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Xippin

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Posts posted by Xippin

  1. Operatives are nothing more than WOW rogues. If i wanted to play against WOW rogues I'd play WOW. I hope they nerf operatives right into the ground, and if all the people who play them want to quit: BUH BYE

     

    And sorcs aren't shadow priests? (mind flay + heals anyone?)

     

    The reality is, there is no class differentiation between WoW and SWTOR other then class titles and graphics.

     

    Every class in SWTOR has close relevance to a class in WoW period. Problem is, you couldn't beat a scoundral/IA at release, you can't beat them after they've been nerfed several times, and you will continue to lose after the next nerf from the sounds of it.

     

    Don't blame a class for your lack of talent.

     

    My suggestion, something simpler, something where you don't have to compete with anything played by another person. Try Skyrim or something.

  2. wth are u talking about?!?!!I know about sl0w,electrocutina,whirlwind and kb,but every class have same as we do....i dont really know why people take o hard on sorcs..guess its cause of nerds...theres most sorcerers everywhere and most of them are nerds like me and get gear before others an pum pum pum kill everyone...........so people cry

     

    First off, speak english.

     

    Secondly, the only reason you are in here is...

     

    A) You are absolutely horrible at playing your class and you can't kill anything, hence thinking you aren't OP.

     

    B) You know you are OP and so you're trying to prevent the nerf.

     

    Last, and most important...

     

    why the heck is it that anytime anyone brings up nerfs, the Operative/Scoundral are brought up again? Haven't they been nerfed enough?

  3. Thank you captain obvious. We all know that basing a game's population on who uses xfire is an accurate data collection method......similar in nature to those who log on and collect data via /who in fleet. I'm sorry I didn't initially explain that line of thought for you.....

     

    Actually, it is, not the /who in the fleet...but xfire.

     

    To get a rough average you need a large sum of data. That data could range from 100 (very rough) to 1,000,000 (very accurate) as long as it isn't all collected from one geographic location.

     

    Xfire is not restricted to a singular geographic location, ethnicity or financial class, and while it may not be 100% accurate, using the data obtained from xfire is valid. It's the same as polling 1000 people from 50 states breaking each state into 10 sections and polling 100 people from each of the 10 sections. His data doesn't include everyone, but it gives you a rather rough, but valid idea of what is happening to SWTOR.

  4. Actually the 15% speed buff works the same way, its a 15% in combat speed buff it doesnt do anything to stealth only sprint does, neither does it benefit the PT out of combat.

     

    Otherwise we would walk same speed stealth as other classes (without the 15%) would out of combat.

     

    Smuggle on the other hand slows the speed wayy down no idea if the speed value is lower or sprint doesnt work with it.

     

    Actually, the smuggler speed buff is a STEALTH speed buff. I've tested it, and I move just as fast in stealth as a healing scoundral in my guild does out of stealth. But when we are both stealthed, he moves slower then i do.

  5. the value of an operative ... are you kidding me ?

     

    i can legally cheat in huttball for one thing (you can intervene stealthed people ... go figure that one out)

     

    groupstealth voidstar/alderaan anyone ?

     

    depending on number of dedicated healers/equip/skill and if premade or not ... i can singlehandedly kill 100 % of healing in the enemy team or cut it down by a very large margin either way

     

    i can also make any other damage dealer(s) that think they do damage "drop the soap" for an entire bg ... and my class couldn't care less if you have guard and a pocket healer for that :>

     

     

     

    sure it's not as immediately apparent as 1) give guard 2) ??? 3) profit

    doesn't mean me butchering all of your ranged dds and healers in a bloodbath in 30 seconds doesn't help my team , it's just indirect support (as far as they're concerned)

     

    Basically, the only thing you stated that we can do that no other class can do +some is smuggle. WOW! How awesome of an ability! 3 Min cooldown group stealth that requires everyone you are stealthing to remain within 10 meters of you and slows their run speed down causing the other half of your team to out-distance your group causing the initial burst of combat to fall on 4 people, and no spread out among 8 people. Stealth capping objectives with group stealth? Great, that's good for 1 click assuming the enemy team isn't intelligent enough to AoE the door when they realise 1-3 people are just standing around not clicking the door.

