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Anelyn

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Everything posted by Anelyn

  1. Healer sage died to a PT because he had no guard from a friendly tank, nobody taunted the PT, and the PT used his CDs. Move along, nothing to see here.
  2. Haha that's exactly what I did, pulled them, next thing was they dropped hunker down without knocking me back and proceeded to melt my face with group shield, evasion and 2 shield probes. Is impossible to get away at that point due to leg shot & snare of the probe (no I don't have shield removing snares / roots because I mainly use it to prevent damage not to move around ).
  3. So what you say is to not even try to take a side turret guarded by an amazing full engi sniper / GS since will be impossible to do the los thing (they will see you coming and re-position themselves accordingly). I don't mind them being out counterclass, but am pretty sure they counter a lot more than only PT's
  4. Awesome keep those coming! And now please share with me your darkest secrets: how to take on full engi, or engi / leth hybrid snipers!
  5. I had this encounter couple times yesterday, in alderaan civil war. Lone engi sniper defending grass turret. We all had full cds every engagement, and I tried different approaches, but it just not worked too well. I did get him very low, but I could not finish him off. Anyone has better results vs good engi snipers (and their GS counterparts ofc) and is willing to post their approach to the fight?
  6. As a PT Pyro I can kill snipers of MM / Leth builds in 50-50% chance since RNG plays a big part. What I can't kill in an open confruntation is a full engineering sniper. I can take them low, but never won a fight vs a competent one (both with our cds up and knowing what we do). The whole los the sniper only works vs bad ones in reality. Peeps simply don't realize where the damage is coming from leth / engi snipers and when, and the good ones will make sure you can't avoid that dmg sequence. Take for example voidstar. A hunkered down sniper can area deny a door for quite a while rotating all his cds, even without outside support, no other class is capable of such thing. They transform from a medium armor 3 shot target, to a nigh invulnerable, unninterruptable, un-CCable juggernaught wrecking face. In all honestly I have a much easier time 1v1 a marauder any spec with all his CDs up, than an excellent sniper leth or engi build (I have more chances vs leth if I manage to los or interrupt 1st cull, engi one is just a very hard nut to crack). But, that doesn't mean snipers became the gods of warzones / pvp. They still suffer from same problems as before, and outside of their cds are mediocre at best.
  7. Be happy he was an operative and you actually lived through all his abilities quite a while. If you would have met my PT Pyro, your lifespan wouldn't last longer than 5s lol.
  8. I am rolling as rage, bm saber / focus and chest, 1 implant war hero, rest recruit. I switch soresu / shien depending on map and my role in our premade. Damage in zerg maps can go up to 400-450k, but we won some novare cost with me barely breaking 100k dmg, I also pull 100k+ protection in voidstar. The actual play is amazing for me personally. The mobility is great, you have loads of tools for any situation, you can help in scoring or preventing scoring in huttball, great interrupt on VS doors, aoe CC + aoe snare to allow bomb planting, spliting healers and their guards with force push etc.
  9. Is not as bad as you peeps make it out to be. Is not your go-to dps move of course, but saying you are not using it when smash / ravage / force scream are on cd, you are capped rage and target has 5 sunders on it... dunno, you just spam assault or sundering again? xD
  10. I want to like vig / vengeance JK / SW but something is not clicking for me. First is a full melee dmg dealer with no %crit talents and no %surge talents and no armor penetration either (sorry sundering assault and JK variant is not cutting it in curent TTK in pvp, could use either faster stacking or higher value). 2nd your only gap closer is on a 15s CD, one knocback and snare or root and you will waste time trying to hit anything. Yes unstoppable is nice, but only pugs will try to CC you for those 4 secs, the buff animation is very visible, but is still 4s and you won't kill anything in 4s in top play premade vs premade. Why is marauder carnage / sent combat so much better? They seem to fulfill same melee dps only role, but one has loads of buffs to melee abilities, while vig / veng has crap (useless 200 internal dmg over 6s really?).
  11. I can't really put my finger on it, but there is a feeling of something missing with the current shadow / sins. Not as much with the class itself as with how it integrates in group play. When I saw we won't have rated in 1.2, I parked my rank 73 shadow, and rerolled a jugg. It just feels so much more satisfying no matter if I play as tank or pure dps. Best aoe snare in game. Good aoe CC. Good single target CC. Good damage and mitigation / survival CDs. Great mobility. Force push is really nice. I just feel I can do a lot more to influence the pace of the game in warzones and the flow of the fights on my jugg than on my shadow. I think shadows / sins need a small revamp and re-thought about their utility and overall performance. Stealth is good, but won't win games or help your team on it's own, so maybe they need an extra tool / utility?
