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Adellion

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Everything posted by Adellion

  1. Wahey, so many Deal With It narbs from Red Eclipse, nice vid, and nice cutscenes of Bradley
  2. Awful idea, you're a tunnell-visioned DPS getting nerdrage because stuns prevent you murdering weaker classes that need stuns to get away from you.
  3. Yeah, this happens far too often with me too. DPS in warzones seem to lack basic teamwork abilities compared to tanks/healers...
  4. Enjoy! This isn't me btw, its my GM who pulled this fantastic 1.5M number on. For a laugh.
  5. I personally think Juggernaut tanks are the best for defending healers in PvP, the issue that tanks need a healer to really maximise their protection. Too many people don't like to rely on other players purely due to the fact that pugs usually suck.
  6. You're on the Imperial side of Red Eclipse; there are two big PvPing guilds there : Spaceballs Strikes Back and Reality Check. Try harder, those guilds are known PvP guilds. Go and contact one of their members. I can't remember the GM for Reality Check off the top of my head but players like Sstellios and Clockwork are in there. The GM for Spaceballs is MrEek, and he's approachable enough... if you are good.
  7. And Republic privateers (aka smugglers) are entirely innocent right?
  8. OP is a Jedi fanboy who wasn't tempted by Ranna Tao'ven's lekku
  9. Considering that people get a set of tionese gear at lv.50, and only the last boss of HM FPs drops any columi pieces worth anything, it makes total sense to skip as much as possible (unless its someone's first time across all their characters).
  10. Snipers are the biggest counter against FOTM maras/sents and guardians/juggs. Their weakness is mainly stealth. If you're fighting a mercenary DPS, consider : If they are attacking you from range, they're probably using arsenal spec, which is retarded in PvP as you can murder their entire rotation with one well-timed interrupt to their Tracer Missile. You have two defensive cooldowns, mercenaries have one. Admittedly, marksmanship suffers a bit against heavy armour and tanks, the tree is designed to zerg squishy targets, and do high burst. For tanks and heavy armour, lethality is the appropriate spec. Generally snipers do more damage than mercs though, so unless their is a huge gear difference, you should out-DPS a merc. As for complaining about too much LoS, I'm sorry, but that's one of the few defences that healers have against DPS, especially considering healers have a 30% heal reduction (which I think is a joke, if someone can smash for 7-8k, a healer should be able to match that in heals). I do however agree, that entrench should keep its effect for the full 20 secs, regardless of whether you move out of cover within that time.
  11. I disagree, there is no point stockpiling from lv.17, he's reach his cap within a few levels, better to gear up and just stockpile from Lv.30-35 onwards.
  12. Immunity to pulls/grapples/leaps for six seconds after using? Bit pointless to put a bit of distance in if people are just gonna leap to you, or pull you back. Very risky, esp in Huttball. If it's supposed to be an escape, it has to be something that has immune to leaps (e.g. force speed immunity to controlling effects, or stealthers becoming mildly untargetable in stealth).
  13. Awful idea letting people choose. True skill means being able to cope, no matter what the warzone is. If you dislike a certain warzone, it may be because you suck at it, in which case, its your fault for sucking. Stop sucking and get better. And no, for the record I'm not a smashmonkey trying to hold my hypothetical Huttball advantage. I play a merc healer. Weakest of the weak.
  14. Commandos have the lowest healing output compared to scoundrels and sages, but they can tank a bit more damage. However, that's because unlike scoundrels and sages, commandos cannot escape from combat (no stealth like a scoundrel, or force speed/bubble stun like a sage). So the class if pretty flawed (and imo, deserves a buff). A lot of damage in PvP ignore armour anyway, which makes heavy armour pointless against some types of damage. Pity BW don't realise this...
  15. First people complained about biochem, now its cybertech... joy...
  16. Lol, this sounds so cowardly. I went with an entire 8-man of guildies/allies, the belief being that if any1 gets attacked, we return fire, otherwise, we keep using /say and typing "peace". None of us got attacked, and none of us attacked anyone either. Being full WH probably helped to put people off taking potshots. Just go in a group. Simples.
  17. LI HM is easy to fail if people make mistakes with their tactics. It's not down to gear. It's just skill. 4 people in full columi can easily breeze through LI HM if they know the tactics and execute them well. You (or your group) does not. That's why you wipe.
  18. Merc/Commando hands down. Healing tree = worst healing output compared to operatives/scoundrels & sages/sorcs. Arsenal/Gunnery tree, too reliant on Tracer Missile. One interrupt cuts merc DPS by a huge amount. Pyro/Assault tree, viable, but why roll a merc? Do it on your Powertech/Vanguard. Way more DPS.
  19. A nice idea for the stealth scan would be that it discharges an EMP pulse 10 metres around you that roots stealthers for 2 secs and gets them out of stealth and it can be spammed in much the same way as a Juggernaut's Chilling Scream. That would give the bounty hunter a great anti-stealth role.
  20. Adellion

    Merc is TERRIBLE

    I do. Healing output isn't as high as sorcs or operatives, so it's not that great, easier for a tank to guard you though as you're a turret healer rather than the mobile operative. But your AoE heals are rubbish, so you have to constantly switch healing from urself to ur tank (and indeed your other teammates). Energy shield makes you immune to interrupts if specced into the healing tree, which combined with 20% increase to healing received when energy shield is active, means that you can heal through 3 DPS (assuming they don't stun you, which makes it advantageous to pop your shield at full resolve). Don't think I've ever died on full resolve with my shield up, but beyond that, operatives are king for healing in pvp imo.
  21. Adellion

    Merc is TERRIBLE

    That disengage ability would be brilliant. They should make it so that it only works in PvP areas or warzones, so that it has no effect on PvE. In the same way the mercenaries "chaff flare" (threat lowering move) is only useful (and therefore used) in PvE, I don't see why there should be a problem with having a move that only works in PvP. Or you could have a disengage ability like a Juggernaut's Intercede (on same cooldown) which then grants a few seconds immunity to moves like force pull, grapple and force charge/Obliviate (that way, the disengage ability doesn't become hugely OP in Huttball, though that being said, warriors in Huttball are far too mobile for that warzone imo)
  22. Incorrect. It's all down to enemy group composition and how one plays their sniper. You're just arrogant. Deflate your ego. Both specs are viable, they just do different things. Stop worshipping DF cause its the spec you may favour. It's ok to favour it, its not ok to say the rest are garbage because of your favourism.
  23. The reps are the stronger PvP faction on the Red Eclipse (EU), it pretty much depends on what server you're on I guess. One faction is just going to be stronger than the other alas :/
  24. This is a great guide, think a lot of GMs will love you lots for this
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