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Chaosmagistrate

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  1. I have actually seen three players so far that exhibit bot-like behaviour. One was a Mercenary who on every respawn, ran through the fire in Huttball, healed to full, then proceeded to run around in circles around the middle 2nd level where the ball spawns. The Mercenary would do this until someone walked within range, then it would begin tracer spamming. Now that wouldn't be very bot-like, except that this happened 5-6 times in one game...I was stealthed and watching, and getting free kills. Seen this guy twice doing that. Same with a Marauder who did the exact same route in Voidstar. Both bridges up, the Mara would run from defensive spawn, run across one bridge and across the other. It was kind of funny watching it do a complete two laps while people were fighting on the door(out of range of Force Leap). Actually totally ignored me while I was on the Expertise buff by attacker spawn, as it LOS. The only other one was a Scoundrel who kept Diagnostic scanning me and UMing over and over while I was full HP and noone was around. The Sc did this for almost a full three minutes while we were defending an empty node. No way to know if true bot, or terribad, but pretty funny nonetheless.
  2. The highest individual hit I have personally gotten on a 12k HP(assuming freshie-aka very little expertise) Marauder was 5358. My buffs were Power Relic, Power Adrenal. My stats are roughly 1759 Cunning, 73.58% Crit Multiplier, 34.61% crit chance...full class buffs+Biochem stim. All BM, except 2 piece Columi, and re-modded for Power Surge. The move was Shoot First. I can probably see a 6k hit if I had Inspiration, or had gotten a Berserker Buff instead, or maybe even combine all this with the Shadow stun dmg increase. I'd say 6k is very reachable on a no-expertise victims...For 500 expertise victims, probably under very ideal conditions(Aka with Inspiration + Berserker buff), and only on a Shoot First crit.
  3. There was like a 87 page thread based solely on the usages and counters to Undying Rage...if all you can see UR is used for is tanking, and not the big picture, then you might want to broaden your horizons a little.
  4. HS is a talented 1.5s stun, though with latency and server sync, it probably is more accurately reflected in real time as 2s...the actual corresponding resolve values are probably very close.
  5. Yo yo yo yo yo yo yo....back that up...I play half an hour a week dawg...I'm f-ing BAWSE!!!! On a more serious note, you are seriously asking that question on a PvP forum that involves video games? I don't think I have seen a single post in this entire forum that has a poster humbly admitted they got schooled. I'll start...I'm 5'7", 160lbs...and I got dunked on by my buddy who is 6'6", 275lbs....I think they need to revise the game of basketball to nerf tall people.
  6. Actually, in Beta, Sentinels were way overboard as soloist classes. Only near the final stage of the betas did the Centering mechanic replace Saber Throw and Force Push. This forced the Maras to play for uptime, and in turn gave them some group utility. This was especially so, prior to Centering Juggs were much better than Maras in most areas, except Watchman/Anni. So they were in fact nerfed in terms of overall control, but gained group buffs. You can't compare the entire Centering Mechanic and Pacify to Guard and Taunt. Centering requires a decent amount of uptime, even with Rebuke bonus and up Watchman(once again, it cannot be assumed that all Maras are Anni). Guard is on perpetually and smart players break and swap Guard on the fly. And then there are Taunts. As for the overall topic of the thread was first initiated concerning how UR is what pushed the Mara into "OP"...that is the crux of what was first being argued, and that is what is being discussed. Now if we are talking class balance entirely...No one on this forum is fully qualified to balance these classes, simply for one reason-no one can honestly be objective. If the topic of discussion is to deviate from the pros and cons of UR into the realm of the entire class in general, then I doubt anyone here is "pro" enough to give any real input. Unless you of course have been invited to be a professional game tester, then I stand corrected. To close, UR is not overpowered. It provides a backloaded way to provide additional uptime. The counters are many and have been explained at least a dozen times in this thread. If the OP refuses to adapt his playstyle for specific ACs, then the issue is not the skill, but the player. Grandmike...It seems your qualms are with the Annihilation Marauder, which anyone with an open mind knows is amongst the top 3 duelist classes, and it doesn't help they were in fact buffed very slightly with the Searing Saber fix for PvP burst, but lost some ground in PvP and PvE sustained. If you come from WoW, then maybe you might understand this analogy. Warlocks, in TBC, were amongst the best duelist class. But as you put them into teams, they got progressively weaker. In 2s, they were very strong, 3s they are ok, and 5s, they only fit in very specific comps. I'm not saying Maras suck in groups, but their strengths and weaknesses are much more easily noticed in group combat.
