Jump to content

Batcheck

Members
  • Posts

    46
  • Joined

Everything posted by Batcheck

  1. I actually never played a pyro or assault specialist, but they seem pretty lost when I spam triage. I'm not sure what the exact effect is (or heck I'm not even sure I'm not fighting those Iron Fist specs usually), but I can even throw sucker punches against them instead of having to save my UH for EMP since SRMP seems to do fine healing against them.
  2. Those two have gotten very annoying. Seems to have started after an emergency patch for me. The randomly coming out of stealth happened to me on voidstar while I was smuggling people across the bridge too (no enemies around at all). Just sucks when you are trying to be sneaky, and kind of defeats the purpose of stealth if you can't rely on it.
  3. I wouldn't say there is so much a rotation. It's all utility based with this spec. We usually roll with 3 to 4 guildies in WZs, and if the rest of the team is healing heavy (another 2 healers including myself) I'll lean DPS. If on the other hand the team is DPS heavy, I'll play more of a healer. For DPS, I pick an enemy healer and open with shoot first. Then I refresh SRMP on myself, and get my DoTs up (Vital and Shrap). Once the dots are up, I hopefully have 2 Upper hands and I Back Blast > Wounding Shot > Blaster Whip > Wounding Shot > Wounding Shot. That usually ends the first healer and I move on to the next. Obviously fill in the Interrupts and Dirty Kicks in there to make sure the healer can't get a heal off before you kill them. If the second healer is already being dealt with, and we are not in a situation that requires setting up for CC to cap an objective, then I start rolling my dots around the enemy team and then do support healing with some wounding shots on low health targets. For DPS, keep in mind that SRMP on yourself and another one or two targets helps a lot. It almost guarantees you'll get an Upper Hand from SRMP every 6 seconds. Don't be shy about dumping energy on this spec. I do run into situations where I'm starved, but they are rare. You generate so much energy with dots, Pugnacity spam, and Cool Headed that you can almost not watch your energy bar.
  4. Unfortunately all I have to offer is anecdotal. I did full champion, full recruit, champ+battlemaster, recruit+battlemaster, and now I'm probably like a majority of the pvp community in full BM working on WH. Under 800 expertise my wife, brother and I were getting destroyed by everyone in BM gear, and your overall contribution to the team is very hampered as well. I see it still today, PVE heroes might as well not waste the team slot, and for some reason lots of people mix PVE and champion gear still today and are often in the bottom 3 on performance. DPS PvP guides I've read tell you to prioritize expertise and you're just doing those guys a favor by widening the expertise gap between the two of you. I think in general, it's just safer to lean on expertise from what I've experienced. Maybe exceptional players can abuse the stats Champion gear offers vs recruit, but I've yet to see that on our server.
  5. Yeah except the PvP formulas are slightly different. For example (these numbers are from memory), in my ~1200 exp gear my SRMP crits are 1080 on fleet and 980 in a warzone. I'm not sure how expertise vs other stats affects it all and a google search didn't give me a quick answer, but it's not as simple as you make it sound. This kind of logic is why we still have idiots sporting Rakata gear in Warzones and spending more time respawning than actually fighting.
  6. When you can't sustain a burst a player down you change the way you play. The best example I can give you is the Wohast videos. Most good healers will attempt to CC right away, so Escape out of that (at least Socr/Sages will). Then you distract the first heal, while keeping the damage going. At this point they should be half dead, you wait to see them cast a big heal and Dirty Kick to not let it get off (tendon blast Sorc/Sages because they will try to range you soon). They will get desperate, so just time your Flash grenade on the next heal (I actually have no clue if KO counts towards resolve since I don't have it on my spec) and hope your distraction is back by now to stop their last heal. By now hopefully the healers dead, if not there is some bad luck involved with no crits. Keep in mind I'm DF/Sawbones hybrid, so this is a general strat, not specific to Scrapper. PvP is dynamic, some healers have fought me often enough, they know how to counter this and so I have to adjust again. That's what makes PvP in SWTOR so much fun .
  7. I can kill healers on my DF/Sawbones hybrid. I can't imagine not being able to down one on Scrapper. Smart healers are tough though, and they are suppose to be.
  8. This. If you still want to do damage then the better route is the hybrid route. I've done both DF/Sawbones and Scrapper/Sawbones and it's very effective.
  9. 6 medals could be credit for the bugged fast win plus one damage medal? Edit: although 1.6k shouldn't get you a medal for damage.
  10. Creds are such a joke though. But at this point this debate is getting kind of useless. Most people with Champ gear probably already upgraded to BM and all the new players only have the option to go recruit.
  11. 1 Sniper/Silnger is bad enough. But 1 can be dealt with to some extent. If I see one in a match, I'll try to harass him/her because their strength in pvp is going unnoticed in the background just picking off people. The problem is when you have a group of 2 or 3 organized Snipers or Gunslingers in a match. At that point your team has to be smart enough to deal with them, which is rare with PUGs.
