Jump to content

Boissi

Members
  • Posts

    315
  • Joined

Everything posted by Boissi

  1. Yes, well, the weaker side should lose. The faster they lose the happier they'll be. There's nothing quite as tedious as waiting out a 2-1 match against a far superior team. What this change will do is ensure that two equal teams will have an equal chance of victory. Right now it's just about whoever gets the first two turrets, which not only comes down to skill, but luck in guessing where your guys are needed, and in the case of a pug, also down to whether anyone wants to follow directions. I predict pug matches will be vastly improved, as well as premade vs premades, since capping will be made easier. Easier to dominate a team, sure, but who really cares if you're not going to win anyway.
  2. If you like the look of operatives, roll one. They're fine now, and they're getting buffed in 1.2, while the two other healers are getting nerfed. I think the healers should be around equal then, with operatives possibly gaining a slight edge in pvp, but that remains to be seen.
  3. Demanding a healer is almost fair. But when I leveled my sentinel the group insisted on needing a tank for the last spot, which they tell me my sentinel isn't. A tank at level 10-11. Wut? Ended up 2manning it with another sentinel then.
  4. I'm almost certain you'll never succeed with fabricator. iirc its hp was nerfed some time ago (I haven't been to normal KG in a while) but it used to be hard to pug because of enrage even with 8 people. Not sure how big the nerf was, but I doubt it was big enough. Having only one ranged dps sounds like certain fail. If you were in like full rakata it shouldn't be a problem, but since you guys can't even have columi weapons yet..
  5. Juggernaut tanks aren't that bad. Sure they don't do any damage, but even with a pve spec and gear I was really feeling useful when I started out pvping. I pushed out like 300k protection in one voidstar, and just generally kept the healers (as well as everyone else) alive. Sure it's rubbish compared to what an assassin can do, but it's not a broken spec by any means. Just worse than other tanks. Also, a jugg tank is hands down the best ballcarrier in the game. Healer operatives, again, not bad at all. Great survivability in fact, and the most mobile healer in the game. I've got one running the ball with me most days and I really wouldn't trade that guy for anyone else. Huttball utility not on par with a sorcerer, but far above mercs, and for the other two warzones I'd say it's pretty level. Sorcs can top the charts easier maybe, but I still have no preference. Most of the best imp healers on my server seem to be operatives. So now that I've defended two of the mentioned specs, I have to say AP pyrotechs must be the worst. It's so gimped I can't quite imagine what Bioware was thinking when they designed the tree. But if we're talking about specs that people actually run with.. probably lightning sorcs. Not that they're a total pushover, but it's such a gimp spec when you compare to all the hybrid specs, and even full madness. Next patch we'll see a lot more of them as well... oh the horror.
  6. Way better than alderaan. At least you're always fighting in there. There's a far better chance of a comeback in voidstar than alderaan as well. I think if they lowered the plant timer it would be better though, since at the moment two good teams fighting will always end in a tie. At least they'll be vastly improving pug voidstar next patch, since the time it takes to blow stuff up actually counts. The rng-decisions are kind of crap (even though I always seem to be on the winning side)
  7. Not sure if people actually read your question. It is almost always better to wear columi over centurion. I started out my pvp on my juggernaut two weeks ago with almost full pve gear, and didn't feel weak. Had like 200 expertise and did just fine. Replace columi with champ, but not with centurion, unless you're really at 0-100 expertise. That's my opinion at least.
  8. Make smash damage instant. Like have it deal damage before the animation is finished or just plain change the animation. It's such a frustrating ability in pvp at times. Pressing smash and then getting knocked off and wasting it just annoys me so much. Will be even more annoying in the next patch with the longer cooldown. For Vengeance I do wish the top tier skill was an instant hard-hitter. Like mortal strike for wow warriors. I definitely wouldn't mind a heal-debuff on it. I don't like dots, but I do like vengeance dps in pve. Shatter is just pretty awful. At least reduce the dot duration, please, but preferably just get rid of the dots and replace with instant damage. Two wishes, but for different builds (sort of, since smash isn't that important for vengeance). Immortal is already good for what it does.
  9. Firstly: you had two healers?! Seriously? Let me tell you: you would've wiped and failed no matter how much you aggroed. Secondly: you're probably talking about the bug with stealth. Don't use stealth to start a fight. It can sometimes make you aggro from far away. With your normal heals you're not going to pull any more aggro than the next healer. Also, your tank sucked. Tell him about taunt next time. And may I suggest using the vanish ability? There's also a fairly big chance that you're trolling, because your story just sounds so ridiculous. If that's the case, disregard my advice.