  6. in that case let me keep up the quota ^^

     

    I play an Operative at rank 58 (no battlemaster gear , i have like t1 pve crap for the setbonus , so don't you dare tell me i'm overgeared)

     

    i direct this at every Operative out there that is still concealment specced... learn 2 go.d dam.ned play :D

     

     

     

    regularly (i.e NOT every once a full moon but literally EVERY battleground)... let's take huttball for example...

    I have :

     

    -crits for at least 4-4,7 k on full battlemaster geared war heroes that don't have a bubble on them (yes i use adrenals , rakata stim and get the berserker buff a lot ... sue me)

     

    -top the dmg with at the very least 350 k (i die horribly much) to 480 k ~ (things go my way)

     

    -have healers in full battlemaster gear using every cc available just to sprint away from me , ignore their own team and cower in terror somewhere else until i switch targets/get cc'ed .... or .... die horribly in about 10-20 seconds ... depending on the healer

     

    -am literally unkillable in a 1on1 that i open from stealth for anything that isn't a tank-specced tank , and i only lose to really really good ones

     

    -know where my dispel button is which immediately breaks 2 entire classes in any 1on1 situation because i can dispel the only thing able to hurt me from either one (did i mention that my class is the only one in the game which can pick and choose their fights ?)

     

    -i can and do 4-5 shot people with 15k hp if i get lucky crits

     

    -can stun people from 100-20 because biowares "nerf" was a huge buff (only optimists think their resolve bar is "half full" after 1 stun)

     

    -actually know how to press 2 butons that ensure you can never kick me down something unless there's an actual lag spike ....ever

     

     

     

    your dreadful "underperformance" since i was nerfed ?

     

    -i rarely get the 5k crit medal these days ... yeah that's it

     

     

     

     

     

     

    if you actually think concealment operatives (the burst spec) lacks any damage you are a bad player

     

    period

     

    there is no discussion ... it's you

     

     

     

     

    so stop pestering us operatives ... it's fine the way it is.

    we're perfectly fine now with the dmg scaling and surge nerfs , if you fail with it you lack equip ... or more likely skill

    end of story

     

     

     

     

     

    sincerely ...

    someone who has more than 1 keybind and doesn't turn with their keyboard:rolleyes:

     

     

    /rant

     

    I believe it's less about the damage we do, and more about what we bring OTHER then damage. 350-450k damage is nothing special, i see several classes do 450-550k damage (Commando/Gunslinger/Guardian/sentinel/shadow in my guild are all consistantly good for 350k+ damage while the commando and gunslinger are typically good for 450k+ damage). So our damage is on par, that's great, the issue he is bringing to the table is what we lack in utility when compared to other classes with knockbacks/gap closers. I can very easily top the damage charts, but that's all it is, 400k+ damage done. I have no other method of assisting my teammates outside of damage. Where as my vigilance guardian which I can do the same damage on, has taunts, pushes, leaps, and guard and if I so choose, I can switch to force sweep spec and drop 4.5-5k AoE sweeps (Same damage you do, but I can do it on multiple people, doesn't require stealth, and I don't have to chase my target down to do it, I just leap to him, and the "it can only be done once a minute!" is BS. I don't need the adrenals/expertise buff to do it. I was already getting 4k+ force sweeps at level 30, all going from 30-50 did was let me do it every 21 seconds instead of every 57)

     

    Currently, our damage is fine, but when it comes to rated warzones we will be lacking because while we do nice damage, our utility is lacking and several other classes are far better suited then we are for competative pvp.

