad crash is if it fills the resolve bar and/or is passive. details about the impact of the force alacrity nerf have been given already aswell. I'm not going into the immortal or vengeance changes, cause i havent played them enough recently to give any proper feedback on them, so I'll let others do that.
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