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Actua

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Everything posted by Actua

  1. Monkeys in PvP are. It's not the gear. It's not the lack of understanding of the game mechanics. It's wathching you, yes, YOU, wailing on that healed target for a good straight 20 seconds and never even pressing tab that is the issue. I now quit games when I don't receive any assistance for more than 20 seconds when a targeted healer, that I called out in chat, just gets no heat from my teammates. I quit my last 5 games and logged out Seriously, sorc healers are a pain. DPS might be nerfed tomorrow. But no amount of patching will fix your badness. Focus the healers, and stop being bads. I also had a few drinks tonight.
  2. Opener should be something like: Charge - deadly saber - battering assault - annihilate - force rend - rupture - dual saber throw - ravage.
  3. It's a long borefest of overtuned healing (sorcs and sages especially) with guarding tanks. I'm not blaming the players, but the gameplay. To top it off, PvP maps just don't work. They would need to have more capture nodes and allow to spread a team thin, favoring a more active playstyle. Right now, especially with all the mobility, everyone can zip around from one objective to the other and defend easily. Anyways, I'll let the sub run out and keep an eye on the next patch if anything comes to switch PvP around. As it is, it's sad but the gameplay is just unnapealing.
  4. Jesus, how this is up for debate is not even comprehensible to me. I sport +21%, 17% dmg reduction as a DPS. I'm fairly good at PvP, so when I get on a healer (full BM/war hero), I might not kill him, but he will be forced to do nothing but keep his own butt alive. Now take that same healer without PvP gear. I blew air on him and he exploded. Good teams have healers marked, and any 2 DPS of any class worth their 2 cents will massacre a healer in the span of 3 seconds if they dont have PvP gear. Even peeling and guarding wont save you, the amount of dmg is just that big. When 2 DPS are lining 4-5k crits every GCD on someone, that person doest have long to live and is barely an obstacle. Not dying in 2 seconds in PvP aint a luxury, its a necessity, and PvE gear doesnt give you that.
  5. Dots can crit, and they synergize with malice (dots are yellow dmg and are thus considered "force" attacks). With all your dots up, your target will be ticking inbtween 800-1000 dmg atk on top of all the other burst you have. It's awesome for fleeing targets, stealthies, and bringing people right into that vicious throw range. Also, a healer trying to cleanse will be wasting a GCD instead of healing, and if you are any decent at DPS, this should mean he's dead or seriously injured. It's just overall good extra dmg that is better than the ravage talent up in the 6th tier. Ravage with the first tier of rage talent is good enough and comes often enough. Your opener should be sundering strike (talented) if only because it boosts your dmg for all subsequent attacks. Of course, not always, since not all targets are at full hp, sometimes just bursting down with impale/forcescream/vicious is better. Also, vicious throw into charge shatter scream impale is pretty solid. http://db.darthhater.com/skill_calc/sith_warrior/juggernaut/#::ede5fe5fe3fe2f3ef6ef14ef2ef2df6 Here's my build, been popping over 300k dmg on my bad days since forever
  6. You save your CC for Undying rage, and charge first.
  7. Assassins, Juggernauts and Powertechs are not tanks. They can spec into it. If you see a 500K dmg player, he was not tank specced. Also, voidstar dmg meters can be overinflated with AOE, so they don't matter. A sorc wiht 700k dmg on voidstar just tells me he was the most usless player spamming his AOE from afar. Pure DPS also have more tools, and a trauma debuff (soon to come for snipers), which is gonna be the name of the game in focusing down players. Again, with me now: You're not a tank because you chose a certain advanced class. You are a tank when you spec or/and gear for it.
  8. I see good jugs wrecking faces alot more in PvP than maras. Topping damage, good prot, often scoring and doing objectives. In fact, it is often me . The real truth though: the player behind the wheel makes a world of difference. Better players will have better results, no matter what class. IF played at the same level, a Jugg and marauder will have about the same output of damage, and the marauder might get a bit ahead. Thing is, you'll have protection, which is largely more useful to your team than 50k more damage. Then again, marauders have nice group buffs, and there's no one I'd rather have pounding that freacking healer than my lil marauder buddy.
  9. ah, the sorc pulling train, aint nothing like it.
  10. So let's sum up this thread. Bioware: "here, have some pie, pie is nice, and you can leave it if you don't want any" Forum poster : "**** you, your pie ain't solving all my existential issues" Bioware: "Ok, don't take it then..." Forum poster: " GIVE ME THAT *********** PIE BACK, even if it sucks, and I don't want it. Why isn't it cookies, HUH BIOWARE?!?!?!"
