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Cyberfairy

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Everything posted by Cyberfairy

  1. I enjoy the PVP in this game a lot. I just hate that the majority of the PVP community on my server has unsubbed. I don't mind losing games, but I do mind playing the same team 5 times in a row. I especially mind when said team is in mostly augmented PVP gear, and my team is made up of half fresh level 50s. Also the queues are starting to die out... instead of being able to get a game every 5 mins or so... I can now go 15-20 mins in the middle of the day with no queue... What would fix my problems with this game? Cross-server queues or server merges (would prefer merges.) The only major problem I have with anything during the actual games themselves is when people start vibrating in place and are unable to be attacked, then they just appear like 10m away. It is especially annoying in huttball. I also hate that when I go to knock someone back during some fast paced action, I end up knocking them in the wrong direction because they were actually 3m away from where they appeared on my screen.
  2. Same stuff the other guys are saying. At level 11, he can have the best gear for his level for about 10k credits at most, probably more like 2k credits, so the bolster is giving him better stats than you have. On the other hand, you have more skills and talent points to take advantage of. The problem in this case is the assassin has his backstab skill which hits really hard, and access to a talent that increases its damage substantially (ignores 50% armor or something.) At that level, assassins and shadows have access to some of their best damage skills. Also worth noting, I did top damage in a huttball, 240k with my level 10 merc, I think most of it was just auto attacks and combustible gas cylinder dots.... maybe some rail shots and rockets, but seriously you can pack a huge punch at low levels, you just don't have access to a lot of utility skills and talents. Being a higher level in that bracket you have to learn how to best use your high tier talents and skills to your advantage.
  3. The difference between Guardians/Juggernauts and Sentinels/Marauders simplified: G/J have more survivability during the course of a long drawn out fight (heavy armor, tank stance) S/M have more survivability when being focused (stronger defensive cooldowns) G/J reduce incoming damage to your teamates (taunts) S/M increase outgoing damage (and heals) from your teamates G/J slow enemies S/M speed up friendly targets G/J can be more mobile (double jump with push and jump to teamate) The reason people complain about Sentinels/Marauders instead of Guardians/Juggernauts is that they don't notice if their damage goes down by 30%, but they notice if someone is hitting them 15% harder. They don't notice that they're hitting the target for less damage per hit, but they definitely notice if they're about to kill someone and that player escapes with a sliver of health left. They might notice the slow, but it's easier to see when everyone on the opposing team is moving faster than you, and getting to capture points faster than you. Also worth noting is that Guardian/Juggernaut slows or taunts may or may not hit multiple targets, whereas Sentinel/Marauder buffs will always apply to everyone on their team (if reasonably close.)
  4. This may be an "Onyxia Deep Breaths more" type of feeling, but it's seemed that I'm having a lot more trouble with cover lately, specifically take cover in place. Major problems on Novare Coast with all the little bumps around the bunkers, especially near the guns. I also seemed to have more problems than usual in Huttball. I can't remember if I was able to take cover on the generators (big blocks on the upper tier near the middle) but I know for sure you can't now. Also anywhere near the fire pits gives me trouble. Just curious if anyone else has noticed this.
  5. So you say you can just buy gear off some poor sap while using your purple medpacks/adrenals/stims? You do realize these things aren't unique to Biochem right? You can purchase these consumables off someone with Biochem. I mean honestly, the only thing that's really unique at this point are the Cybertech grenades. Edit: To clarify, you may not be able to use the purple (reusable) medpacks/stims/adrenals, but you can use the blue versions (or Warzone medpacks/adrenals in pvp.) In fact the Exotech Stims are superior to the Rakata Stims, so min/maxing Biochemists use those anyways.
  6. I received the schematic for a War Hero Cyan color crystal from a grade 6 PVP crafting material box (purchased with champ/cent commendations). I shipped it off to my Artifice alt, and found that one of the materials required is Baradium Flux (it requires 2 of them.) This sucks because to purchase 1 Baradium Flux you need 1000 wz commendations or 1 BM commendation and they are BoP. I wish there was another way because this could be a good money maker, but as I won't be pvping all the time on my alt, it will take me a while to get enough wz commendations to make just 1 color crystal, and even then I have backlogs of orders from guildies. Edit: Screen shot link added http://imgur.com/XHiP5
  7. Got a +41 Expertise Cyan crystal recipe out of a blue Grade 6 Crafting box from the PVP vendor with my excess Centurion/Champion commendations. Imperial side, so once I can start reliably getting Baradium Fluxes I should make some nice cash.
