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jayfourc

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Posts posted by jayfourc

  1. They stack on top of each other so you'd be foolish not to get surge. If you have 75% stat surge and you take the talent for CS/TS/SS your CS will do 105% surge not cap out at 80%.

     

    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. 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.

  4. It is, but this issue goes beyond just pvp and is one that plagues the game in general, classes with moddable off hands have an advantage over those who do not.

     

    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?

  5. which dps spec for gunslinger is the best for pvp currently? i was using dirty fighting.

     

    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.

  6. Your right forgot sents and maras don't get force push. Guardians and juggs can get off 3 leaps in 4gcd. Sents and maras cannot.

     

    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.

  7. Uh Yeah...people can't mitigate WHITE dmg? besides a nade and a sab charge(default attacks, don't have to be spec'd into)....almost everything a MM Sniper's got is white dmg which is mitigated by armor and all shields/shielding effects

     

    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.

  8. It's possible in 4 cooldowns to leap 3 times. If his first leap was zealous leap it's even easier. Zealous leap, get knocked back, force leap back, get off a quick force push to reset the cd on force leap, the targets resolve or some ability causes him to resist the force push, you get knocked back again, then u force leap back. That's 3 leaps in 4 gcd's.

     

    So now you're saying the OP can't tell the difference between 1 and 2 lightsabers?

  9. Cunning damage bonus is 20% but you get a little bit of crit. Power damage bonus is 23% without any crit. Crit and surge both run into DR. Assuming you have unmodified war hero tech gear with some medic gear mixed in on the implants and such to improve your crit/surge it's going to boil down to how high your crit is. If your crit is under 39.5% while buffed get cunning. If it is below 35% get +crit. If your surge is below 75% get +surge. If you are max'd get +power.

     

    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.

  10. Nah, that information won't really change the minds of the masses that lose to the 1 good sent/mar out of 4 FOTM players and think it's all of a sudden b/c they're OP.

     

    I said this in another thread, but the real change is that pure DPS classes can now actually do what a pure DPS spec is supposed to do - kill ****.

     

    PvP is more balanced now imo because no role is actually completely trumped by another. Tanks matter because healers can actually be killed. DPS matters because they can actually kill. Healers matter even more now, not because they're basically unkillable tanks, but because you need them to have any hope of being able to do the other 2 roles. All in all it means you need a multi-roled team working together to be truly effective.

     

    TL;DR I think BW is doing it right so far with the PvP changes.

  11. nothing has made sent/mars OP because they are not. what has changed is, expertise has been fixed, so people still running around with top tier PVE gear die quick, causing them to QQ on forums. other change is, more people playing mar/sents now, instead of silly dps gear tank specs. so, more true DPSers means teams with weak DPS tank specs get crushed. again, causing them to QQ on forums.

     

    Ditto. If there were as many snipers/GSs as marauders/sents people not used to how pure DPS specs can actually kill stuff would be on here crying about snipers/GSs instead.

  12. Tongue-in-cheek, sort of, but the buff to SS/MM trees for GS and Snipers is effectively a nerf to Sents/Mars?

     

    Just not enough of them to counter the mass of FOTM Sents/Mars.

     

    Full disclosure - I play a gnarly GS and a FOTM sentinel. I giggle whenever I come across a new 50 Mar that I four-shot before they ever get in melee range. And I also giggle whenever I come across a lowbie GS/Sniper that freaks out when my alt strolls up and starts smacking dots into them.

  13. There's also the fact that gunslingers and snipers are one of the least played classes. When SS/MM specs are the hard counters for mars/sents and there are 5 lightstabbers for every pew-pew-pewer but plenty of squishy casters to prey on, it makes sense.
  14. Sniper/Gunslinger and Jugg/Guardian can beat them in 1v1...also Ops/Scoundrels can give um trouble as well.

     

    I think the real problem is people cannot admit they were outplayed. I have seen every class in this game shine with the right spec and player playing them.

     

    Sniper/GS in MM/SS spec SHOULD beat them in 1 v 1, CDs being equal. That should is contingent on player skill, but in that spec you are the perfect hard counter for a sentinel/marauder.