  7. That is the topic of the thread, but you also choose to call all stealth classes cowards for playing strategically and buying time for respawn/reinforcements. So you are the one who is flipping around with your rebuttals and opening arguments. I personally wouldn't go as far as using Vietnam as an example, but tactics are tactics, if your "amazing dps train" was that good, they should have never capped to begin with. Barring that, it's called strategy. I heard BF3 has objectives and has no cowardly stealth maggots...you might want to look into that.
  8. Against an Op, generally eat the sap near the node. Then if you have to break it, use the time to move about 15-20 m away from the node, so when you get sapped again, you force them to have to waste time to to walk to the node. Against a Shadow is a bit tougher since they can technically sap you twice without filling your resolve. I'd still do the same thing, but always let your team know.
  9. Way too many people don't understand that. They tunnel in and get obsessed with the kill. For NOW, wzs revolve around OBJECTIVES. Yes, killing is definitely needed the majority of the time to win said objectives. But.... Denial of real estate and interaction is just as key. Forcing a healer out of position from pulling in a Huttball or healing the carrier. Forcing the healer off the point, away from their guard. Shutting down their ranged DPS and forcing them out of their comfort zone can be pretty damn important.
  10. Best -short term survivability. Blanket term of best overall is BS. A Kinetic Shadow has much better long term survivability. Comparable CC to other classes...I wouldn't even compare, as we have zero stuns, zero knockbacks. Depending on Spec, Choke is necessary for DPS uptime, Awe is pretty awesome though. Best Utility...outside of Awing doors and nodes, we have the lowest ability to peel, we are the worst healer/ranged protectors(read peeling). Instead we can maintain good uptime on healers, and are arguably the best caster shut down artists, and thanks to -20% healing debuff, we are definitely a great Main Assist. They're also pretty good ball carriers, at least not the worst, and they're pretty good at defending nodes(not as good as stealthers). Other than using Force Choke and pacify, we cannot save anyone, nor can we control more than one target. I won't argue with great mobility, but that's simply because we have zero ranged CC other than Force Choke and no hard stuns. Without Leap, Maras would be slightly worse than Ops, because at least Ops can stun and keep uptime-we won't go into the other issues of Ops, as that does not pertain to uptime. Best Interrupts-Now you are assuming Anni, which NOT every Mara is. But I can roll with that. PTs who spec 12 pts into Tactics(don't recall Imp name) can get the same 6s interrupt, Pull can be similar to Leap, but is affected by Resolve, and Carbonize and Cryo can also interrupt, but once again on the Resolve, so isolating for sheer capability to interrupt, Anni Maras are in fact the best(but that is reserved for Annihilation ONLY) Papercrafting does not work in MMOs, because you simlpy have to take into account the big picture. A good example would be a lot of people don't treat the 2.5s AoE stun for PTs as an uptime/defensive cooldown tool, because they don't think of it as a way to neutralize everyone around you to buy two globals to kill your target. But in practice, that is what it actually can do. That's why you never isolate the context of abilities, because it's not what the tooltip says, it's what you actually do with it.
  11. You should also mention that Assassins and Ops self-cleanse also clears DoTs, pertaining to the subject of cleansing. And in terms of defense, I don't see how UR is that much better for a node defense. Ops do it better. With sap, smart Orbital Strike, some ranged attacks, and Vanish, rinse repeat, run around the pillar or kite on the ramps, they make better defenders waiting for reinforcements. Shadows are good as well at harassing cappers.
  12. I didn't even know that stuns would work...It probably stems from the fact that I play classes wtih either no stuns, or only 4m stuns...
  13. Good video. It's refreshing to see a video which doesn't only showcase winning situations. It was really nice to see how Torque changed up his approach in a subsequent duel with you.
  14. Lulz cool story Brah. Nowhere do I say that Austin should listen to me. L2Read. Better players adapt, and if your reading comprehension was up to par, you would understand my disclaimer. I'm clearly pointing out that the OP has refused to acknowledge the counters to UR.
  15. It's really hard to time, but it is repeatable.
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