  8. As others have pointed out, this is a complete lie. I was in a WZ with my wife, Civil War to be exact. We took snow at the start of the match (I capped it, she just stood there), then I ran off to fight people at other turrets. By the end of the game, she had 0 damage done, 0 healing done, 0 kills, 0 deaths, and 6 medals. One medal for taking the turret, and 5 for objective points from standing at the turret we took. The only way you could end up with 1 medal is if you were not near the turret when it was taken, and then spent time "defending" it by standing more than 50m away from the turret (50m is an estimate, I have no idea of the actual radius for contribution points.)
  9. And the rise of Syth and Armormech crafted Augments!
  10. As someone who leveled Engineer and ranked to valor 60 with a heavy eng build, then specced leth/eng.... I can't even imagine just how must more I would wreck people with a 15 second explosive probe... I can see the masses fleeing from me in horror at the very thought....
  11. I suppose my message got a little distorted cause I was typing that up at 4am. What I was trying to get across was that I feel Lethality as a spec is detrimental to your overall goals in a premade warzone group. The 2 most important things in PVP of any kind, especially objective based combat, is mobility and it's counter, crowd control. As a lethality sniper, our CC fills an absurd amount of resolve, effectively removing us from participating in chain stuns. Secondly, our dots break 2 of our own 3 crowd control effects, along with various crowd control abilities of other classes. Sure we gain extra mobility in the spec, but that really doesn't seem to be worth tradeoff. I definitely forget about protecting potential caps in Voidstar. I agree that Flashbang/Cover Pulse are really good for that. So there's another one in the + column. I apologize if the OP came off as whiny, I'm just trying to find my place. I recently leveled a Jugg, and even in half blues, half centurian gear with immortal spec I feel like I contribute so much more with taunts/gaurds/cc than my Sniper could ever do. Also in Huttball in particular I LOVE it when I get flashbanged/debilitated cause I can just pop my Escape and have a full resolve bar to walk into the endzone. Things don't seem right when I'm hoping my opponent will use their cc's on me....
  12. The BEST Sniper position ever is in Civil War! Stand on top of any of the turrets, does it make you a target? Sure does. Can you hit almost anyone from that vantage point? You bet. Hook up with a healer to defend a point and you can squash most attacks, or at least give them enough casualties for your backup to mop up the rest easily. Now Voidstar on the other hand... a nightmare... It's ok when you're the attacker because you can use range to your advantage, but defense bleh.
  13. I play a generic eng/lethality hybrid spec, hit level 50 back in December, and took some long PVP breaks here and there, but am Valor rank 68 at the moment. It feels like we are a liability in warzones. I don't care about this when solo queuing because the damage/kills are amazing, but when trying to play organized I just feel I'm hurting the team more than helping. Don't get me wrong, we clearly have uses. I can defend a Civil War turret like a boss. My frag grenade spam has interrupted more Voidstar bomb plants than I can count. But that's about all I can come up with as far as benefits over just about any other damage class/spec. So I changed to this dot heavy spec just before hitting BM and loved the damage output, it made me feel like I was actually doing my job as a damage only class. I also gained the mobility and the damage consistency I felt was missing. No longer was I cheated by an Ambush deflect, I didn't hit tanks in Hutball for negligible amounts. But since then I have noticed my corrosive grenade dots breaking my teamates cc's, leg shot doing seemingly nothing, and realizing just how horrible the resolve amounts of our Debilitate and Flashbang skills really are. It would just be nice to find out where we fit in. I get it, we can defend a turret in Civil War (as can just about anyone else.) We can Entrench to fight off a bomb plant on Voidstar (if they don't just focus fire us down.) We can.... help? All of these warzones are won by well timed cc, never by brute force. Sure you can brute force a pug, but when going against an organized team it's just not going to happen. Our dots break cc, our cc's have ridiculous resolve levels, where do we fit in?