     

    Compare our tranquilizing dart to assissins same ability, ours white bars them...the assassins doesn't. So they can essentially keep someone out of a fight for 16 seconds if the person doesn't want to blow their cc breaker on a sap(Sap -> dps other target, vanish, sap -> dps other target), where as we white bar them at 8 seconds, not to mention they have taunts, guard, sprint and still backstab for 4.5k and their backstab has no cooldown, plus their energy regen isn't affected if they blow it all to do burst.

     

    EDIT: Forgot to mention they also have an instant cast 8 second in combat CC through hybriding as a melee dps.

  7. ops still have the most damage potential out of any class by a wide margin, nor are they "helpless" by ANY stretch when out of stealth, at least no more than my pt (and ops have more defensive tools than my pt). not great out of stealth, by a far FAR cry from free kill.

     

    and if you are comparing ops to assassin, congratulations. assassins are better than most of the melee specs in most areas.

     

    other than a gap closer on a 45 second CD, ops dont need anything. still wouldnt call them balanced as they can still dropped geared people in seconds, but at least much more balanced than they used to be.

     

    I play a powertech, i'm only lvl 42 and I KNOW my 50 scoundral does not have more defensive tools then my PT. While I do not think scoundrals/ops do poorly in pvp, we do lack utility. I have to pick and choose my targets in pvp now, attacking a heavy armor wearer is a pointless endeavor from stealth, I'll sit and wait for a squishier character to join the fight and jump them.

     

    They both use the same type of resource mechanic, just from opposite ends of the spectrum. One goes from 100-0 and the other goes from 0-100.

     

    PT Defensive Tools (Advanced Prototype, not even a tank)

    Defensive Screen - 25% Damage Reduction for 12 Seconds

    Kolto Overload - 15% Health regained over 10 Seconds (Higher frontload heal with very small HoT)

    Hydraulic Overrides - Immunity to knockbacks/snares/pulls/pushes for 8 Seconds (30 second cooldown)

    Single Target Taunt - Yes, it is a defensive cooldown for your team

    AoE Taunt - Yes, it is a defensive cooldown for your team

     

    Scoundral Defensive Tools (Scrapper Spec)

    Bubble - absorbs 2.5k Damage (approximately 1 non-crit)

    Dodge - Removes all Tech/Force DoT and snares, lasts 3 seconds (This does not stop you from taking damage, only stops Tech/Force Abilities.)

    Disappearing Act - Goes back into stealth while in combat

     

    Looks like 5 and 3 to me.

     

    Now here is the difference and why PT overall is better.

     

    My PT has a SPAMMABLE ability that crits for 2.5-3k (Flame Burst)

    My Scoundral does not.

     

    My PT has a Grapple(Pull) on a 35 second cooldown

    My Scoundral has a melee snare on a 12 second cooldown

     

    My PT Cannot be knocked off ledges/knocked back for 8 seconds

    My Scoundral has no tools to prevent knockbacks/pushes

     

    My PT has Heavy Armor

    My Scoundral does not

     

    My PT has a Channeled AoE attack that hits everyone in the vacinity for 1k+ every second

    My Scoundral has AoE that is 3 second cast and then another 3 seconds before any damage is actually done, making it extremely easy to avoid. (You can cast it on a group, and before they take damage, stealth will come off it's 6 second cooldown and you can go back into stealth as long as no one hits you)

     

    My PT has a permanent 15% run speed buff

    My scoundrals 15% run speed buff only works in stealth

     

    My PT does more damage then ANY scoundral in 10-49 bracket and has MORE burst since I can SPAM my abilities without regard to cooldown.

     

    The only thing my scoundral can do that my PT can't, is stealth and has 1 more stun which requires stealth. My scoundral also has an AoE Mez, but it is only useful in 1 vs 1 because of all the tab DoT'ers and AoE'ers.

     

    Needless to say, my scoundral is a BM, I grinded him all the way there through WZ's and did not trade on him EVER. Even pre-ilum 2.0 I was the one that would sit in ilum drunk killing sith and after they are dead taking the bases while getting cursed out by all the repubs for starting unnecassary fights instead of letting them trade in peace.

