Jump to content

tjstyles

Members
  • Posts

    23
  • Joined

Reputation

10 Good

1 Follower

  1. Yeah, when I came in, Mythicrose was the first post it showed me, so I responded to that as the OP.
  2. I actually kind of agree with this post. If going stealth drops the ball, then why wouldn't leaping or getting pulled by your teammates drop the ball, also? Being able to leap to players while carrying the ball or having allies pull you to platforms gives you an unfair advantage, just like stealth does. One could say, "Roll a Jug, then you can force leap with the ball, too", but the simple counter to that is let stealthers carry the ball, because people should just roll stealthers to be able to stealth with the ball, too. Seems to me that Force Leap/Storm and the Sage/Sorc ability to pull friendly players to them should cause the ball to be dropped. Enemies knocking you back or grappling you should not cause you to drop the ball; if they are dumb enough to grappel you into a better possition, you deserve to score the ball. To the original topic, doesn't the ability for a few people to carry a WZ make it better? I typically like to have a buddy or two for WZs when I play, and it is frustrating as hell to get grouped with a bunch of people in Voidstar who do not fight at the doors on defense, or who don't try to slow people down when people are setting the bomb. You really need a group of 5 or 6 solid players for Voidstar to be effective or just a lot of luck landing a bomb or two when the other team isn't looking. Sure, a couple of good players can keep the enemy off the doors while defending, but if you cannot bomb a door you can be in serious trouble with your opponent getting a little bit of luck. With Civil War, it is very important that the other people on your team know how to slow the enemy down or how to cap on the opposite side of the node from the enemy. If you are with people who just want to kill things, they won't cap the turret and you can't cap the turret because the enemy has free reign to shoot you. Sure, getting players who can actually kill the enemy in Voidstar and Civil War can compensate for getting players that know how to play those two WZs, but if you get some absolutely clueless teammates, it is much harder to be successful. In Huttball, you can kind of ignore all the bad teammates and win the game yourself. If you roll with a couple of good friends and communicate well, you always have a say in how your Huttball WZs end. Not so true with the other two. That, to me, makes Huttball more desirable (even though I don't really like Huttball; but I am a Vanguard, I like defending nodes cause I am good at it).
  3. I am certainly not trying to discourage anyone from playing the Scoundrel. Just because I don't like the DPS rotations does not mean that other people would not like it. I thought Scrapper did a pretty good amount of damage; I ended up spamming Sucker Punch because it would one-shot most weak and standard mobs. Anyway, I took your guys' advice and leveled to 30 for Emergency Medpac and it is night and day. I have not played a ton since getting to level 30, but having a free heal is very nice. We will see how it goes healing a Heroic or a Flash Point before I make my final decision, but so far I can see it might have potential.
  4. Yeah, Shield Specialist Vanguards actually get two interrupts: Riot Strike and Storm. Granted, for Storm you have to start 10 meters away, but still. At 26 I am doing a good amount of damage still, but it is certainly leveling off a bit. I don't believe I am doing any more damage than my Vanguard was at this level and I think I am in the same range as my Scoundrel (he is level 27). I thought maybe it was because of the Concussion Charge with Cryo Grenade, but Vanguards get Neural Surge and Sages have Force Stun and Force Wave, which equates to the same things, but they also have Mind Snap (their interrupt). Seems like if the Commando would be broken having Riot Strike, then Sages must be pretty close to broken right now.
  5. Yeah, I use Concussive Round all the time. In the scenario that I was referring to, I was doing one of the Heroics on Nar Shadda, and I had 3 strong mobs that all heal. I had one CCed and the other two kept healing each other. I was able to eventually out damage the heals, but it would have been much less of a pain if I just had a normal interrupt like everyone else. I don't mean to complain, and if they don't want Commandos to have an interrupt that is fine by me, but it seems odd that only 1 class out of 8 doesn't have that ability. I am not going to stop playing a Commando over it or anything, just curious if it was omitted by design and why.