  12. You won't get more than 4-5k this days vs peeps in bm / warhero gear. If you catch a fresh 50 without recruit gear, then yeah you can get 8k+ most likely. Smash damage is fine, 4-5k is still 1/3 almost of someone hp, and you're doing more than just smashing them, the burst is still there, and is AoE.
  13. Dunno, I level as rage, am lvl 39 now and still using lvl 20 pvp set as my gear (same with quinn) and I have no problems. Use your cds, interrupts etc as needed. At 40 will get new pvp set from bank and go with it till 50 then get recruit. Is not hard and while is slower at start, it catches up fast.
  14. http://swtor.askmrrobot.com/skills/juggernaut#22-2c-1fe8fd282k This is the build I am going for, 4/4/33. 10% Hp on 2 min CD is meh really especially if you play in a premade as you will have healers to support you. While VS damage may not look that great compared to FS / Smash, is still good dmg especially with a high crit chance (I presume you should reach over 40% crit chance on VS from gear and talents alone) and it is boosted by sunder armor and passive 20% armor pen so it won't be completely useless vs heavy armor classes either. Since most utility moves don't cost rage anymore, you actually will have more to play with between smash CD (as you will always have a free scream due to charge / obliterate), and is better pressure to crit a VS than to hit an assault :>
  15. Mate sorry but you are wrong. Tank + healer combo was pretty much unkillable which is not balanced game play at all. I mean seriously you think a tank and a healer should be able to hold out a turret in alderaan without any backup against 1 healer and 3 dps - 4 peeps, because they can't kill either nor chain CC them both long enough to cap the turret? Especially with a merc / commando healer - heavy armor, immunity to interrupts with shield (your fault if you pop it before full resolve), tank adding peels and detaunts and soaking dmg etc. Before a good healer could keep up a noob dps against 2 maybe even 3 peeps. Now your dps needs to use some cooldowns / snares / los etc to avoid some damage while you heal him in order to stay alive. And now let me touch the premade aspect. Do you know what it feels like playing any warzone vs a group of 2 tanks and 2 healers? (with you playing in a premade as well). Let me tell you, nothing you can do to stop them or kill one of them. Double taunts, cross healing, peels, pulls, pushes, shields, whatever you name it. It just does not happen. Such a group can prevent whole enemy team even if they were all pyro / vg assault before nerf popping cds from 1 door in VS. Now you need better communication and team work, you can't function on your own anymore spam healing while attacked by several peeps. This patch encourages peeps to group up and queue together for WZs which is a good preparation for rated.
  16. Am not sure what you mean by king of solo pvp. If you talk about WZ, then no, you won't pull off 1vs2, and even 1v1 is not a guarantee since your defensive CDs still have hefty timers attached. Outside of them you're just a heavy armor medium damage melee character. Am not sure why you say rage is horrible. If you solo queue and want more survability as rage, play in soresu, in premade play in shii-cho as normal and enjoy the armor pen, better mobility and target switching. Ravage still has a hefty CD no matter how the appealing it's damage is if you connect all of it's hits, so you can't rely on it as part of a rotation (for all specs). Is nice when is up, and if you can use it without getting knocked back or CCed even better. Am not a huge fan of weapon attacks since many classes have CDs that both decrease their damage as well chance to hit. And am not 100% sold that you could take a shadow tank / sin tank in 1v1 with your spec, nor a hybrid ops / scoundrel, and healers... well they prolly won't even notice you? :>
  17. KC is not overrated. More so in a premade / rated setting. Ask yourself what "jobs" you can acomplish with each shadow spec, and how much team support your require to be able to perform them. Inifiltration: outside of CDs, your damage is meh, you have problems getting or staying on a target, switching targets, very low team utility (lol I can't low slash that marauder dude coz he popped blade ward and my weapon attack will most likely be deflected and i already used my stun). Balance: not that reliant on CDs, but still can be kited, problem closing distance or switching targets, a bit higher utility, but still very squishy. KC: moderate damage (even with CDs), great utility, good survability, can play in offense or defense, mobility is better, no complicated rotation so you can actually focus on supporting your team actions instead of counting procs or waddle waddle snared and knockedback counting in your head if you don't get to hit something in melee you just lost your 3 stacks or whatever and have to start all over again