     

    And I haven't logged on him once since I started my Advanced Prototype PT and my Vigilance Jedi Guardian because he just doesn't compare to either of them in survivability, utility and sustained damage.

  8. Actually there is some difference between the op/scoundrel this,

     

    The ops opener roots you in place so the op can continue to attack without further movement, the scound opener (shoot first) knocks the target on it's face slightly ahead of the scound, this requires a step forward to continue the attack.

     

    Also I think though I'm not positive, so take it for what it's worth, acid blade is a faster animation than load fletchette round.

     

    While not horribly imbalanced it does give the operative a slight advantage.

     

    Both tend to run out of energy before the killing blow can be delivered unless they use the energy gain cool down.

     

    On my scound I hunt healers in wz's, while I can not always take them out I can sure put enough pressure on them to stop them from healing while my team does work. :)

     

    Not just forward, if both the scoundral and it's target are moving, i've had it knock my target behind me, to the side of me and at 45 degree angles. I've even had it where I use shoot first, they go flying from the knockdown effect and then I run to them and cannot hit them with back blast because they are not where their character is on my screen, or it throws them ahead of me and somehow turns them around so they are now facing me and I have run and flip around to back blast them. Mobs will even turn and hit you once before they fall on the ground when you use shoot first on them.

  9. Here is the reality of it.

     

    The ones whining about quitters give themselves away because they claim;

     

    We are there for the challenge and the competition!

     

    BUT, they don't want you to leave because it puts them at a disadvantage. Because without you, they are automatically going to lose because of a numbers disadvantage.

     

    Guess what, you show up undergeared and lacking the basic concepts of passing, guarding turrets and interrupting door clickers...YOU are the quitters disadvantage.

     

    What you are really mad about is, the quitters can get rid of you, but in ending our agony of putting up with your lack of gear and/or lack of the basic principles of competition (achieving a goal) we put you at a disadvantage, not because you are outnumbered...because we were your only hope of winning.

     

    This is what I see, I enter a WZ on my scoundral and do 500k healing and 100k damage.

    More then half my team does 50-60k damage 3-5k protection and 5-10k healing. <--Do they really deserve to be healed? No. But I healed them anyways, wasting my time and eatting a loss. Why? The deffinition of insanity is doing the same thing repeatedly expecting different results.

     

    So I respec to DPS and que again, as DPS on my scoundral I average 350-550k damage and 80-100k healing depending on warzone and team composition. But the 2nd highest dps on my team has 110k damage done, 3rd highest is 70-80k damage done. Are they pulling their share of the fight? No, but I stayed anyways wasting another 15 mins of my play time.

     

    So I switch to my dps guardian, and again pull 350-450k damage depending on the warzone and team composition, 20-30k protection (using only taunts) and get the same result in the same team. Low damage done, little to no healing and little to no protection coming from the rest of my "team."

     

    The reality of it is, whether I play my 50 Vigilance Guardian (VR 60), my 50 Scrapper DPS (VR 64) (or Sawbones healer) or my 41 Advanced Prototype BH (VR 40), I am consistantly doing better then 3/4 of my group (Even on my BH I average 250-300k dmg done). So when I see that my group is full of mouthbreathing facerollers who have no concept of guarding a door/turret or how to stop a ball carrier without white baring him right before he reaches the last hazard. Topping the charts isn't all that matters, true. But I top the charts dps'ing/healing the RIGHT PEOPLE. I'm not on the sidelines fighting some random person who is trying to distract me, I'm chasing ball carriers, dps'ing clickers, blowing cooldowns on healers, taunting their dps on our healers, yanking their healers into our backlines.

     

    I will even run from a sideline fight to yank a pusher/knockback user away from our ball carrier in huttball, not because i'm skilled, because I want to win. Toping the charts is a side effect of playing right. Those people with 50-75k damage done at the end of the fight are the ones getting stomped in sideline fights because they are mouthbreathing facerollers who have no concept of how to win.

  10. I don't blame you, Original Poster.

     

    Quitting weeds out the noobs from the pros, and lets us complete our quests quicker.

