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VengeanceReborn

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    city schools
  1. I do have 12k cc's. I called BW and they told me that the only legacy that will transfer is the stuff purchased. Not the stuff accomplished. They told me a transfer is around 1100 cc's per character. I have 9 that are 50+. I did spend lots of time leveling characters for all purposes. Full stories and everything.
  2. I left the game about 6 months ago when the last of my friends quit. I have friends from another game who started to play in SWTOR but play on a different server. Same region, just a PvP server and I am on a PvE server. I would like to go play with them but the individual transfers are costly for 11 characters. (Yes I am a sub and remained a sub the entire time I was out). I do not want to transfer just 1 or 2 because of all the legacy stuff I have done and I refuse to completely restart. I will be to far behind them and I just do not feel like completely redoing everything I have already done. Now time for the suggestion. -Account transfer for all characters.- Can be done in several ways. Make it one bulk transfer cost. Or make so that subs can transfer all characters for the cost of one. I play this game to play with friends. My 6 month runs out soon and will renew if I can move all my characters and play with my friends. If not...
  3. They need to fix Focus spec. After they destroyed it in 2.0. The spec is worthless in PvE. Focus is being out DPS'd 2 to 1 in OPS runs. I A bunch of criers in PvP should not be the reason to destroy a spec used in PvE. Sentinels/Marauders are reduced to one viable spec in PvE now. Simply by removing singularity from Force Stasis/Choke they have destroyed a complete cycle. No other class has anything close to that kind of nerf. Complete idiocy.
  4. I think the point he is trying to make is that BW seems to have serious issues seeing the bigger picture. Personally I have not done a space mission in a good 8 months. So I am unaware of changes. I am aware of stupid short sighted "fixes" they have made to other things. They have taken the one step forward and one step back approach for a long time. Which is still better than the one forward and two back they had for a good year. So I will give them that.
  5. An entire rotation was removed as well. Force Stasis/Choke no longer builds singularity. Making it take significantly longer to build up for those hits. Which means less Force Sweeps and they are a bit weaker. Works great for PvP'ers. Absolute fail for PvE'ers. Whoever thought it was a good idea to kill PvE at the request of PvP'ers should be shot. Focus spec has zero viability in PvE now. They are out DPS'd nearly 2 to 1 in ops runs. Here is a thought for the devs. Separate the PvE and PvP skills so you do not destroy specs based on the crying of PvP'ers. Guild Wars 1 and FFXIV do it. Any reason you devs can not?
  6. This feels like almost a year ago I suggested this. I said that PvP fixes will eventually hurt those who PvE. Of course the "adjustment" made to Sentinels hurt them far more than they hurt the Guardians in PvE. Of course I am speaking of Focus spec. As of right now I am being out dps'd nearly 2 to 1. A run of the new ops showed that in the town part where you pair up with one other member. I have lots of suggestions that seem fair. They will most likely be ignored but I will try one last time and just hope it is read. 1) Separate PvE/PvP skill effects based on zone/battlefields. If you enter warzones or enter PvP/Free for all areas then the skills stats change from the PvE versions. This will keep the balance in PvE and give you guys the ability to fix (nerf) stuff that seems over powered for PvP. Not only can this be done but it has been done in other games/upcoming games. Such as the first Guild Wars and now Final Fantasy XIV will have it as well. If that feels like to much work then I can make some other suggestions to help bolster without giving that spike damage everyone fears. 2) The new buff, Heightened Power, can be increased in duration from 6 seconds to 12 or 15. A moderately larger power increase for "Weapon Damage" should accompany this. This would help bridge the gap between the first Force Sweep cycle and the second. Remember than you get about 12 Centering from the first cycle and need to build 18 more along with other Focus building attacks. Anyone who plays a Sentinel/Marauder understands the problem with this. No spike damage and attacks that will come closer to equaling other attacks done by other jobs. (This is different than Guardians because their version of "Zen" comes from an instant focus ability with a 1 minute cool down. Does not sound much different but as a person who has a Sentinel and Guardian I can promise it is.) I understand what you guys are trying to do with the changes and, believe it or not, I do like the direction but your overkill of the Sentinels Focus spec has really hurt the game for me. It was my main. I can barely play it now. I doubt this will be read by Bioware but I hope that someone catches this and at least tries to bridge the huge damage gap there is right now.
  7. Before people freak out I will say I do like the direction they are sending it. I do see and understand it. I have run 2 OP's and a few FP's on my Focus Sentinel. Here are some of the problems, with possible solutions, I have found with its current form. Please note that I am talking PvE. I will not even discuss the quagmire that is SW PvP. Problem: The loss of Singularity building from has seriously hurt/slowed DPS in PvE. After going through the first part of the cycle it takes far to long for Centering to build up for Zen. Thus slowing down the overall DPS. Making this spec in many cases in PvE. IE: Boss fights or fight against single targets that last while. To use a class comparison I will point out Grav Round Commando's. It is like like taking out the second part of their rotation. Round 1 Grav Round 3 times, Demo Round, Full Auto. Second round would be 2 Grav Rounds, High Impact Bolt and Full Auto again, which normally will have had the cool down reset during the second round. At 3k per Grav Round, 5400 per Demo Round and 3k per tick on Full Auto. I am using crit numbers as the comparison on Sentinels is about their burst. Sentinels build up is significantly weaker. 1k-2k for Force Leap/Zealous Leap, 700 per tick + 1800 final tick Force Exhaustion, 5200 Force Sweep. Build up centering (solution in the next paragraph comes in here). Second round is 1k-2k for Force Leap/Zealous Leap, Zen then 5200 Force Sweep (with current nerf). The Commandos attacks are much faster. Does not need to move. Does not need to continue to build for the next burst. In fact, in the case of Full Auto, the onslaught with use of Recharge Cells and Reserve Power Cells nearly indefinitely with a continued debuff added. (This is not a call for a nerf on Commandos. Just an example.) Possible Solution: Without returning us back to Force Sweep machines, I think you guys are on the right track. All that is needed is a slight change. Specifically to Heightened Power. By turning it into a debuff that can be continued by using the Force Sweep cycle repeatedly. Like Grav Round. Make the debuff last 12-15 seconds instead of its current 6 seconds and slightly increase the damage done by weapon damage attacks. Such as Slash and Master Strike. Or have the debuff give increased Centering building. The above stated cycle 1 would have only built about 9 to 12 Centering. With an increase in Centering building we can use Zen a little more often. Still not as powerful as a Grav Round full cycle but it would still make it more viable in PvE. TLDR; Version Sentinel Focus build in PvE was to adversely hit by the nerfing. Increase time that Heightened Power lasts and give a slightly larger weapons damage increase. or Moderately increase Centering building during Heightened Power for faster cycles.
  8. 1. How do you think your Sentinel spec is perceived by other classes? Overpowered. Hits to hard and is far to tough to kill. 2. How do you perceive your own spec? I am Focus spec and I believe we are balanced. Yes we hit hard but we also have only 1 CC that can be broken on contact. As a Focus we are required to be in the middle of all the action in order to reach our damage potential and we can be easily CC'd to control our defensive cool downs.
  9. if the OP is serious then the fail is weak with you. if not serious... then the humor is strong. either way. im laughing.
  10. server and name? as a sentinel i give my word that i will not target you. /l2p
  11. VengeanceReborn

