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choppefett

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  1. This would help but what I really want is an interrupt and another or a better defensive cd. One idea I had was to make the Combat Shield talent baseline so all 3 specs could pop shield and be uninterruptable. I feel like commandos/mercs are were punished because they wear heavy armour which is sad because armor counts for so little in PVP.
  2. Thanks for the link. It was good reading and I didn't realise they had so many defensive cooldowns and offensive cooldowns. I can now see why marauders and sentinels are so overpowered and that either their damage or cooldowns need to be nerfed slightly. In comparison, the commando section on that link was pretty short reading ...
  3. NOT NEEDED, Just allow pvpers to earn top level pve gear. A gating system will need to be implemented so those only only pvp or pve don't feel forced to do both to keep up with those who do. The current token system would work if you just allowed a certain number of tokens to be purchased per week. Now "hardcore" pvpers complain because they want to earn all their gear by playing 24/7 over 3 days. Too bad for them. Hardcore pvers are gated by instance lockouts so everyone is now equal, and anyone can play any part of the game as they please. In addition, the pvp debuff (trauma?) is sufficient for "balancing" the game between pvp and pve. It currently nerfs healing by 30%. This can be tweaked as needed, as gear progresses etc. Add a damage or damage reduction factor to it and you have universal expertise, problem solved.
  4. 1.2 was disappointing for all of us I know but assuming rated warzones do arrive, what kind of team makeup are you planning on? I want mine to look like this (republic AC's and sorry that proper names elude me). 1 healing trooper 1 healing scoundrel 3 sentinels 1 shadow tank 2 dps sages My general tactics are: The tank works with with the trooper as a defensive combo. The scoundrel works offensively with the melee train. The sages add utility either on offense or defense. Someone posted in the other thread that this would get crushed by a 3 healer, 2 tank, 3 dps makeup. Agree? Disagree? What's your dream team?
  5. I doubt it. Defensive setups may work against disorganised pugs but the best rated teams will be those that can get away with stacking as much dps as possible which. Edit: Should really move this talk to a new thread. Everyone else wants to debate gear levels lol. OP should amend his title ..
  6. I wanted my rated team to look like this (republic AC's and sorry that proper names elude me). 1 healing trooper 1 healing scoundrel 3 sentinels 1 shadow tank 2 dps sages
  7. Sorry for my ignorance. Haven't rerolled to sentinel yet but how do I get force choked and left hanging while a marauder walks away? And I could swear I'm still taking hits while force choked too. Just lag maybe?
  8. It's still a 100% absorb isn't it? It might not absorb as much as you'd like, but it still offers a better chance to escape death than any amount of armor gives. I'd wear 0 armor if I could be given a bubble on my trooper.
  9. 1. Everyone is crap w/o cd's 2. The OP isn't suggesting your cd's get removed. He's suggesting your cd's are on too short of a cd and combined with how powerful they are, they are making your class/spec too strong. We won't mention how your damage is a bit out of hand. Oops I just did. 3. In reply to your earlier post. Heavy Armor is basically rubbish in PVP because nearly all damage bypasses it. Sages/Sorcs also need to stop calling themselves "squishy" because they don't wear heavy armor. Wrong topic for this anyway. I play a trooper and I would gladly give up heavy armor for a real bubble, a complete damage immunity, a vanish or a sprint because each of those abilities give you a complete respite from damage even if the whole other team is trying to kill you. This makes them very powerful in group pvp and so simply those abilities should be on longer cd's or those class/spec's with these powerful cd's should be doing a lot less damage.
  10. This is my new build I'm going to try out. It's built around my survival because I tend to get recognized/marked and focused. It gimps my group healing by dropping preventative healing but if I'm not alive, I'm no use anyway. http://www.torhead.com/skill-calc#800bfRRRdf0kqZMcoMZ0z.1 Talents I aimed to pick up are Heavy Trooper - new talent added for added 6% healing on myself and extra 2% endurance Med Zone - was in my old spec. 20% healing on myself when I pop shield Kolto Residue - in my old spec. 3% added healing for everyone but mainly for myself. I find in the mayhem of a lot of pvp fights I miss my intended target so I use it sparingly to save ammo and save it for when I'm trying to kite. Treated Wound Dressings - new talent in my spec - reduce damage by 4% SuperCharge Cells - in my old spec - 5% damage reduction from Kolto Bomb Add these up for 29% added healing on myself when I pop shield and supercharge cells and 9% damage reduction. I put my last stray point in Soldiers Endurance but that point might be better spend in Cell Capacitor or Weapon Calibrations for either the extra ammo when I get desperate (all time since 1.2) or the extra alacrity (cast times are so slow in this game, anyone can interrupt though) I will be gearing to stack Crit especially since they crippled our ammo regen. Any other stats I pick up will be incidental but BM mods gave a decent amount of Alacrity and Surge. Now if only I could find a decent tank to guard and taunt for me ..
  11. Stop saying your class is "hard to play", "requires 3 times more skill" or other pathetic attempts to justify why you shouldn't be nerfed. Every class is easy and your class is OP. Keep breathing through your mouth until the nerfs come and reroll to the next fotm when they do.
  12. I hadn't noticed this because I still had the quest from before the patch. Now I understand why everyone is leaving as soon as a loss is looking inevitable ... At least with the participation quest, it kept players in a warzone until it finished
  13. Exactly. 2 easy steps to kill a healer. 1. Get you ops leader to place a huge phallic symbol over their head 2. Focus fire
  14. Do you think this game takes any "skill" at all? Oh wow, you pressed 12112. THAT WAS HARD! Stop kidding yourself. It's just a game and it's just a bit of fun. Take your nerdrage back to your guildchat. How is grapple any worse than "lifegrip" and sprint as an "exploit". Ok, grab the ball, I'll grip you up, you pop sprint through the fire and score. Gee that was skillful! No it wasn't, but it was fun as hell and our opponents are pissed. Same as grappling someone into fire. I play a combat medic by the way so I get no fun huttball tools other than a knockback. And don't talk about strategy. Alderaan and Voidstar are less way less strategic than huttball. Alderaan - 2 left, 6 mid. Did we win? No. Zerg the turret where they have the least defenders. That was hard. Voidstar - ZERG RIGHT ... I think you might have a point if you'd said THIS GAME takes no skill and no strategy. However I'll go on record as saying huttball is the most engaging and fun warzone by a mile
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