     

    As for the big ''problem'' all the 12k hp'ers are whining about in this thread, that will be fixed once 1.2 releases

     

    They already stated dailys like these will stop existing and everything will be based on played input.

     

    The problem is the 11-13k hp noobs , thats the real issue. They SIMPLY REFUSE to get better gear.

     

    You can get 15-17k hp JUST BY BUYING ORANGES AND PUTTING LVL 49 MODS IN THEM.

     

    What about you noobs stop blaming the geared people and take a good look in the mirror and wonder if its maybe the level 44 greenies you're wearing.

     

    I instantly leave if more than 30% of the team has a hp of 11-13k

     

    I nearly instantly leave if the team is poorly geared overall and we are losing the fight within 1-2 minutes of the game

     

    I am a battlemaster ranked quitter, and I am proud of it.

     

    Let the leechers hit the floor, let the leechers hit the floor, let the leechers hit the floor

     

    LET THE LEECHERS HIT THE FLOOOOOOOOOOOOOOOOOOOOOOOOOOR

     

    ^this

     

    I find it rediculous that people show up in the 50's bracket with 11k hp's, no off-hand, no relics, and level 40 implants/earpeice thinking they are going to own someone. Then those same mouthbreathing facerollers get mad when people leave before the game starts.

     

    GET SOME GEAR AND STOP QQ'ING BECAUSE BM'S WON'T CARRY YOU!!

     

    EDIT: And the whole team thing, a WZ group consisting of PuG's is not a TEAM, you are group of self satisfying individuals who each has their own reason for being there. 4 people who don't care to win, and are only there for the "thrill of competition and battle" can very easily cost a 4 man pre-made the game. 4 Undergeared people that are there for the same reason, are an automatic handicap to their team because they can't even be proper cannon fodder due to no survivability / health pool.

     

    STOP MESSING UP MY WZ BY JOINING WHEN YOU ARE UNDERGEARED AND HAVE NO CLUE HOW TO WIN! <--- See, I can complain about you messing my WZ up too.

  11. I don't know. But he killed by only using that attack and spaming it. But I've been up against "glitchers", hackers before so it's possible that was the problem.

     

    But I know that the attack has been pissing me off before. But this time really got me angry. Couldn't do a ****....

     

    And I guess you can't read...I was stunned for the whole time. Let me know what you would do if you would be in the same situation. And also the imparing remove ability was on CD. So give me a good answer

     

    Considering the backstab attack has a 9 second cooldown, I doubt he spammed it. You are lieing, it's as simple as that. You are mad because you got rolled by one of the few decent Op/Scoundrals around and want them nerfed again.

     

    #1 How do you know he was the ONLY person hitting you? (No combat log, no proof)

     

    #2 He is not "spamming" backstab, even if he stuns you twice (opener + 4 second stun) he can't use backstab twice.

     

    #3 If you are full champion and he killed you without you reacting, then you weren't paying attention.

     

    #4 And this is where the money is $L2P$

  12. That's all true, and that is frustrating, but you're not always going to get perfect teams. There's a difference in getting stuck with a team of morons from the get go but having a full game to make an impact on your own, starting with an even slate, and coming into a game down 4-0 already with 11 minutes to go and having to waste an entire match knowing you've already lost.

     

    You don't, and that's the benefit of it. The ones that choose to stay are the ones that need the medals/valor. Those of us who don't...won't stay, it's a WASTE OF TIME. Time is valuable to some, and those that waste my time, are not worth caring about in all honesty.

  13. People in WoW didn't leave as much as they are in TOR and in TOR when people leave they're directly destroying your opportunity to get your daily and weekly PVP quests done unless you quit every losing match too. Why should anyone be forced to constantly quit matches to have a fair chance at winning? I like to finish my games, personally. Even if it's 5-0 I'm not going to bail out like a vag that's too pathetic to accept a loss. It's no different than the people who play sports games online and cut their system off when they fall behind the other team. There's absolutely no sportsmanship involved in that, and ultimately PVP is a type of sport.