  11. You're a Rage juggernaut that cannot break 300k damage. Obvious L2P issue here. As Rage, you can break 300k dmg and 50k prot in most warzones by playing decently.
  12. We had a talent in our tank tree that replaced our 2 second root on our charge with a 2 second stun. Any warrior in their right mind did not waste a talent on this. Not because we liked it but didnt feel it was a talent well spent (which I believe is what BW thinks seeing the patch notes), but because it filled the resolve bar. The talent was detrimental to yourself, your team, and was overall just bad. I will not train this, as it will stop me from using my CC's (push, choke, aoe mezz) in a smart way to stop players from performing certain actions and will actually lock me out of judicious CC use in PvP. Also, I could not wreck my team's ability to stop a a ball carrier more than by wastefully filling the ball carrier's resolve or the healer's resolve bars. Worst change in 1.2 for Jugs and Guards.
  13. You're 2 healers will heal through the pathetic DPS a team of 5 healers is putting out. I don't see any problems here. This is why OBJECTIVE based warzones are better. Be unkillable with stacked healers all you want, you won't be getting through objectives, and won't win in the end. I've seen 5 healer sages in voidstar. While one of the most unfun games I've done (as DPS), we managed to get through the first 2 sets of doors. They never got through the first.
  14. Thats funny, cause when i charge you guys and interrupt you're cute stuff, you stand there like headless chickens screaming "WHAT I DO NAOWWW". Your juggernaut food, don't be delusional.
  15. I'm a juggernaut, and am fairly happy with the new vengeance tree, the new rage tree, and most of the stuff. Only thing that is utterly stupid is the fail resolve filler on our charge. The rest is wait and see.
  16. The talent was useless ****. It had little to no impact in PvE, it was a bad pile of **** in PvP. Making it a forced effect is damn retarded. Either it doesnt fill the resolve, or I'm not training it. I'm not gonna gimp my team or myself with such a retarded thing. There's a reason EVERY SMART PLAYER never put a point into this.
  17. I'm sorry, the build is not bad by any means, but the only reason you're doing so much damage is your pocket healer. Common factor in all those pics: 500k+ healing from sorc healer named Visine, whom you're clearly grouped with, and if not, you're lucky to have him on your team. Anyone can push out 400k+ damage with a healer like that, especially on voidstar.
  18. OMG, you can't go vengeance dots and not grab malice, malice gives crit to force attacks (I.E yellow attacks), and dots are all yellow. Trust me man, shatter ticks critting for 800-900 is where its at. Here's the PvP vengeance build I use. http://www.torhead.com/skill-calc#101cMZIMrRrhddMRZh.1 I get sunder to be the most it can be, since I need for shatter, and bringing down armor by 8% everytime gives you an extra edge. It's actually pretty nice to build up on healers and tougher targets. And yeah, malice for the dots. Force choke/shatter/scream/impale dots stacked together are nothign short of awesome.
  19. Well, knockback or not, Vengeance, if played well, will let you massacre anyone in 1v1, and have an even fight with marauders given you cc through undying rage. The AOE from Rage can be very beneficial in group setups. I personally enjoy both, but Rippin **** up with vengeance never gets old. Aint nothing like force choking someone at half life while shatter/scream/impale are tickin off, adn finishing that choke with a beautiful vicous throw. Yummy.
  20. two things that need to be adressed in the Rage tree: 1. Force choke pushback talent. I have no idea what it does, and if it does something, it is so negligible that it's not noticeable, hence making this 2 talent point talent a *********** piece of garbage. 2. Uninterruptible ravage. Useless in 99% of situations. In fact, most likely more detrimental to yourself than the ennemy.
  21. For some reason, the game is over sharding zones ( at least imperial fleet) There's 32 people on the fleet right now, and 8 shards of the imperial fleet. Smells like a bug to me.
  22. Free force scream is probably one of the talents there is NEVER a good reason to not take, especially in PvP. I mean, in PvP it's where its the most potent. And although shien does have less rage issues, having 2 free force screams in your rotation ( chargge- scream-obliterate-scream) almost puts you in a position where you never, ever, stop attacking. Good stuff.
  23. I'm guessing using a crit Relic everytime its up would ensure you get some crits once in a while, making the surge viable for threat or just additional damage.
  24. Well, as of now, I can see the DPS argument being valid *if* the DPS between a jugg and other tanks is that big. Would have to be pretty significant. As for threat, I've never, ever, asked any DPS to hold back or have they on their own out of being scared of aggroing. I'm not losing aggro either, and yes, I do use my taunts wisely ( thats what they are used for).
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