    Resolve

    resolve works! i know it does because BW says it does! everyone knows they tell the truth. i am a melee and i never get cc'd to death. especially around the ball spawn area in huttball. /sarcasm
  12. i am sure there are lots of posts about this but i am going to say my piece too. "ericmusco: Completing Chapter 3 with a class will unlock their Heroic Ability for each other class! Did you ever want to use Force Choke on your Imperial Agent? Now you can " agents, bounty hunters, trooper and smugglers are NOT force users! if they were then they would be sith or jedi! what a concept right? they are no more force users as force users are ranged attackers. minus rocks and lightning of course. i was excited when i first started reading about these changes too. my sentinel can use force push? yes please! my sentinel can use the stealther tanking pull? yes please! note that these are all force abilities. the thought of people using abilities that only force users or ranged attackers should have is absolutely stupid. please... for all that SW has ever stood for... do not cross the classes that much! keep all selectable abilities in the primary job functions! force = force and ranged = ranged.
  13. Trying to not turn this into a WoT or a QQ thread. I will add a TL;DR at the end. Recently you had a patch which toned down the spike damage. On the surface this was a great idea! As a Sentinel i know we can use all the help we can get when in the mix of AoE bursts and so on. What I did not realize is the harm it did to these jobs. Unlike Trooper/Bounty Hunter or Consular/Inquisitor, we do not have the skills to just hit one button and do damage. To get the real damage that matters in PvP we need to charge our skills. Force Stasis/Force Exhaustion for 4 ticks on singularity -> Force Leap/Zealous Leap for crit -> Force Sweep for the real damage. This is where the spike damage came from. This is our real use in PvP. To bug lightly armored foes. This spike was taken out. Where I used to average over 250k damage. I now struggle to hit 200k damage. We have no other real use in PvP other than to deal damage. We have no Force Push. (Really, what Jedi can not force push?) Awe only amounts to a split second delay due to AoE's. We have no stuns. No binds. In fact Zealous Leap often lands well out of melee range of a running target so it is not a real gap closer. While this is going on we are the constant target of most CC's, binds, slows, kiting and, due to our squishy nature, stealth attacks. For many of these reasons, melee is well underplayed in this game. This is why we see so many QQ threads about one button heros or OP jobs. Why roll a melee if in PvP you are so limited? Roll something else and stand back at a safer distance. Guardians/Juggernaut at least have some defense, Force Pushing/Guardian Leaping and stuns. TL;DR Version: Either give Sentinel/Marauder some useful skills in PvP battlefields or give us back our damage. Since battlefields are not decided on kills but on objectives. Something to complete those would be preferred. P.S: Just because I like my cake and eating it too. The armored thong of the techno samurai... Can you guys please choose something that might resemble Jedi. The armor looks terrible. lol
  14. typing in all caps ftw! that will make them respond for sure!
  15. hell we did that to some imperials on a pve server. flagged pvp. they aoe'd. we tore them up. fun times. good laughs. i know i would not want to say sorry. i would not expect the imperials to do the same.
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