  10. For attacking purposes taking a side-speeder barely saves any time as it is. The time it takes to go back and defend is a far more important factor for any game. A moot point imo. As for your second scenario.. well, I just don't see your idea. If a team holds left and mid (imp point of view) then you can zerg either side, preferably the left because they can't defend it as fast. How will they block your zerg up there? Will they have like 6 or 7 people there? No problem, don't go there. Just go mid. If there's 4 people waiting in front of your spawn on both sides, just crush the guys on the side and take the turret. Your points just make no sense to me. If you can't beat their groups, then of course you will never win, as you wouldn't right now. The patch WILL however give you a far better chance of taking a side-turret, and in a case of having a far superior team, a much better chance of getting 3-cap. In your scenario, where the worse team holds the side-turret that connects to the enemies, you won't be there in time to defend if they decide to take it. That's the point: there will be more caps. If they want that turret, you can zerg any of the other two while they're taking it. Also it sounds like you're thinking the teams would be right in front of your spawn waiting for a fight. How about a stealther into their back to cap? They'll have to fight at the nodes or lose them. Ultimately I just cannot see how this could possibly make it harder to cap stuff.
  11. You have a point, of sorts, but I'm not sure how well you thought it through. You see, you don't have to go through the enemies in order to get to the other side. You can go under the mid from your own side (or if the enemy team is for some reason there, that's even easier for you). There won't be any bottlenecks. And if you win the fight for a side turret you're likely to get it. You won't be interrupted forever. As things are right now, I've seen countless fights where the better team will lose because there just isn't enough damage to kill the enemy players fast enough to get a cap, even if nobody in your team ever dies and the enemies keep falling.
  12. To kill hoarding. Not saying it's the right choice by Bioware, but that's just it. No one would buy the pre-50 stuff if you could spend comms on your 50 gear. That said, I would love to be able to buy full BM gear next patch while leveling (won't be possible). As it is, there won't be much of a reward for pvping at valor cap (e: just realized that valor won't mean anything either. oh well..). Getting the pre-50 stuff won't take that long, and anyway, it's still just basic blue gear that could be replaced after just one level for better blues. But meh, presently you get full centurion so quickly that it doesn't really matter that much. Granted, centurion isn't very good, but with correct play you'll always be viable.
  13. Well, this is great news. At the moment the side that caps 2 in the beginning will always win with correct play. This should even it out a little, and give the other side more of a fighting chance. Will also make mid pretty essential. I think we'll see lots more caps, and have much more entertaining and hectic fights.
  14. Those are group buffs. You get the same buffs for playing with a group. Deal.
  15. As a rage jugg I don't really fear anyone, but the ones I hate the most are snipers/gunslingers. When those guys target me during combat, there's just nothing to do but run away. Can't charge them, which is especially annoying in huttball. 1on1 they're hard, but not impossible, but I don't care about 1on1 at all, and those guys slay me the best in warzones. On my sorc I hate operatives and assassins. Hate dat burst out of nowhere.
  16. I see tons of helmets with those graphics in GTN every day. The boe orange versions are called something like ancient paragon's/vindicator's headgear. There are crafted versions as well, and bop drops, but that graphic isn't rare. It's also a pretty rubbish design imo. The mouth to me is just too ridiculous. The coolest helmet design for a sith warr is imo the graphic that precedes that, the elder version (as opposed to ancient).
  17. According to everything people have gathered on the PTS, sentinels will do better dps next patch. However, there's absolutely no point in rolling the FotM-class just because it's good right now. Sentinels are already the most played republic class, while gunslingers are among the least played. Also, Gunslingers are ranged, which is a big bonus. So if you have no preference in terms of gameplay, I'd go gunslinger. Far easier to gear one, and many groups will prefer ranged dps over melee. If the readings are true and sentinels really are outperforming gunslingers next patch, then it will be fixed in time.
  18. You've probably been hit by a whirlwind of a madness/hybrid sorc. It has a stun after it breaks if talented. I've never seen what you're describing otherwise.
  19. It's 3%. Three percent. That's literally nothing. Definitely not worth losing wp and endurance over. Just keep the hot on yourself and don't use consumption every time you get the proc. It'll be fine.
  20. I've never understood the whining about shadow/assassin tanks. I'm sure they're good, but they've never made me go "wow" like many other classes. 1on1, sure, they're good, but I don't care about 1on1. It's the burst the dps specs are capable of that bothers me, but since I've never played one, I'm sure there are downsides. The class is fine, and it's refreshing to see bioware seemingly happy with a class, judging by the lack of nerfs or buffs.
  21. Because it works on immobilized and slowed targets, not stunned. Force charge immobilizes without crash. Force choke is a stun.
  22. Boissi

    best 1v1 classe ?

    Annihilation marauder / watchman sentinel, no doubt in my mind, provided cooldowns ready on both parties. E: Lots of people say tanksin, and while a good tanksin can pribably kill a marauder, marauder will melt through healers, which you're unlikely to kill with a tanksin. I'd say overall my money is on a marauder. Pyrotechs are close behind those two as well.
×
×
  • Create New...