  6. I am an alt-aholic, so I play every class. I got my Vanguard to 50 and I started working on a Scoundrel. I am now 27 and I simply do not like him at all. I have rolled a Commando and he is level 25 and I am considering shelving the Scoundrel until I get the other classes to 50. The one big thing I like about the Scoundrel is Tranquilizer. That is why I was able to play the Smuggler for so long. But my damage seems sub-par and my healing seems much weaker than both the Commando and the Sage (granted, my Sage is only level 21, but I soloed certain Heroics on Coruscant easily on my Sage when I had to run out over and over on the Scoundrel). I started going the Healing tree on my Scoundrel. It was ok, but I didn't feel my heals were all that impressive. I tried to heal an instance and was OOE quickly on every fight (didn't help that we had two players tanking and neither got aggro on all the mobs, so I was taking damage too, but still). We ended up getting a Sage that was 2 levels lower than me, and we blew through the instance. I know the first reaction is that I am just a noob, which is probably true as well, but I have healed raids in WOW with Shamans, Druids, and Paladins, so I am not new to healing. I have also healed the same instance with my Sage and Commando with no issues at all. I tried the Scrapper tree after that, and it was ok. But, it seemed I eventually was just spamming Sucker Punch in most pulls. My rotation against stronger mobs was decent, and I actually like managing my stacks of Upper Hand (though I feel they drop a little too fast; a little lag makes it hard to get through your rotation and keep your stacks up). But, as a Scrapper, I had a lot of trouble surviving those harder fights. My companion would take gobs of damage that I could not hope to heal through, and I ended up having to spam heals instead of going through my rotation. And I could never use Kolto Pack as Scrapper, cause I could not spare the energy or cooldown to get the Upper Hand buff. So, I went back to Sawbones. The last thing I don't really get is our Cover Mechanic. I know a lot of people complain about Cover, but I like the idea. I just don't understand how it is supposed to fit in our rotation, or when it is supposed to be useful to us. I find that I only really use cover to toss out Sabotage Charge against strong+ mobs. Charged Burst just does not seem that energy efficient when you compare it to Back Shot and Blaster Whip. And, while it is better for energy than Thermal Grenade and Quick Shot, getting into Cover and casting Charged Burst takes 3 seconds. By the time you cast two of them, your Blaster Whip is off cooldown again. I just wish that Cover was a bit more efficient than the other abilities, while the other abilities had better DPS. Against a stronger mob we would get in cover and stay in cover, but when we needed more burst we get up and Back Shot/Blaster Whip. Any suggestions on how to improve the play experience of the Scoundrel? I don't need any "roll something else" comments; I already have. It just feels like the Trooper is much more engaging in their DPS rotation. I am using more abilities, and I don't feel like I have to CC every fight with a strong mob to have a chance to survive. Do things get better after a certain level when I get a new ability to my rotation? Do my heals start to be a bit better? My Commando just seems so much more versatile, and Supercharge Cells is just so good compared to anything I noticed on the Scoundrel. Any suggestions?
  7. I am just curious if it was intentional that the Commando is the only Republic Advanced Class without a straight interrupt. I realize that abilities like Cryo-Grenade and Concussion Charge interrupt casting, but their cooldowns make them a bit impractical when fighting a couple of mobs that heal. Since they don't prevent the casting of the ability, the mob goes right to casting the heal as soon as the effect wears off. It can be a long process to take down two strongs or elites that can heal each other. It just seems like an oversight to me. Every base class besides the Trooper has their interrupt in their base ability pool. All Smugglers get Distraction, all Consulars get Mind Snap and all Knights get Force Kick, but only Vanguards get Riot Strike. I am just curious if that was by design, and if so, why the developers felt Commandos should not have an interrupt. (Does anyone know if the Bounty Hunter is set up the same way? If their interrupt is available to both advanced classes, that would suggest the interrupt for the Trooper is misplaced.)
  8. You do realize that I have never said that the Scoundrel and Gunslinger aren't different, right? I do you realize that I have stated multiple times that they are different, right? You also realize that no matter how many times you imply that I am saying they aren't different, it's not going to become true. Let's pretend for a second that I consider equipping a bow an ability for a moment. You are right, as a Rogue, you would never use that "shared ability" in actual practice. Can you say the same about the shared abilities of the Scoundrel and Gunslinger? Can you see yourself ever hitting "Cover" as a Gunslinger, except on trivial fights? If you can, then you have proven my point. I am making two arguments. 1) The Scoundrel and Gunslinger share several abilities that can be placed on your quick-slot bar and trigger the global cooldown when they are used; and 2) No two classes in WOW share several class abilities that can be placed in your action bar and trigger the global cooldown when they are used. (Note I said class abilities here; just figured I would head off the "Every Man for Himself" before you tossed it out there.) You can continue debating against arguments I am not making if you like. You can keep telling me that the Scoundrel and Gunslinger play differently and I will keep agreeing with you. You can keep telling me that Rogues and Hunters can both equip ranged weapons, and I will keep agreeing with you. Unless you plan to show me how Scoundrels and Gunslingers do not both have Cover or how Rogues and Hunters both have Sinister Strike (or a similar ability), we're just saying the same thing with different words.