  12. My brother and I queued, got Void Star, and then I noticed 3 Snips get in cover (within 10 feet of each other). The rest of that match was my brother (Sage DPS not sure which spec) going "F'N Snips" every 30 secs after respawning. It was more or less lamps to the slaughter. Worse part is, the average player doesn't understand that they need to be harassed and would rather beat senselessly on a Juggernaut while the Snips just sit there comfortably.
  13. My bad, I though we were talking exclusively about pvp set bonuses and favoring champion gear to keep a 2 or 4 pvp set. Field's tech 2 set is great and I can see full Sawbones getting a lot of utility out of its 4 sets. It's a tough decision, and having played both a DPS and a healer in pvp I tend to try and inch every bit of survivability out of my gear. I went the expertise route for that reason (when faced with a Champion vs Recruit gear decision even with slightly lower health), and it helped that I liked the itemization on recruit gear better (even with the lower stats).
  14. I'm actually pretty good at soloing certain classes on this build. Jugger/Guardians are the thing I struggle with the most. I've had surprisingly good luck with Assasin/Shadow specs, though that could be I always end up picking on the lone defender while the good players are rushing a spot. Sentinel/Mauraders it's been 50/50, though the fights are usually so long that one of us bails before a kill.
  15. Our set bonuses are not very game breaking though. Overall with how expertise works now for a DPS its tough to justify Champ over Recruit. The funny part is how many people still believe they are better off stacking other stats and completely ignore expertise. I called out a gunslinger in a match yesterday wearing 3 pieces of PVE gear (not even columni or rakata), champion gear, recruit and some BM pieces. It was like arguing with a wall.
  16. I support this change. It is a piece of the puzzle I strongly believe is missing in our arsenal. Other than offering us more Shoot Firsts, it would give us that mobility we strongly need in PVP. So many times I wish I could stealth run ahead to catch a pass in hutt ball, only to realize I have to wait another min and a half. As the sneaky class, I don't get why Force Camo is on such a short CD but that dead horse has been beaten enough already.
  17. I was actually surprised at how good the healing is in this spec. I've had a couple of long matches where I was 200k healing and DPS. I try to keep my SRMP useful too by prioritizing tanks, healers, and the higher DPS I know. In hutt ball, I SRMP the ball carrier and his tank then rip DPS off them. Fun spec, almost tempting enough to go full DF too see how I'd destroy people.
  18. With this spec though you don't have access to Kolto Cloud, and you want to DPS with your healing.
  19. None. From what I read and have come up with, I think the best combination is 2 piece Pvp Field Tech's with 2 piece PVE Field Enforcer's set. Someone else correct me if I'm wrong though. This is one of those areas I have a hard time finding a consensus on.
  20. I tried the spec last night. It is very powerful. I had a match with 190k Healing and DPS. With my gear (I'm not full BM set yet) I was actually able to contribute on kill destroying healers when they were marked and focused. I did feel like I lost a lot of survivability compared to the Sawbones/Scrapper hybrid. But now its just a question of weather you need to be self sufficient or more destructive, which will be up to you team comp.
  21. This information is incorrect as far as I can tell. I just tried it on the level 10 training dummy, and each tick with no talent points spent anywhere was ticking for 307/481 normal/crit respectively. I took "No Holds Barred", "Holdout Defense" and "Open Wound" only. Then did another few tests. My ticks were still 307/481 normal/crit but I got a 6th tick (which also ticked for 307/481). So this talent is a dps increase.
  22. Going to try this after the maintenance tomorrow. I'm curious if Black Market Equipment actually affects your SRMP, or if it's just an assumption. I'm at 35% crit with Lucky Shots and without No Holds Barred. So if Black Market Equipment acts as advertised, I bet I'd get some sweet healing results with this spec.
  23. It is very situational. But there are uses for it for PVP. In Voidstar I'll use it when our group crosses the bridge, it makes it so Juggers and Mauraders can't close in on you mid bridge and cause issue. It also makes it tough for the opposing team to get a correct count on which door is getting hit the hardest right after you get the bridge open. If we are losing in Alderaan sometimes I can convince a group of people to gather under mid, and I'll group stealth to one of the side nodes to make it tough for them to Call For Help in time. On Novare sometimes after capping a node (usually when we cap to 2) I'll see a group quickly move to the next enemy node to try and stay ahead of enemy rushes. I'll usually join that group and group stealth them right away so that the opposing team doesn't call for help till we're almost on top of them. Novare is a great zone for some strategic group stealth. The zone is big, and people can see you coming long before you get there and prepare. Group stealthing can delay their reactions to you rushing a node. Obviously in every situation you have to weigh the reduced movement speed into the equation. Sometimes you just want to get there ASAP.
  24. When it comes to PVP not going to the top of your tree (hybrids) and getting some versatility from another tree have proven to be very useful. Personally I'm a 23/18 Sawbone/Scrapper (variant on what Wohast posted in his thread http://www.swtor.com/community/showthread.php?t=388668), and I'm loving it. I'm not the best healer on the team, and I'm not the most destructive DPS. However you can dynamically adjust to most situations in a warzone to best serve your team. Good matches I usually end up with 150k DPS with 150k Heals, and I still have a lot of gearing to work on.
×
×
  • Create New...