     

    Teams / sports 'eh?

     

    High school basketball team, the coach plays the best players and those players that don't perform are left on the bench. They enter the game with every intention of doing whatever it takes to win. They don't quit because everyone on the team is pushing themselves to win. That is a sport, a sport is a team designed for a specific purpose, to win.

     

    A warzone "team" is not the same. A warzone team can't even be called a team, it's more of a group. A warzone group consists of 8 individuals with their own agenda, some are there to win, some are there simple to have fun (because apperantly losing is fun too), some are there for medals/commendations. All of them have their own reason for being there, it's not a team sport, it's individual satisfation.

     

    Your "team" is a self gratifying group of individuals. Even with a 4 man pre-made, you get stuck with 4 self gratifying individuals which can cost you the game by doing absolutely nothing useful. Heck, some people can't even be good cannon fodder.

     

    Watch all the Powertechs/Vanguards and Guardians/Juggernauts in your next warzone...see how many of them have a protection score above 5k. None of them actually have to guard anyone, all they have to do is use a resource free non-gcd taunt to help their team survive a bit longer, I'm willing to bet 9/10 times...they don't even realise they can taunt.

  14. Except that then someone else is screwed over after waiting for a queue and getting thrown into someone else's mess that they had nothing to do with and have literally no chance at winning upon entering.

    And also, many people leave the second they fall behind. "Oh, it's 1-0, time to leave and requeue." even though the game is absolutely salvageable. Unfortunately, when 2-3 people leave a game simultaneously, it gives the other team a huge advantage for the 15-60 seconds that they outnumber the other team, so they usually score again, which causes more people to leave, and then it repeats itself. It's like a power play in hockey, basically, only more OP.

     

    Most of the time people don't leave because their teammates are medal farming, they leave because they're ******* who want to keep requeueing until they get a surefire easy faceroll win.

     

    When a ball carrier can run to the goal line with 2 healers healing him and only 1-2 people CC'ing/DPS'ing the carrier + escorts...I have nothing to do with the facerolling mouthbreathers on my team that are standing on the side fighting an enemy that doesn't even have to bother defending the carriers because he's distracted 4 people for the 20-30 seconds it takes to kill him while he blows all his cooldowns giving his team the advantage on the score. Or in Aldaraan when we have 2 turrets, and their team sends 6 to attack one of ours that only has 4 defenders and instead of going to help on defense, 2 ressers go mid to fight a 2 vs 2 and when they lose they cost us the turret. Or in Voidstar when 4-5 people defending one side over extend to the crates/ship thinking they are spawn camping the enemy as they jump down when really they are just killing the same 3 people while 2 stealthers go ninja the door.

     

    These mistakes are not a result of what I did, it's not something I caused. It's not my responsibility to try to hold the hands of every mouthbreathing faceroller that decides he's leet dps doing 30-40k dmg 0 protection and 15k healing at the end of a warzone, he doesn't need the win...he needs to quit pvp'ing period and go back to leveling alts.

  15. Its baffleing to me, a game starts to go a little sour, half the team bails, and they get right back in que. Hell I see some of them leave, and come back into same game more then once.

     

    The pvp's pretty good in this game, except for this one small, yet important issue. Is there some reason it was decided to leave this out?

     

    Thoughts? Links to why they left it out?

     

    I'm glad it's the way it is, with the requirement to "win" to complete your pvp dailies/weekly and BM's needing nothing more then the completion of them (valor/medals are pointless for BM's at the moment) it's only fair that if they get into a que with a bunch of people that aren't focusing on objectives and are just running around medal farming / facerolling they should be able to leave to get a better team.

     

    Everyone wants to complain about them "messing up" your game, but everytime the team gets distracted away from objectives and begins facerolling the warzone, you are messing up their game, because the ONLY benefit they get for being in that WZ comes from winning, while those still working on champion/centurian gear benefit from medals/valor.