  9. Whatever. I never said they didn't play different. I said they share abilities. I said that Mages and Warlocks don't share abilities. If you think equipping a bow is an "ability", that's fine; I don't. Saying a Scoundrel is to a Gunslinger as a Mage is to a Warlock is iggnorant, in my opinion. But, I am done debating this cause I really don't care. You can believe what you like, and I will believe what I like.
  10. Please read my post again. Not only did I say ability, but I also asked for an example of a Rogue ability that a Hunter has. Not vice versa. But you are probably wasting your time. You are not going to be able to convince me that a Scoundrel is as different from a Gunslinger as a Mage is from a Warlock. Not when a Scoundrel and Gunslinger share two dozen abilities.
  11. Sounds more like a Frost Mage spamming Scorch to me. Your Gunslinger does not have Cover? Your Gunslinger does not have Flash Grenade? You Gunslinger does not have Charged Burst, Lucky Shots, or Thermal Grenade? Give me one single example of a Rogue ability that a Hunter has. Just one. One example and I will concede my argument. Let's take Rogue for a minute, since Rogues and Scoundrels both stealth; it seems like a good example. Ever play a Combat Rogue? How much stealthing do you do then? You think a Combat Rogue's rotation looks anything like a Sublety Rogue's rotation? They have completely different fighting styles. Sinister Strike is the energy dump ability of a Combat Rogue; I never even had it on my bar if I were Assassination or Sublety. It was either Mutilation or Hemorage. There really is no parallel in WOW for advanced classes. I probably should not have gone down the path of comparing it to the WOW talents, but I do still believe that it is closer to WOW talent specs than to the different classes. Especially after WOW changed up how it does it's talent specs.
  12. "amirite"? I don't know, but you may be 12. Read my original post, it's only 1 page back. It's also pretty standard practice to read someone's comments if you are going to retort to it. People have said on here that wanting to switch from Gunslinger to Scoundrel is like wanting to switch from Mage to Warlock. I say it's not. Gunslinger and Scoundrel share several dozen abilities, while a Mage and Warlock share zero. Playing a Gunslinger vs. playing a Scoundrel is like playing a Fire Mage vs. a Frost Mage. Both Mages have the same core abilities, but both have new special abilities and play a bit different than the other.
  13. I will agree that advanced classes do not compare to a Ret Pally vs. a Holy Pally if you will agree that advanced classes do not compare to a Mage vs. a Warlock.
  14. Personally, I am neither for nor against changing your advanced class, but I do want to point something out. While I appreciate the differences between a Scoundrel and a Gunslinger, I have to point out that a good 30-50% of the class is shared between the two. It is not like a Mage and a Warlock in WOW; those two classes are completely different. Some abilities are similar to the other class, but they aren't the same. In SW:TOR, they are the exact same ability. It's two flavors of the same class. The advanced classes in SW:TOR are closer to the talent specs in WOW. People have talked about how Gunslingers have two pistols and Smugglers have a Scattergun. Gunslingers are DPS while Smugglers heal. Well, Ret Paladins use a two-handed weapon while Prot and Holy Paladins use Sword and Board. Ret Pallys only DPS while Holy Pallys heal and Prot Pallys tank. WOW used talent specs to change how the class worked while SW:TOR uses Advanced Classes. WOW allows the player to change the way their classes work; SW:TOR does not. Also, while I appreciate the comments from some people telling them to roll on the other faction to get a different story, there are many of us who are on the faction and server we are on because we came over with a bunch of friends. I am going to roll all 4 base classes on both factions because I am an alt-aholic, and I enjoy the story aspect of the game, but for some changing their main to the other faction makes it so they cannot play the game with their buddies, so it is just not an option for them. I personally could not care less. I am going to have one of each style anyway. But, if I were BioWare, I would be considering how many people are going to decide to reroll the same base class to run the other advanced class vs. how many people are going to just cancel their accounts and go play their PS3. WOW is successful because they keep their players happy. Players want dual-specs, Blizzard gives it to them. They want instance queues, Blizzard gives it to them. They want 10-man raids, Blizzard gives it to them. Mabye BioWare should be the stern parent that tells the kids they can't have everything they want. Maybe not. I personally do not see what the big deal would be allowing the swap.
×
×
  • Create New...