  14. From what I can tell... objective points are given for killing (and I would imagine healing) people close to the doors. I don't remember all of my games but sometimes I get 0 points, sometimes I get the 1k medal, the times I get the medal I believe it is always on defense. I do know that planting charges gives no objective points.
  15. Entrench is amazing. If you're not using it often, you're doing it wrong.
  16. Just thought I'd point out that Lethality is the tree shared with Ops. As I don't have an Op I'm not sure how often they use Shiv, but being more melee oriented with their damage I imagine it's fairly often. Also useful as a tier 1 talent since it can be picked up in other specs. This also applies to your comment about Weakening Blast. It shows as 10m because both Cull and WB are only 10m for Ops who spec into Lethality. The passive skill we get once choosing Sniper as our advanced class specifically says: Advanced Targeting Increases the range of Overload Shot, Flash Bang, Distraction, Weakening Blast, and Cull to 30 meters, and additionally increases the range of all rifle attacks by 5 meters. Nice to have a list of just the sniper changes, helps sorting through that whole big mess of patch notes lol.
  17. I've been pvping as: http://www.torhead.com/skill-calc#400bsr0oZrI0rRRboMcZb.1 for a while and love it. Yes I've tried the lethality spec and I hate it. I like this one due to the defensive nature, 2x improved shield probe and ballistic dampers... hasted ambush with knockback... extra DoT on SoS... I've tried other specs and I'm just so used to this one I have a hard time playing anything else
  18. I am like 99% sure that's impossible on the Serenity Relay. I believe the base stats for the green item called Serenity Relay are End/Cunning/Power/Alacrity. In fact I know that's right because the prefix system gives +40 of 1 stat for blue and +40 of a second stat for purple.
  19. I've been using this spec for level 50 pvp: http://www.torhead.com/skill-calc#400bsr0oZrI0rRRboMcZb.1 It's a hybrid Eng/Marks 11/28/2. It may not be optimal but it works for me. One thing I found as full Eng (at least for pvp) is that plasma probe just doesn't give enough bang to go that deep and Deployed Shields may make the difference in a 1v1 fight, but that so rarely comes up in a WZ it's really not worth it. As a tradeoff you get Heavy Shot and Reactive Shot which make life soo much easier. As someone mentioned, in pvp as engineering you can take a target down from 100%->50% really quickly, well you haven't lost any of that, and Reactive Shot (even with 1 point I found activates after a SoS reliably well) takes another big chunk. You still get your tankiness from Ballistic Dampers and imp Shield Probe. I'd say the only downside to this spec (for pvp) is plasma probe is great for guarding doors in Voidstar. I decided because Huttball is about 50% of the WZ's I get into it was worth it since it is absolutely useless in Huttball. I've been using this spec since about Valor 40 to 52 now (solo queue) and do fairly well. Nothing amazing, but you can usually survive a while and if there's ever a big battle, your aoe will be ridiculous with frag grenade spam.
  20. Fairly normal. I guess it's a bit of bad luck, but every day you get 1 bag from daily warzone quest and 1 from daily ilum pvp quest, plus 3 bags from weekly warzone quest and 3 bags from weekly ilum pvp quest. So on tuesdays you can get 8 bags + whatever you get from commendations. I've probably opened about 60 bags in the past couple weeks and have almost a full set.
  21. 900 free HP on a skill I'm going to use every minute anyways? I'll take it
  22. Pillar LOS the dot cast and the only other thing he will cast is the AOE which can be avoided by moving to the other pillar. I just let SCORPIO beat on him (another comp would have probably been better) and hit him with corrosive dart and interrogation probe, dropping into cover for a second to toss an explosive grenade. Rifle shot or overload shot in between pillar swaps. I couldn't even begin to kill him until I read about the pillar strat and I had 0 problems with the pillar strat. No clue what I would have done as marks... but I leveled and continue to play as eng cause I like the playstyle in both PVE and PVP.
  23. just happend to me 3 times in a row. Oh well.
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