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Anelyn

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Posts posted by Anelyn

  1. If they are guarding a turret it actually is relatively "easy". Run up and throw out your ranged stun, pull them towards you and move up a bit so it's

     

    Them --- You -----Turret Platform.

     

    They'll probably knock you back which puts you closer to the platform, which has a LOT of great LOS spots since it's elevated with stairs. Just have them chase you or run around the turret itself, I'll usually run far side of the turret and start capping for force them to move or risk losing the point.

     

    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 :D).

  2. Jump them in an area you can LOS before they see you first. (When we are talking about the great snipers out there).

     

    They can shut us down pretty damn well otherwise, oh well. Some class need to keep us in check so I don't mind.

     

    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 :D

  3. 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?

  4. 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.

  5. 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.

  6. 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
  7. 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?).

  8. 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?

  9. 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.
  10. 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 :>

  11. But that's the thing. It was a different play style. You needed two good dps to work together. That's a team effort. People tell the healers that, "Oh pvp is a team effort. You are supposed to need people to help you."

     

    That IS my point. When it was a team effort for dps to do their jobs, "NOT WORKING AS INTENDED. IT'S FRUSTRATING." For the DPS, instead of the healers. That was the big difference with this MMO. The healers were given more independence.

     

    1 v 1 if a healer can stalemate and a dps can't kill them. How is that unfair? That sounds balanced. I can't kill you and you can't kill me until I screw up judgement on how to manage my cooldowns so something is up when your cooldowns are up.

     

    It also means I can heal other people well if I can stalemate a dps and two good dps are required to kill me. There was a lot of coordination in killing healers. Felt like strategy and logistical management of the battlefield.

     

    It's frustrating being given a role and not being able to do it. But, as a dps you didn't need someone to hold your hand to kill another dps 1 v 1 did you? You're asking healers to need other people to do their main function. Heal other people. It's frustrating to die over and over again because you can't heal yourself when you're supposed to be able to heal.

     

    It's frustrating to be a tank to guard someone who needs you and can't necessarily keep you alive reliably. Why tank for someone like that? Why tank at all, just go dps. That's what one of my friends wants to do. He wants to be a fancy dps, but since he has BM tank gear and does same amount of damage as his offset DPS gear, he stays tanking and is bitter that BW doesn't let him trade for DPS.

     

    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.

  12. 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? :>

  13. Which bit do you disagree with?

     

    Like i said, KC is overrated in my opinion but it is the easiest learning curve out of the three traitlines and it is satisfying to play whilst you are learning the class at endgame.

     

    I also agree that playing in this way will be rubbish for rated warzones and you are better going full tank spec and focusing on being a tank. But, that doesn't take away from the fact that KC is easy to learn and enjoyable at the start, and whilst you are having fun doing dps etc you will also be learning to guard/taunt etc.

     

    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 :D

  14. Sever Force (Root), Force Lift (That can affect more than one target if specced for it), Consistent damage even without CDs and the ability to adapt to situations more cleanly than infil.

     

    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.

  15. 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 :>

  16. I've been hit with a 7.5 Smash on my Tank assassin. Was almost full BM, post surge nerf.

     

    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.

  17. Coming from a jedi guardian, i know that all too well.

     

    I would honestly prefer a boring rotation over being underpowered anyday.

     

    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 ^^

  18. 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.

  19. 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 :D

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