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Trebarian

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  1. This proves that BioWare loves Inquisitors more by letting them dual spec and put 93 points into their talent trees. Nerf them now or you will loose my business!
  2. I take it you're not familiar with the field of Evolution, or even science for that matter.
  3. Not quite as durable as a Trooper by any means, who is gaining a higher defensibility through armor rating in and of itself. You also need to consider that most Shad/Sin in Combat Technique are not using a shield generator in PvP, thus losing one primary form of defense through Shield/Absorb (and even if they do, the consensus is that it provides little advantage in PvP anyway). Overall durability is far more comparable to that of Guardian/Jugg. Mitigations between the classes can't be considered "the same" either. Some, such as Internal and Elemental damage mitigation are higher on Shad/Sin, while others are not. Bottom line is that a tank speced Shad/Sin in Combat Technique is going to be squishier than a Vanguard/Merc in most situations.
  4. I play a Kinetic Shadow and absolutely love it in WZs. It's true that you need a lot of keybinds, but that's something that can make the class really fun and add more depth/utility to your role. You should accept your role as a harasser, controller and de-buffer. Don't worry about scoring high on the damage charts, although you will be doing great damage when played correctly if paying attention to your procs. After an initial attack from stealth I like to concentrate on the appropriate de-buffs and AOEs first, single-target damage second, if in the midst of a group. These include (every time they are up) Slow Time, Mind Control and Mass Mind Control, Force Slow and Stun, and Force Breach. I use Force Wave judiciously and only in the appropriate situations (clearing a platform, for example). Guard is up at all times, either on my healer or primary DPS. With a good, guarded healer on your back you can be close to invincible sometimes. As to a few other class benefits you have superior reduction of Internal and Elemental damage, a decent self-heal with Harnessed Shadows, and an Oh ****! button that you can trait for a 2-minute CD. Stealth goes without mention.
  5. Jugg/Guard can leap to a stealthed player, but you can't pass to a player in stealth. OP if you know there are stealthies hanging out near your goal line why not just get your team to deal with them instead of calling for a nerf?
  6. Lost one like this last night with literally less than 5 seconds left.
  7. I've backpedaled, slowed and de-buffed so many people who were completely tunnel visioned on killing me straight into a group of my waiting teammates just to see who was really bad. The three things I see far too often: 1. When attacking, non-stealth players drawing enemies toward an undefended door in Voidstar when they can easily see there are stealthies there working to plant. 2. Players getting suckered away from guarding a turret and allowing someone to come in and ninja cap. 3. 4-5 players chasing/fighting 1 person anywhere away from an objective or ball carrier.
  8. Perhaps the worst post in Rotworm history.
  9. I blame the devs for putting three turrets in the game. It's just too confusing to discern left from right (mom always helps with my shoes) or east from west without a GPS Seriously, in Civil War right/left is always from the perspective of your back to the spawn point. It changes for Rep/Imp. Left is always the easier side to cap for your faction. In Voidstar it's essentially the same, with your back to the doors while defending, facing the doors when you're attacking. East/west are shown clearly on the maps. Grass, snow, sausage? Does this really need to be so difficult?
  10. I agree with what you stated in the first section that the review was a rant. Your several valid points were unfortunately overshadowed by your overt negativity, making the review not very objective at all. I'm curious to know to what level did you play on your characters?
  11. What often makes PvP so difficult are your own team mates who can't seem to understand anything beyond playing deathmatch. I'd rather have NPCs on my team in that case.
  12. I'd rather leave a Voidstar than trying to heal a group that has no concept about how to defend a couple of doors, or any idea about the objectives of Voidstar at all. Better to leave than start whining in ops. Dammit, now I'm whining on the forums. /leavegroup
  13. Togruta would be fun to play and appropriate for either faction.
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