  18. Force lift affects ONLY 1 target in pvp, the talent is crap because it only affects weak or standard enemies, so is useless :> Balance has some perks that makes it better than iniltration, true, but sadly neither hold a candle to KC (no matter of tank or dps gear). But Balance has highest fun factor and no set rotation unlike KC & infil, there is always a choice on what ability to use depending on situation as you are not forced to fish for procs or get stacks to use X or Y ability. And this is my grief toward BioWare promises and real content / mechanics. I want to pick one of those 3 trees for a different PLAY STYLE / role, not for a completely different position in the food chain underperforming. This is where most peeps are wrong. Even in a team setting you simply can't keep an inf shadow up and on target because is not worth it, they can only burst with CDs, outside of that damage is meh. Get a sentinel or commando, GS, VG assault etc and you will achieve more with less time spent on "helping" your dps to actually hit what they are supposed to and do meaningful damage :> Shadow dps specs have no healing debuff, can't switch targets as good as sents / guardians / snipers / vg / commandos, have no armor penetration debuff (lol random proc on 10s ICD and requiring positional back arc attack, for only 1 attack!!!), balance has only 1 internal dot, rest are kinetic (why isn't force breach dot internal damage like sage variant god knows). If by viable you mean playable / enjoyable in random WZs or world pvp, then I fully agree with you. Premades and rated? Subpar.
  19. Am not very fond of FiB for kinetic, I feel you lose more than what you gain (even with full dps gear as KC you won't solo healers or do on par dps with pure dps specs), especially to help out your team with a constant aoe snare. Then again pure KC has a boring style of play (rotation / dps wise), so I can understand if you try variations to spice it up a bit hehe :>
  20. Simple fix, make disturbance stack an armor debuff, 4% per cast, up to 20% (5 casts) like tracer missile Then all your other spells will deal more damage as well of course (this for lightning spec only, so tier 3 or 4 in lightning tree, you have several internal dmg abilities as balance / madness).
  21. I call that BS. Am sitting at ~12.96% expertise, bm & champ gear mix, stalker set, KC 31/0/10, 40.87% dmg reduced from armor. Highest crit smash from a war hero jugg (rage spec) with consumables 3.1k. If he crited smash for 7.5 on your tank sin, then he would have crited for 11-12k on a sorc for example, which is realistically impossible.
  22. Out of boredoom for KC, you can respec inf / balance once in a while. But as it stands now, you want to play KC, because you have the sturdiness and team support to actually spend some time out of stealth and CDs :>
  23. QFT. I love balance playstyle. Heck I like infiltration style as well despite the huge drawbacks outside of CDs (as everything becomes a huge lotery reliant on crit in order to do any meaningful damage, we all know how "hard" those shadow strikes, buffed projects and force breach hit non-crit, right?). But neither holds a candle to KC utility and survability. Is only spec (talking 31/0/10 of course) that makes you feel contributing ACTIVELY to your team effort in a warzone. You don't have to vanish if 2 peeps connect on you or respawn in consequence, you have staying power, even without outside help, to continue helping your team (how much can you delay 4 enemy players in voidstar from chasing your mates to bridge controls, or peeps who try to go left turret from their mid spawn to give time to your team to reinforce it before they get there, as infil or balance?). They need to rework on infil (and balance to some extent as well) mechanics, because all this build up time to actually do damage (outside of cds, and still crit reliant) is not working for current game pace. Light armor who needs to stay in the fray to charge up damaging skills and hope for crits to actually do some meaningful damage.... Does not compute ^^
  24. You will never channel TK as balance because you will get interrupted. There is nothing else to be interrupted in balance doh, so apart from knockdown / knockback / stun / incapacitates, you will also be a good target for interrupts :> For infil they really need to up the force regen rate outside of blackout, make the Profundity talent refund 25 force and with internal CD of 5s for example.
  25. They could just make FiB require Force Tehnique to be usable, and bai bai hybrid KC/balance spec. Simple as that. PS: none will pick fib over slow time as a main KC tree user for rated anyway, slow time is invaluable, being able to snare more than half of enemy team to give time to your team to get to a turret or door or run ball etc, compared to moderate 3 target damage every 15s (without 30% surge bonus from deep balance as well). For me personally, slow time is most used ability in any premade pvp situation, is simply put best spell in KC tree in a pvp situation. Lowest force cost, aoe, snare. Now only if they would move containment to tier 1 or 2 in balance
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