     

    So yes, as a BM I do leave warzones if my team ends up being a majority mouthbreathing facerollers, and if I get into the next one and it's the same thing, i'll leave again until I find a group that's actually attempting to win the warzone, not medal farm.

     

    EDIT: I should also mention, 3 of my companions are in FULL champion pvp gear and the other 2 are in a mix of centurian/champion gear, so I literally have no use for champion bags and nothing to spend commendations on except adrenals / medpacks Which i've currently got about 50 of each and 1000/1000 commendations.

  16. So your still saying healers should be OP? So whats the point of playing anyother class then if you can just be OP healer? Wouldnt be cool if warzones would be 8 healers vs 8 healers. Nobody would die and nothing would happen. It would be so cool. Maybe i should change to a healer when healers can even tank better than battlemaster geared tanks? :D

     

    And the dps geared who were trying to kill the healer were not outgeared or bad players. Always on the top of the wz list.

     

    Which class are you playing? Because you dont seem to know anything about battling againts a healer when you think its that easy. Or are your servers healers just so bad?

     

    Or are you just bad?

     

    As i've said before, I have NEVER struggled to kill an un-guarded healer as a lone dps on my bounty hunter, guardian, or scoundral.

  17. I did go all the way in PvP and where's all these credits Im supposed to have ..oh yeah skills and crafting and companions ...so when i hit i was still broke.

     

    I went from 30-50 in pvp on my guardian and my bh with 400/400/400 for crew skills by level 40 on both and had ~650k (before level 50 mount/training) on my guardian and ~525k on my bh (before training, crafted my level 50 mount). Thinking you don't make great money pvp'ing is rediculous.

  18. Even if people are not geared, having stuns, heals and dmg helps. It could be that 1 thing that stops a turret cap, bomb etc....

     

    It further SCREWS everyone as the replacement person doesn't join instantly, or has to load, run to the battle, etc....

     

    It just really throws the imbalance of the battle to an almost unrecoverable state of catch up.

     

    If you start at 6 vs 8, and then another "leaves," you are at a 37.5% disadvantage of player - player.

     

    And, you aren't serious about your question I hope.

     

    No it doesn't, because odds are, if you're going in with that horrible of gear because you couldn't figure out how to re-mod your armor to make it level 50, odds are you don't know how to prevent white baring someone in huttball at a horrible time, you don't know that even though you are a dps guardian/juggernaut or vanguard/powertech you still have taunts that benefit the team. You are a hinderance when a decent geared, knowledgable 50 could be in the que as well.

     

    My point is simple...what you consider screwing a warzone over, I (and others as well) consider taking initiative towards enjoying myself instead of watching people faceroll their keyboard beating on a tank while 2 healers sit in back spam healing and laughing because the team i'm on has more facerollers then theirs does handing them an easy win.

  19. Maybe Bio-ware should have more gear available then for PvP'ers instead of 20/40. PvP'ing all the way to 50 gets you 2 maybe 3 pieces tops of lvl 50 gear when you turn 50 assuming you had enough for 6 bags when you turned 50. I'm not saying that you should be fully geared out as soon as turn 50 but the Gear jumps in available PvP gear is rediculous. Short of field stripping Weapons at 580 Commendations a pop for the chips there is no real way to Get PvP stats and gear post 40 for a 50 except going in with A) Sub Par PvP Gear or B) PvE gear.

     

    Itemization in this game is very poor especialy for PvP gear. Making standard PvP gear prices 300'ish for main armor pieces and 580 for weapons for centurion Gear and then requiring Champion and battlemaster tokens for those sets would help a lot for people going in under geared for PvP.

     

    Level 40 "PvP" gear IS pve gear...so there is no reason not to acquire new gear in TEN LEVELS. If you leveled all the way to 50 in pvp, guess what? You have a TON of credits, buy some level 50 gear...craft some level 50 gear...complete quests and get some level 50 gear...

  20. Please....please....add a debuff for ***** *** leavers that screw the rest of the warzone.

     

    Didn't any of you play sports? You don't just QUIT!~

     

    /rage

     

    Define screwing the warzone...

