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Groundshark

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Everything posted by Groundshark

  1. Do you need the equivalent piece from the equivalent set to trade? Example -- BM Enforcer Gloves => WH Enforcer Gloves? or can I do... BM Enforcer Gloves => WH Field Medic Gloves?
  2. What are the requirements for unrated gear then? Does it still require a BM piece to purchase? Does it matter which BM piece you trade in? For instance, could I trade an Enforcer piece (IA DPS set) for the healer WH piece?
  3. What are the requirements for the unrated and rated sets of War Hero gear in 1.2? I'm hearing mixed feedback and would like someone to confirm requirements.
  4. Anyone else think this sounds pretty awful for PvP? This is basically an inadvertent way for Juggs to resolve cap someone with our bread and butter gap closer. We already have a slew of other talents to apply resolve (grip, push, intimidate, backhand). This new passive ability will only hamper us from being able to use these other skills when we might NEED to do so. BioWare, please don't let this hit live.
  5. You guys have been making consistent class changes in each patch. What is your formula for prioritizing class balance changes? What classes can we expect to see changes to in the next few patches?
  6. I agree with most of the suggestions made here, but there are some balance issues I'm sure the devs would have to consider and also some tweaks that I think would be necessary to maintain balance and help simplify the class. Do this, and also make them useful outside of PvE engagements. I don't even have these damn things on my hotbar, ****, I don't even think I've trained them. If Shatter were a passive to Impale, the passive boost would have to be significantly better than what Shatter is today in order to provide equal or greater value that Shatter provides. By adding Shatter we gain -- 1) An additional rage dump for when other prioritized abilities are on CD 2) Another way to invoke Savagery In order to more or less "equalize" this deficit if Shatter were to be made passive for Impale the "new" Shatter should, theoretically -- 1) Lower the cooldown on Impale 2) Increase the crit % chance on Savagery from 60% to 100% This may prove difficult to merge in that Obliterate costs rage whereas Charge does not, but aside from that a good suggestion IMO. I mentioned this in a response to Zoeller's post on the Classes forum about Juggernauts/Guardians. I honestly think this is a simple change which, if tuned properly, will extremely simplify the ability bloat in this class' rotation. Again, as I pointed out with the Obliterate suggestion, this can be a tricky change as Saber Throw generates and Vicious Throw depletes. I'm not sure that changing VT to actually generate rage would be the answer, either as I'm not sure if that is balanced. I also mentioned this to Zoeller on the Classes forum -- I think the range should be increased for Vicious Throw. He mentioned they were looking into the mobility of the Warrior/Knight in PvP, and a range increase on this ability would certainly help increase our viability while being kited. This suggestion not 100% sound. Do not forget that Retaliation more or less nullifies the target's defense in that it can't be missed, parried or dodged, so simply increasing the next attack's damage would not suffice as the defense bypass would be OP for certain abilities up next in the player's rotation. However, perhaps if they made the next ability used ignore dodge/parry/defense (can't miss) WITHOUT increasing damage, then that would be incredibly useful. An issue of balance arises though when you consider that no rage would be deducted as it is today when Retaliation is used.
  7. Georg, thanks for this great post. It's good to know you guys are looking into our class. Some questions about your points, specifically for Juggernauts/Guardians -- I'm glad you guys realize this... my Powertech buddy with similar gear and fully tank spec'd (I'm DPS spec'd) out damages me in every WZ, simply due to the fact that he can't be kited. Have you guys considered giving us more mobility, more burst or more mitigation to survive the onslaught while being kited? Have you guys considered the rotations for Guardians/Juggernauts as well? It too can be complicated and takes some finesse and efficient decision making to play. A great example would be Sunder and Assault (Jugg). Why have both? The ability bloat in this game is huge as it is making things even more complicated for the Guardian/Juggernaut, why not remove the cooldown entirely on Sunder to have it replace assault? I tend to agree with this. Shien and Shii-Cho forms in PvP are a death sentence when I'm targetted. I have to sit in Soresu if I want any kind of survivability which leads to rage starvation, especially while I'm not being targetted. Ideas would be to give more rage bonuses to Soresu in the Rage/Vengeance trees further up or (probably more intuitively) bonuses to survivability in Shii-Cho/Shien in their respective trees. This is certainly a welcome change, but what about Obliterate? The description of the skill certainly sounds like it should close some distance, but it's only usable from 10m. Can we bump that up to something more substantial? Say, 30m with a slightly longer cooldown?
  8. Stop spewing this garbage. FPS is bound by the capability of the GPU. Loading is bound by the capability of the CPU. Therefore if you seek better FPS, look to a GPU upgrade first.
  9. People seem to be forgetting that Shockwave (the smash bonus) ticks off of Force Choke too, so theoretically there is no showstopping dependency on Force Crush. Although this is purely theory craft, you could pick up Unstoppable with a 0/13/28 build and still do great.
  10. I would not compare this class with the MS warrior from WoW. There is not nearly the same amount of burst damage in this class compared to the MS warrior.
  11. Sounds a bit like Force Scream to me? Does anyone know if these are bugs?
  12. Smash and Force Scream don't seem to stun in PvP. Is this intended?
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