  15. ***Noobish question alert***

     

    Is there a way to set up 'target of my target'? Is this what you are referring to? Where you keep your buddy targetted and fire at whoever he has targetted?

     

    I was having a look yesterday and couldn't see it, but that could be my own stupidity as much as anything.

     

    This would be the most useful thing I could imagine in a warzone.

     

     

    There's a focus target box that I haven't figured out how to use. I was hoping that you could have your assist target always there so you don't have to click in the raid panel everytime you're looking to figure out what the next target is.

     

    Under the Targeting section of your prefs-keybinds, there's a Target-of-target command that is not bound by default. I map that to my mouse so I can click on my assist target and instantly pop over to whoever he/she is shooting at. You also need to make sure you have your Target-of-target box enabled in the interface. This helps a lot in raiding too to see if you suddenly pulled aggro or a boss's random aggro table rolls to you.

  16. Had another SS spec assist target off of me the other day. It was hilarious. This is new to me because GS's are rare and the ones that our premades run into have been unfortunately not all that great.

     

    Just think about it. Overlapping defenses, interrupts, and CCs, absurd single target burst. It was like a Venn Diagram zone of non-stop < 3 GCD death in front of the Voidstar doors.

  17. Not everyone is a forum pro surfer. There is no need to nerd rage on the guy. Perhaps the posts he found were outdated or giving out the undesired information. The information I've found on Gunslinger is at best mediocre and confusing for a new gunslinger like me... (lucky, I'm good with forums!) So stop acting like big forum pros and help the guy if you can or direct him to the right so called posts.

     

    people these days...

     

    Pssh, forget the forums. Just follow me around :D

  18. I was curious if there are any hard numbers regarding this ability and exactly how much it is doing to help keep us slingers alive in PvP? I am currently DF and don't have have points that far into the SS tree. I am happy with the damage and killing ability of DF. I am happy with the mobility of DF. Yet, when I get targeted, I tend to drop quick. There are only so many tricks a DF can pull before mobility simply won't be enough to keep you alive, hence the curiosity about Ballistic Dampers. Yes, even as DF I do use cover a lot, well, enough to warrant getting the dampers at least.

     

    Also am curious if there have been any tests regarding Defense Screen and how much it absorbs?

     

    Numbers? Nope. Anecdotes? I've held off 6 players for a solid 30 seconds at Voidstar bridge button by myself by resetting my dampeners, hunker down, scrambling field, dodge, and screen. There was one healer, a tank, and the rest were casters.

     

    You get the most out of dampeners as long as you keep changing positions when under cover.

     

    Slight tangent, but I would go SS post 1.2. I played DF all the way up to 1.2, thinking SS would suck b/c of the mitigation. Now that I am geared (full BM, WH mainhand), I think the overall pace of PVP really hampers DF. If left alone, sure DF is great b/c you can set everything up nice and tidey. But as soon as a decent marauder jumps you, you're way too likely to be toast to trump the internal dmg + mobility. The mobility is great if keeps you alive. Just don't think that's the case anymore.

  19. so DOTS are garbage to you? do you have mitigation that blocks a % of DOTs?

     

    Yea, DF has an absurd amount of unmitigated damage and it's a lot more viable in 1.2 b/c of free hemo and uncleansable dots. From a DPS perspective I think wounding shots with full hemo and double dot procs is the highest in the game. But it requires a ton of setup. In a 1 v 1 against a mar you're going to be dead before your wounding shots has a chance to finish casting. Against a good mar/sent in annihilation/watchman? You'll be choked out, burned down, merciless slash, dispatched before you even start casting. What DF lacks in defensive utility it makes up for with mobility. Mars/dps juggs can easily counter that.

     

    IMO SS is a hard counter to sents/mars. Not as much dps juggs b/c of their armor, but I've noticed that it's about 50/50 when I'm 1 v 1 against one of the top dps juggs on my server. I can easily shift that more to my favor by being opportunistic - picking him off from far away while he's focused on a diff target.

     

    If you can fly under the radar and set up your DF rotations without being harassed to much, it's hands down better in terms of killing power. But if you're actively being chased by a melee and need to take them out in <4 GCDs, then SS is about the only choice you have.

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