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Loubbo

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  1. Wow, this is going to be such an exciting tournament! The same 3 ACs and their mirrors playing against one another over and over and over...
  2. In one word, "Cleanse". I always sigh and shake my head when I see a Dirty Fighting/Lethality spec on my Scoundrel. With a single ability on a 5s cd I literally nuder your damage. I will not argue that it's good against casuals, however, as soon as you play against someone who actually uses the abilities given to them it's another story. Right now DF/Leth is simply too easy to counter, especially for the DF that puts a giant target over your head that says "Hey! Time to Cleanse".
  3. This is what I assumed regarding burst/damage. Sustained is actually reduce as well though, you still have the two extra gc from the increased Back Blast. Also the talents aren't new they just altered and raised the damaging portions higher up the tree so hybrid builds will no longer work. So all in all, nothing was gained (no team synergy/utility), possible builds were reduced, and burst was reduced. I guess I still look cool?
  4. Yeah, that's what I thought initially, however, it just seems like we now have excess energy (Sucker Punch reduction is used a lot more than Back Blast) and two extra gc to wait for a decent damaging ability to come off cooldown.
  5. Scoundrel * Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded. * Back Blast now has a 12-second cooldown and deals approximately 5% more damage. * Diagnostic Scan's tooltip now displays the full amount healed over its duration. * Shoot First now has a 7.5-second cooldown. * Tranquilizer now gives an appropriate error message if used on Droids. * Upper Hand no longer triggers a "grunt" sound effect when it occurs. Sawbones o Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1. o Healing Hand now also increases the duration of Upper Hand by 2 seconds per point. o Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point. o Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before. o Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point. Scrapper o Brawler's Grit is now a 2-point skill. o Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5. o K.O. no longer experiences a delay in its knockdown effect. o Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking. o Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage. o Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists. o Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables. Dirty Fighting (Scoundrel) o Hemorrhaging Blast no longer has an Energy cost. o Holdout Defense now increases Blaster Whip damage by 4% per point. o No Holds Barred now increases critical chance by 1% per point. So what are your guys' thoughts. What exactly are they trying to accomplish with the scrapper tree because I honestly can't tell (Healing tree is looking rather nice). Edit - Thought I should clarify just in case, this is a simple copy and paste and no alterations.
  6. While I can see the appeal of these high Vigilance tree with some Defense the problem is not so much the defense or damage but the lack of control. Coming from a Sage/Inquisitor (and Guardian/Juggernaut) I can kite (and be kited) to no end. It's just about waiting several seconds after leap and you are out of the fight (Dps wise, still have guard, but a safe assumption is you may have just leaped away from your guarded healer). You have a lot of utility staying alive and doing decent sustained damage, however, that damage against competent players won't allow you to have enough up time (hence the reason why people go Focus) to be meaningful. It's a decent build can't argue that, however, it lacks the necessary finesse to bring down players that really know what they are doing. This build is prone to relying on freezing force after their leap too much (Defensive builds tends to have multiple stuns and shorter cooldowns, Focus has Zealous Leap) which does one of several things. 1. They are forced to have the Solidified Force Talent, to counter a competent healers cleanse/snare, using global cooldowns and hurting their dps. 2. They don't have the talent and are using excess rage making damage nonexistent. 3. They are not using it at all and relying completely on Leap (Bad, bad, bad). Regardless, healers have an overabundance of time to do whats needed. Main reason why this is popular is because it's well rounded for solo queuing against pugs.
  7. I'm tired of people calling for nerfs completely unnecessarily. As a use to be powertech (switched to sorc , no matter what I do or how hard I try I always revert to my bread and butter caster class with heals) I could completely wreck sorcs. I learned quickly that the reason you guys die is because you NEVER interrupt our casting or purge dots (Just like sorcs call out nerfs to Mercs/Comm). I once played a game where I stood and channeled force lightening for the majority of the game and only one person interrupted me consistently. 2 people swarming a sorc with interrupts and it stomps his output. Do that with any other class and they still can dish some out. So please, please do not call for nerfs that are unwarranted. If you must take something away take force speed. However, even that can be anticipated and steps can be taken to prevent or disrupt it. The only reason I would say this is because of Hutball (force speed is nice in an area with lots of nooks and crannies , platforms, etc).], but, don't take it from assassins they need the gap closer as a melee and can't do the run around the corner and heal.
  8. As far as the talent description goes it should, if it actually functions as it says is an entirely different matter. The incnd missile should cause the burn effect. Lvling a BH now to test it.
  9. The endurance isn't worth it at all, its just a means to an end. You are using ion cell, so no reason to put points into the others (with the exception of the 30% armor pen and extra heat vent), but you have to put points somewhere to get higher tiers. All the 2-4% endurance talents need to be removed for all classes in my opinion. They are horribly unoriginal, boring and nonfunctional.
  10. Although, I can see what you mean by bread and butter for pyro (reseting CD), what I believe Taugrim was saying is that RS is the blow that tips the scales for AP. With 60% armour penetration and a guaranteed crit it is insanely good and doesn't matter if its not the main source of damage. It is the ability that kills them. As a side I'm looking to try this out. My only thoughts would be to go higher into pyro to get 30% RS crit damage and lose out on the RP damage and charge. Which would turn out better I definitely need to test. http://www.torhead.com/skill-calc#301RRGbbRboMZZbIbrzh.1
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