Jump to content

detora

Members
  • Posts

    136
  • Joined

Everything posted by detora

  1. Face tanking a group of ranged dps isn't a marauder's job anymore (RIP derpsmash). Play Veng Jugg if you prefer that playstyle.
  2. So tonight is out unfortunately for us. I did speak with Gladius earlier today on my alt (S-key) to confirm we would be queueing, but my healer is a tard and forgot about her prior RL obligation. Sorry for the mix up mate. We will be queueing tomorrow night (Sunday 5/10) for sure.
  3. I've never played on Bastion (and obviously didn't participate in the event) but ranked PvP, by nature, is competitive. So who is being slighted? The inexperienced casual regstars? I don't mean to sound condescending, but carebear attitudes don't benefit anyone. If a new player really wants to get into ranked, they will persevere. Every good team has took its lumps and learned from their competition.
  4. Yep, this massacre change makes it worse than Bladerush Was this an intended change the devs didn't mention, or just broken code?
  5. Nice try Poonz. But yea, the sub runs out in a few days.
  6. I assumed it would lol. I was kiting my buddy while testing it and the furthest range was about 80m before the CD expired.
  7. This bug also persists through death. Meaning, if you die just after you LS an enemy and they kill you, they'll still get mezz'd every 5sec. Tested it in Outlaws Den fwiw, so idk if it would happen in a WZ while you're in the graveyard. It also keeps LSing your original target if you switch targets after the initial LS. The control you can have on healers in arena is insane right now. This really needs to get hotfixed asap.
  8. This is too good. Reaffirms why I and everyone I know has unsubbed to SWTOR. GG Bioware.
  9. What you describe is how 1 dimensional swtor pvp is. As a healer (in ranked or regs) the worst feeling is watching your team die around you while you're chain CC'd and interupted. Ofc that takes coordination that you won't generally get in a pug match. But the point I'm making is that you *may* think tunneling a healer is a good idea, yet a smart healer will kite and make people get out of position. This ranges the enemy from their own healers (melee in particular) enough for your team (assuming they have the situational awareness) to kill the mouth breathers. In other words, dps that peels for their heals are far more valuable to the team than going rambo in the enemy backline only to die 10x.
  10. I'm getting a team together soon and this has been a topic we're debating as well. I initially wanted to go Fury because its burst is harder to slow down. But the one main advantage of Carnage that I think people overlook is using Pred (along with Unbound) is far less of a dps loss than it would be in Fury. Unbound is incrediblty valuable for the team to get out of roots and maintain time on target. Even without Berserk, Gore-Devasting Blast-Viscous Throw is good for 20k+ damage in 3secs. Carnage has better sustained dps though. So, even if you're running hardswitch, you still need to put out good enough dps to force a guard swap. So here I feel carnage is probably a bit better. And lets face it, Massacre spam is annoying as hell so the tank will take notice who you're on. Personally, if I do decide to play Fury it will be on a Jugg. I think the utility a Jugg dps brings can be more valuable, and the DCDs are stronger than Marauder's to deal with derp hatred/PT comps.
  11. Just some shtter trying to troll devil.
  12. IME, not really like you could in the past. Hard swap comps used to use AoE mezz to setup a switch. It's much harder in 3.0 since single target melee burst classes are so bad in the current meta (carnage, rage jugg/mara). IMO there's no true "melee" class in the current meta that you can dominate with in 4s anymore. Hatred is not melee. AP is not melee. And while Vengeance is very good, against a comp with a MM sniper the Jugg will run out of CDs and die. The best strats seem to be straight pressure regardless of dps comp (DoTs, burst) with as much CC and/or pressure on the healer so they'll fall behind. It's basically a DPS/HPS race now.
  13. Oh, Energy Rebounder is huge but I didn't take it because I assumed I'd be dead before the CD reduction could take effect. I've healed solo ranked in the past and since most teams will derp on a healer first it's just a matter of keeping yourself up and outlasting the other healer. It's by no means easy, but my experiences as Arsenal in S4 were the same amount of focus fire with very little to live longer than 20 seconds.
