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jayfourc

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  1. Tradeoff for getting more surge is less crit or power. If i'm already getting 95% surge on 3 abilities with 44% crit (talented), I'm stacking power.
  2. SS for the burst, even at 50 - TTK in 1.2 makes DF really painful. Change your cover to crouch and you won't go rolling into random places. Turret mentality is the wrong way to play SS. You should be constantly on the move to reset your ballistic dampeners and proc your instant CS while maintaining LOS on that Op/Scoundrel healer. Cover is not a bad thing. It keeps people from jumping to you.
  3. DF energy management improved after 1.2 because hemo is free. The change to Burst Volley for SS also makes it almost a non-issue. Just throw in some blaster spam after using your XS.
  4. Did you actually run the numbers to see what the expected dmg difference is? Have you considered the 2 blasters vs 1 rifle diff?
  5. I don't know what you're talking about. I ask them to pass me the ball all the time, everywhere on the map. It's rare, but sometimes the other team actually listens to me.
  6. What that guy said. 1.5 second channel + 1.5 second GCD means you start casting the next CS as soon as the first fires. With the animation time for each shot it would look like you're firing nonstop. Even if you could spam CS with no GCD it would be more of a handicap that weeds out bad players. That'll be the guy sitting there after wasting all of his energy on 4 CS while the marauder is about to execute him.
  7. jayfourc

    Marauders Offhand

    Classes played by key-binders have an advantage over those played by mouse-clickers. Do you really think 1 augment slot that gives you +12 endurance and +18 power will explain or overcome any of the other eight reasons why someone lost a warzone?
  8. SS/MM. Faster gameplay/TTK means burst is more valuable than the internal dmg from DF that requires a decent amount of setup. MItigation against white dmg has been tempered pretty well by the 5% boost to SS/MM tree abilities plus the overall weapon dmg boost. Stack power, power, and more power. With the spec boost to crit and surge for most of your abilities, you don't need to waste stats on crit or surge. Change your cover to crouch so you don't go rolling all over the place randomly. Mobility isn't an issue if you don't have the mentality of a stationary turret/target. You should be constantly moving to stay with the fight and reset your instant CB procs and refresh your ballistic dampeners. Played correctly, a SS/MM is tough as nails to kill. SS/MM is also the only true hard counter to Sents/Mars, so it's like cake-day playing against all of the ****** FOTM rollers. For full disclosure I happen to be one as well, and I work crappy GS/sniper alts over all day long - which I really shouldn't be able to do once they figure out how to use their class.
  9. Hope that didn't come off the wrong way. Was more poking fun at the general qq silliness. I'm amazed people don't post more about the dancing unicorns and frolicking guinea pigs that habitually screw things up in wz's.
  10. You can mitigate all you want. I'm still going beat the snot out of you from 35 meters. QD, SS, TS all have 95% surge. CB, SS, TS get +4% crit. With the base 20% armor debuff, AS gets 40% armor pen. SS/MM GS/Snipers are the best ranged burst class in the game. Hands down. I'm assuming equal skill and gear. Powertech/Vanguards can exceed the burst, but IMO are too easily CC'd/killed. Have trouble killing a tank? Who cares, I take out the healers and DPS faster and leave the tanks for last with more of my team still alive to help. Standard opening rotation on a high value target in the middle of a team fight: Relic+adrenal+debuff, crouch+hunker down, instant crit CB, alacrity buff, instant sabo + 1.2 sec AS + instant TS (so all 3 hit pretty much at once), SS x 3 (2.1 sec each, no CDs), instant 40 meter QD. With the change to burst volley, energy comes back quickly after that spam. Target is dead or running out of the fight well before I ever even get to the SS's. I don't even know which abilities respect the GCD and which don't, I just know that **** hits fast and hard.
  11. So now you're saying the OP can't tell the difference between 1 and 2 lightsabers?
  12. And my guarded by the force lasts for 15 seconds.
  13. SS is the hard counter for Marauders/Sents. If you equalize gear, skill, and CDs you should be winning 100% of the time.
  14. If you are specced into SS you should not need to waste stats on surge since you can spec into +30% surge on CS, TS, SS, and QD. With full WH you will have a **** ton of crit already - stack power.
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