     

    is this like a lvl 10 with no advanced class que'ing...

     

    or a level 50 that does 30k dmg 0 protection and 5k healing at the end (but was there for the entire WZ)...

     

    or a Sorc/sage healer that hides in a corner and sac's life and heals himself repeatedly...

     

    or a level 50 that joins a warzone in lvl 40 pvp gear...

     

    or a team that ignores door clickers/ball carriers/turret ninja's...

     

    Define screwing the warzone, because in my opinion more then half the people in warzones are making pretty big attempts at screwing the warzone even if they do stay...

  21. Hello everyone. I have hit 50 with my SI and have decided to roll a new character. BH is my choice.

    Im going to use him for my pvp fun. Im looking for a hybrid heal/dps build that some may have experience with. I have done some searching and have not found what im looking for.

    I have little experience with a BH so far. Any build suggestions are welcome and appreciated.

     

    http://db.darthhater.com/skill_calc/bounty_hunter/mercenary/#::e3f8ef2ef2e3fe4fe2fecefe8f18

  22. So I originally started as a Shieldtech and remained so from 10-30, at 30 I decided to change to an Advanced Prototype and I'm loving it. In pve I find solo'ing very easy, even when using a dps companion instead of Mako. In pvp I find I do great damage, typically toping damage/protection and have decent survivability and have no issues killing healers (the immunity to knockbacks for 8 seconds is awesome).

     

    My question is, how does Advanced Prototype play out end game, both pvp and pve. Is it viable, or does it just kinda fall off the grid?

  23. I can't seem to find information on it anywhere but I have seen it a good number of times where the person holding the huttball in PvP matches becomes immune to being knocked back by things like the sage/shadow force knockback.

     

    I have also had it quite a few times where a sage and sorcerer (or enter other relevant classes) both do their force knockback at the same time and either only one of them goes flying, or they both don't go anywhere.

     

    Does holding the huttball give you a buff which makes you immune to knockbacks for a period? Or do abilities like "unstoppable" in the Juggernaught tree class knockbacks as "controlling" effects?

     

    Resolve and/or BH Powertechs and Trooper Vanguards get an ability in their dps tree that gives them 8 seconds of immunity to your knockback. I know I use it quite often when running across bridges/scaffolds in WZ's and I see a pusher/knockback class coming after me. And it's only a 30 second cooldown.

  24. You're right, when I'm playing my scoundral healer...I feel unkillable. I've had scoundral dps attempt 7-10 times in a single voidstar to kill me, only to fail every time even though I didn't have guard. I've had several people jump on me to try to burst me, only to escape and pop up somewhere else 10 seconds later spam healing my team again. When i'm playing my heal spec...I feel like I can't be beat.

     

    On the other hand, when I play my Vigilance Guardian, Advanced Prototype BH, or Scrapper DPS spec (ALL melee dps...) I feel like healers don't stand a chance. They typically won't last longer then 10 seconds with me dps'ing them with ANY of my dps classes. It would seem like they just fall apart, as if they didn't even have a chance against me. My guardian starts out with a couple gentle taps to build some force, leading to them pondering if i'm a threat, then when I have full force I burn consumables and blow them up. My AP BH needs no build up time, I yank them to me, into a hazard if possible, but not needed and go into a burst dps rotation where they typically take of running hoping to outrun my dps to no avail. My scrapper...well, they can nerf the class, but they can't nerf me. My shoot first isn't really a threat, but by stacking power > crit > surge my back blasts crit 4.5-4.7k so they end up running around a lot, but it's only a matter of time before they have to stop to heal themselves (no gap closer is a pain...but if they are moving, they aren't healing themselves or others) in which case I can easily outdamage their healing.

     

    My opinion...all you whiners that complain about healing...it's a L2P issue because even with my vigilance guardian and AP BH which people tell me aren't very good pvp spec's, I have 0 issues dealing with healers.

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