  14. Yesterday I went 1W-4L before I accepted that Arsenal just isn't viable in solo ranked. No one in ops chat complained though. I'd tell 'em to try to get a kill before I died. Sadly, nearly every class out there when played at an equal skill level, can last far longer than a Merc. Well, maybe not a Sniper if they're stunned before Entrench, but at least they have an option... Every team I faced had either 2x Shadow/Sin or 2x Jugg/Guardian. Every round I was focused (no surprise) and died first in all but 1 round I believe. I'm ok with that; someone has to be first blood. My experiences went like this: Get hard stunned to start and bursted by 3-4 ppl. I'd break if I was at sub 50% within the first global (which was the case most times), pop everything or almost everything (chaff flare. shield, adrenal, medpack, emergency scan) and get restunned. Once I was whitebarred and out of the second stun I'd Hydralics, Power Surge+Healing Scan+Kolto, kite my butt off and TRY to do my damage rotation (net-priming shot- tracer-blazing-heat seaker). Most times I was out of whitebar before I could ever get off HS and immediately stunned again. Then I'd be bursted through Kolto. And yes, I take 30% DR while stunned. A "good" round I'd pull off 20k damage while taking about 80k. Other classes such as Juggs and PT's can easily take equal damage without support yet never have to stop their damage rotation in order to do so. And let's not mention sorcs, because you know, they had it bad for a while. Mercs apparently have been too good for too long to warrant a buff. I realize solo ranked is full of RNG and classes should not be balanced around 1 game type. However, I challenge BW to come to a PvP server and queue ranked as Merc DPS. Perhaps then they'd finally f$%ing get it. /endQQ. Carry on.
  15. It's because of the current meta, where control and mobility are King.
  16. IDK man, assuming crits on everything (because we're talking about burst POTENTIAL): Rburst 12k -> FStrike 13k -> Obliterate 8k -> Force Scream 7k Thats 40k damage. Fully min/maxed Dark Reaver has 42kish health so the 5th GCD would only need a 2k VThrow to kill him. Of course this doesn't include 2 GCDs of setup (saber throw, leap) but nevertheless, its a lot of damage if not mitigated.
  17. No offense, but I have no idea what you're trying to say.
  18. For an opener: Saber Throw -> Leap+Enrage -> Raging Burst -> Furious Strike You use ST because it procs the 6pc set bonus autocrit for FStrike. (yes, I know you're clipping Rage doing this, but it hardly matters if you take Unyielding utility in PvP) At this point you have 2 GCDs left from Cascading Power buff (5% damage buff). Furious Strike also grants Beaten Down, giving 5% damage to melee attacks and also procs Retaliation. Obliterate hits even harder than Retaliation and too is weapon damage, so it also benefits more from the BD debuff. And you also get a Force Scream proc (grants 1rage) so its just a matter using the hardest hitting abilities in that window. So, to expand upon the opener: ST -> Leap+Enrage -> RBurst -> FStrike -> Obliterate -> Force Scream From there you throw in Force Crush and Retaliate. Use Sundering if you need rage - you'll never have to autoattack. By that time RBurst is off CD again. If you spec into Overwhelm, ravage is a good way to bait a DCD (evasion, KB, stun) to setup burst. In PvP It's really just a matter of cycling Enrage and Force Crush every other RBurst for Shockwave stacks, using Obliterate/Leap to proc an autocrit RBurst, and maximizing damage in your CPower window (FStrike, Obliterate, Force Scream). You will not have many opportunities to go through a "rotation" in PvP as a Rage Jugg (you will eat every stun, root and KB thrown your way). You get used to maximizing your damage output with the little time on target you have.
  19. Rage isn't EZmode anymore. It should be played as a single target burst spec (smash hits like a noodle even with 3x Shockwave) and it's rotation is much more involved than Vengeance. You have quite a bit less survivability compared to Vengeance, far more prone to CC (no Unstoppable) and arguably the worst mobility in the game. But it's burst is insane. I think it would be OP if other classes didnt have such an advantage in mobility. I don't think it's worse than pre 3.0, but Vengeance in the current meta is better unfortunately.
  20. I primarily mained melee classes in PvP but have recently began gearing my Arsenal Merc. You can do an incredible amount of single target damage if left alone or if you create you own space to work in. I don't PvE or play IO spec, so others can help you there. I've dabbled in healing spec, but I'm bad at it. Positioning and kiting are your best DCDs. Coming from playing a melee class, Mercs are easy as far as dealing damage - your main rotation consists of 5 abilities. The tricky part is if you're sat on by a good PT/Jugg/Sin/mara and they can shut you down. You have to use your environment to your advantage and know your opponent's CDs as well. I'll save my Power Surge for popping Healing Scan if I feel I'll get focused. Or, I'll purposefully not use Rail Shot for the instant proc on HS. PS+Concussion Missile is great too if used in the right circumstance (insta CCing a tank to switch to a healer, for example). Electronet is very powerful and should be used when needed, not just thrown out on CD. I tend to use it after an opponent has used a major DCD (resil, force barrier) to secure a kill, or conversely, to force an enemy to use their breaker making them a priority to hardswitch to. Don't facetank. Run like a ******, kite people to edges and Jet Boost them off. Speaking of Jet Boost, it's very good for separating an enemy team. Use it tactically, not just for self peels. Thats all I can think of right now. GLHF, and gratz on not rolling a FOTM class.
