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AureanAvra

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Everything posted by AureanAvra

  1. I'm having a very tough time deciding between the Juggernaut and the Marauder for PvP. I've leveled both around 15 or so, but they both seem extremely weak at the moment, and from what I remember they didn't seem to either come into their own til about 40 or so. I'd like to level one or the other to 50 for mainly PvP. My main is a Sage. The Marauder seems to be the best 1v1 class which is tempting. It also has self heals and some nice survivability/escape CDs. The Juggernaut seems to have Force Push and the ability to tank going for it. Any tips of which are more fun/effective in PvP at 50?
  2. Casting on the move is awkward, at least for PvP. It makes it hard/annoying/awkward to juke. Even if the Tele could cast on the move it wouldn't fix the issue in PvP really. All it's damage and regen come from casting disturbance which is easily interrupted/shut down. The spell just need to hit a lot harder to be worth the cast or they should just make it instant. Maybe via a deep talent like tremors.
  3. The Sage/Sorc Telekinetic/Lightning spec is currently not viable in PvP or PvE. The spec seems suffer from a combination of too little burst/too much casting/too little mobility. Are there any plans to adjust the spec going forward?
  4. There are plenty of way to make a spec that relies on casting better. The sniper is basically a hard hitting casting spec. It has the same issues of LoS, Interrupts, Mobility as a Sorc. It is compensated for it's lack of mobility by very high burst and it's not interruptable from cover. It's just a question of Risk v. Reward. The Lightning Sorc is along the same path. Currently though the risks just outweigh any potential rewards too much. They can increase the reward end (aka high burst) or decrease the risk end (less hard casting).
  5. Why fix it only for PvE when it can easily be fixed for PvP as well? Maybe we should fix it for PvP and don't worry about it's PvE ramifications. I think we can all agree it was intended to be the burst spec for the Sorc/Sages, but they way you choose to play the game shouldn't get a preference over the way another person chooses to play. This game has two very viable end game routes and both should accounted for in any changes.
  6. While I agree that the entire tree could use a better overhaul and focus, i think as a function of time and effort it would be likely anytime soon. The development team has too many other things going on to redo one spec for one class. A change to lightning strike via a deep talent and a buff to Thundering Blast damage are two quick fixes that could easily be implemented which would accomplish the goal of at least making the spec viable. It still might not have a soul, but it would be playable, where its current form it really isn't.
  7. That doesn't make the spec any better in PvP where the main problem problem in mobility. Lightning Strike really doesn't hit that hard. An instant cast version is probably comparable to to "free" moves that a lot of other classes get which are also instant. Commandos/Mercenaries can be used as a good example. Tracer Missile/Grav Round is a 1.5 sec cast that hits for around 1.5k and easily buffs itself to the point where it's hitting even harder. Is there problem with this from a balance standpoint? No not really. It's easily interruptable and requires that cast to give up mobility. Lightning Strike/Disturbance operates in a similar fashion. It serves as the lead in to the rest of the tree, but in this cast it doesn't do nearly the same amount of damage. The risk v. reward is off. They could make Lightning strike hit harder or they could keep the damage where it is and buff the mobility. As it stands now it will never be used in pvp when the wrath spam is more mobile and does more damage.
  8. All three trees are not viable. Lightning/Telekinetic isn't competitive in PvP or PvE. For both situations, the spec is far too immobile. For a spec with such long cast times and such little mobility, Lightning/Telekinetic does too little burst. It's very easy to interrupt or LOS any of the damage. They either need to buff the mobility of the spec or it's damage. I would start by making Lightning Strike instant cast to fully spec'd lightning tree. That alone would fix mobility w/out increasing damage. Theyn could then even out the damage disparity by buffing Thundering Blast/Turbulence.
  9. They should just help Telekinetic/Lightning by making Disturbance/Lightning Strike instant cast for a fully spec'd sage in the school. It would address the mobility concerns.
  10. There is definitely a difference between Telekinetic/Lightning and Balance/Madness. The real problem is Telekinetic/Lightning just an awful spec to into purely. It has no mobility and basically requires subspecing at least 16 points into Balance/Madness to be successful. Since that is pretty much the defining ability of that tree it makes both specs seem the same.
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