Jump to content

Bobbeh_Cgly

Members
  • Posts

    77
  • Joined

Reputation

10 Good
  1. http://img59.imageshack.us/img59/9373/nejaa.png Nejaa in Jedi armor... I like it alot
  2. The problem with your analogy is if youve watched any starwars at all you know that a good jedi can block 90% of blaster fire thats coming his/her way. knives cant block bullets. Jedi's don't fear blasters, they laugh at them.
  3. Ok Sure but that analogy doesnt apply. Look at what happened when Han shot Vader on the cloud city... Vader stopped it with his hand. Not to mention a Light Sabre isnt a knife its a sword, and the more comparable analogy is who brings a sword to a Bow fight. As which you can answer alot of people did, over and over and over again. Don't like that analogy? Well we have the *********** force, should we not just rip the gun out of your hand and stab you with our knife? Cause we can... Simply Put when a Melee is on a Ranged's face, the range should be disadvantaged. When at range the Melee Should be disadvantaged. Melee should have good range close, Ranged should have good snare and cc to make distance once closed. The problem here arises that Ranged isn't really phased if melee is in their face, half the time they don't care at all. Thats a big problem for a group that is dependant of mattering when they are close to you. Ranged should win at range and melee should win at melee range. Currently Ranged wins at range, and At melee its a toss up but because the Ranged has been burning you since you approached he will burn you quicker at melee cause theres no downside. They should have an accuracy falloff up close, that makes it hard to hit within 4m's and hard to hit outside 25. By hard to hit i simply mean chance to hit and chance to crit are both highly reduced. Why? Cause simply if a melee class is in your face your aiming your gun isnt gonna be as easy as him waving his lightsaber.
  4. I dunno i seem a little out of place here. My 45 Guardian Defense Spec, feels like a god. I jump into a fight 2v1 (doc and i) vs a heroic Champion npc, and its a tough fight. 3 Silvers is a tough fight 2 Golds is a tough fight 5 regular mobs is maybe a tough fight. I always use position to my advantage if a group is spread out i jump to the furthest out and force push him towards the rest. i use the AoE taunt to make sure all the melee is on me and around me. I run a Artificing Guardian, so i always have a same level saber and majority of my armor, i pay alot of attention to my Additions from Modifcations, implants, ear piece and relics. Making sure im always getting a large amount of Endurance and a good amount of strength. I engaged a player BH 2 levels less than me , when he jumped me i was at 70% health. I was able to manage skills keep range and kill him with 10% left. So far boss wise for story line: I don't think i've met a boss that seriously thumped me hard yet. I usually am same level or slightly above when i go in, but when i get the the planets im usually same level as minimum or 1 below. I find our class is a equipment dependent class, that if you let your mods, implants, relics get too far away from your level you will be in alot of trouble. This is why i switched to all orange gear early on head chest hands feet belt and legs are all upgrade able. The hardest mobs to fight for me so far have been pistoleers, or sorcs (both being gold spawns) They have alot of alpha damage that if you don't interupt your screwed, or if you arent constantly readjusting out of aoe's or cones of fire that you'll be screwed. Part of what i find really helps is having Blade storm, riposte, and force sweep, all increase my defence whether its a bubble, an increase to resistances, or reducing enemy accuracy. I can imagine DPS specc'd Guardians having a hard time as i dish pretty decent damage, but if i didnt have the health i do (11.8k currently) i'd be in for a world of pain. Last tip* Trick * for the day, for really hard bosses, put guard on your companion and tell them to engage first, once they are engaged you engage and keep your threat low. Once their health (companion) hits half, use a taunt and suck the boss to you, that gives you more buffer than you have alone also allows for more time you can dps without also tanking.
  5. Think about it like this, 2 Guardians can aoe reduce and taunt reduce 30-40% damage to the focusd friendly target for 6 seconds. This plus a healer = dps is still alive, now imagine that with guard on and your near 60% Damage reduction on 2 targets, plus their natural armor damage reduction. Plus their 6 second ability freeze that stops all actions for 6 seconds, guardians, and juggs are able to mitigate and deny a large portion of damage by themselves. When you add a healer or two to that mix you get infinitely more results because the heals arent reduced but the damage taken is. I've had healers keep my guardian alive as i was diving around the entire enemy team bombing aoe taunt, slow, AoE damage, taunt, AoE ability freeze and such. you know what happened after the first 2 minutes, i got primaried immediately... and the healers had fun and we won. Why? cause with healers keeping everyone alive and my guardian making everyone harder to kill. its honestly like our teams playing with a 2 man advantage. I love love love when a team has a good healer. Thank you healers
  6. i disagree, tank plus healer = unbeatable combo, as if they wanna drop the healer and im protecting and taunting their dps is reduced by 60%ish and im still doing full damage. If they primary me im damage reducing and healers healing. If i have 2 dps with me then f uck son while im keeping the healer alive and outa harms way they are ripping **** up. The problem is, that a team with 8 dps vs a team with 7 dps and a healer are both teams of squishy, therefore most dps wins. Completely Agree with above tho