  21. Unless its a centralized server (ala PTS for ranked) or legit xserver (which, from my understanding is not possible with the game's engine) I suspect teams that want competition will have to agree upon a server to transfer to. I guess we'll find out soon enough.
  22. And who are you? Because I don't recall seeing you in ranked. 1) TEH has some very good pvpers. PM only added to that player base when we were there. 2) Stop bringing up my guild. We left with no drama or bad blood, so I'd appreciate our name be left out of any poop talking threads. Carry on.
  23. I played AP/Tactics for a long time (since pre2.0). The playstyle was most certainly frontline/melee. At that time Smash was still a thing, and AP was a very good counter to the lolsmashtards running around. I do accept that PT has changed quite a bit now. I disagree almost entirely with what the devs did by making AP, like you've said, a midranged class. They're unkiteable and can pillar hump when getting focused. 2 of their strongest abilities crit for 9-11k and are 30m range. 4) Concealment operatives would like to have a word with you (referring to the glowbat comment ) Anyways, 15m range is unprecedented and doesn't make sense considering PTs can burst from 30m, have constant uptime on a 50% snare and 10sec Hydraulics. It's broken, but players that main this class tend not to see it. 5) AP's AoE taunt now gives the user 30% defense chance. That's what the old Degauss did. AP has 30% AoE reduction and 30% reduction while stunned. Mara's in particular have to use a utility to get the former and have no option for the latter. Energy Shield is no slouch, and the CD gets reduced to under a minute while taking damage (I never did the math, but it's up quite often). And dont forget about Energy Redoubt which absorbs a bit of damage as well. Kolto alone doesn't prevent you from being bursted down, but KO+dmg reduction while stunned is very good. KO+adrenal will keep you alive outside of a 15k Ambush. As it stands, AP can take roughly 90k damage (on par with Juggs in fact) to be killed if you cycle your DCD's well and spec into SC heals. Mara's can take barely half of that. And any smart player will save a stun/mezz for when UR is popped, so no, UR is probably one of the worst DCD's in the game currently. In ranked 4s it's not bad, but that assumes your healer can freecast to burst you back up.
  24. From a PvP stand point, AP's burst potential is borderline obsurd. I don't think anyone can argue that. But from my point of view, the real issue is the playstyle change in 3.0 that has broken AP. 1) 30m Thermal Det. The old Pyro spec TD was nerfed back in the day to 10m because PT's are a melee class. Now you can setup your burst from 30m. Bad idea, but it doesn't stop there... 2) Rail Shot doesn't require a bleeding target. Pre-3.0 AP's playstyle was to get in at 4m, Retracble Blade then proceed with your rotation. Now, RB isn't even needed to blow someone up. Sure it's a sustatined damage increase and helps with energy management quite a bit, but isn't exactly "required". 3) LOLHydralics. The 45% speed increase is quite possibly the stupidest idea I've seen implimented in this game. Add to that, that PT's can spec into a perma-snare on their spammable attack. The combination of these 2 utilities make them either unkitable or damn near impossible to stay on target as a mDps. 4) 15m flame/mag burst is dumb. Again, PT's are a melee class. 5) Shoulder Cannons. The ICD is far too short, which we know. But, I'd also argue that Pyro is the spec that needs 7 rockets now, not AP. AP in 2.x had 7 rockets to aid in its single target burst (because it was a more cleave oriented spec). Since 3.0 effectively swapped the 2 specs it stands to reason that the burst spec now should only get 4 rockets.
  25. 1v1 in most situations Vengeance is better. Rage is squishier and easily CC'd and kited. In ranked 4s, I personally prefer Rage in 3.0 (but in the current meta where Sins and PT's are T1, running a warrior dps is an uphill battle). You have much better and reliable burst windows, no DoTs to worry about breaking your own or your team's AoE mezz . Fact is, Vengeance can be shutdown rather easily if the enemy team is cycling roots on you and prevents you from leaping on CD. The spec heavily relies on Unstoppable to get the most out of it. In reg's, Vengeance is pretty much the go-to spec and is easier to get bigger damage numbers at the end of the match. The playstyle to me is quite similar to the good ol' lolsmash days. Now, you leap in, Shatter-Vengeful Slam a big group and marvel in the derpyness. Rage is more complex to play rotationally and is more challenging in PvP because you don't have Unstoppable as a crutch. I really like Rage in 3.0, but I don't play it much because of glaring class balance issues.
×
×
  • Create New...