  7. But why should any class, win 90% or above of 1v1s they have. Skill aside, same level, same gear, should they not be at least close fights most of the time?
  8. Minute 3 Scoundrel reduces a lvl 50 in bout 12 seconds at 4 minutes he does the same in just a lil longer
  9. i can link another 4 videos identical to this on youtube
  10. op cant see its op. because that would require introspection, a skill only jedi knights have
  11. Kill them or force them off? negative i run 90% of the time my cc's usually allow me to escape. did you not read anything i said, i was in full retreat till he screwed up and i gained the upper hand. And last i checked (today right before the patch), my resolve bar started decreasing back to 0 right after i came out of cc which meant he could still get a limited cc off on me.
  12. Cool the only cooldown i can bust is the cc break which i may need to use to get away, i have not been bursted to death in one cc yet so i do not break the first cc, if i get ambushed by an Op i bug out, as a tank they have the dps advantage and picked the fight the odds are stacked against me completely. Therefore i sit and wait out the first cc, then use my cc's and start making distance while also using my slow, my aoe ability neutralizer, and my damage reduction skills to keep me alive while i try to escape. If you don't remember Guardians and jugs don't get a speed boost or an escape skill till late 40's and that only works if you have a friendly to jump to which if your out and about you may not. I made up nothing in my post, all i stated is that at same level there shouldnt be any class that is able to burst damage half of a tank spec tank gears same level tank. I mean its a no brainer if im starting the fight with <50% health imma die unless i has heals or i get away. Even if my DPS is better than his he has 8.5 k hp ish i have 10.5. First ten seconds he has 8.5k and i have 5.25k. Then i start fighting my most damaging abilities may allow me to stack 2 cc's and drop hims to about 5.5k hp, Maybe (once again tank spec.) He then has the choice to try and disengage or engage me, difference is he can still use his second vanish and back stab to try and drop me the rest of the way without me fighting back or get me damn close, while my cc's are almost all on a minute timer, meaning im not getting another free hitting session on him. Result he wins bout 3k to 0 if im lucky 4k to 0 if im not.
  13. All i know romes is they open up to hard. I was playing tag with a 45 Op vs my 44 Guardian (10.5k hp) He/she Would beable to open me and get me to over half before the nature of the stun broke. If i cc broke it, then i would get flashed and they'd move off and attempt to re stealth and set it up again, ofcourse by this time im at half or less health and running backwards with my fingers over warden and blade shield, incase i get opened again. The problem being is i finally catch the bugger, and im burning them down, get it to about5 20% life and hes running hard and im trying to maintain cc and aoe area to keep him outa stealth when bang flashbanged and stealthed. My only 2 concerns is the open is a little to much, i mean we are one level apart and im 100% spec tree and same level mods or nearest in my orange gear, so why should i be half'd in the first 10 seconds. Secondly They are an error free class, if they screw up they attempt to cc and stealth away if they succeed there is next to 0% chance you'll beable to catch them unless its a city map. they should not beable to restealth if targetted under a certain % health. That way if its a good fight and they are losing and you get them below that percent its over. Like fighting Sorcs i jump to em and i use cc's seldomly mostly for interupt, using warden and bubble from blade storm and blade barrier to avoid nuke dps. But once they are below 30% they know its over and if they try to cc and run i cc break and leap to them and they are done. No class should beable to escape 100% of the time if they want to. The only reason i escaped a 50 sniper today was i managed my cc's and ran to the friend npcs in the nearby imp heroic which are friendly to me and allowed me to escape. But in all honesty if i hadnt landed the perfect push, and perfect choke, and perfect hilt bash i woulda been dead. So thats my two sense as a tank spec guardian in pvp, you should expect a few things from me if you don't your class needs tweaking. - 1 i won't die quickly - 2 i won't do alot of dps - 3 i have alot of damage reduction skills and stacks. Ohhh and btw did i mention my Damage reduction from gear against same level is 45% which means for him to drop me to half in the first 10 seconds, he would have to deal 10k ish damage.
  14. I think everyone here is a bit confused... It wasnt really so much a nerf as it was a fix of a broken feature. Slicing wasnt supposed to make you as much as it did, so they fixed it, bringing it in line with all the other gathering professions. Treasure hunting is pretty decent if you sell the eq/companion gifts/ and use the gathering stuff. But saying its pretty decent means i make maybe 200 per mission on the mediocre returns. the rich returns pay nicely. Problem is people seem to think that these missions were supposed to be a primary source of income.... Well unfortunately Missioning/End Product Crafting/Questing/ Pvping/ Flashpoints/Operations = The primary sources of income Gathering = Secondary. People complain cause they didnt like how they dealt with the problem but if you saw it as a problem you'd love the speed at which they responded. Slicing should be = to all the other gathering skills. The skill that suffers most is Treasure hunting as it has no world nodes to make money off of, Just missions.
×
×
  • Create New...