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Bang-A-Rang

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  1. In general every spec for PT/Vanguard is weak.. PT is always my go to character because I loved the original story, but it's been slowly destroyed and after 5.0 is pretty ridiculous. I typically don't complain, but the tank differences alone are staggering .
  2. Hello fellow Gunslingers! I do not know if this bothers anyone else, but it really bugs me when my pistols do not match!! I play on Jung Ma and I do RP a bit so I really focus on outfits and such that I like and this includes my weapon set-up. There are so many amazing looking pistols but more often than not they are Main Hand or Off Hand only and I end up passing them up just so my pistol appearance can match! I was thinking since we can already sync the colors up on our outfits why not allow for a shared appearance option so that your dual wield weapons will be identical. This would be especially awesome because there is a pistol you receive through the story line that looks like an old western revolver and I would LOVE to dual wield it, but alas there is no other pistol like it in the SWtoR universe! I am also still holding on to Flashy, the first pistol Corso gives you in the hopes of finding a twin for it, love that appearance as well! Pretty minor in retrospect but still a function I would love!
  3. First of all, the lowest played classes are Gunslinger/Sniper, followed by Vanguard/Powertech. There are also a PLETHORA of videos on youtube showing 50 Geared Ops taking out 50 Geared targets in the time it takes for them to get up from the knockdown.
  4. I agree that it isn't the right ability to buff I was just stating that it works exactly like it's supposed to, and I don't understand why people think it should work otherwise.
  5. What are you talking about? Do you play a Juggernaut? You pop Endure Pain, you gain 30% more MAX health, so lets say I only have 1,000 HP left out of a 10,000 HP pool, when I pop Endure pain my Max health goes up to 13,000 hp and I get healed for 3,000 HP jumping to 4,000 HP left, after the 10s expire I go back to 10,000 Max hp losing the 3,000 I gained, if that loss would take me less than 1 then I just drop to 1, this is actually a bonus that other games don't have because in most when the effect fades if you don't have enough health you just die. This is exactly how Last Stand for Warriors in WoW worked, and my Berserker in EQ2 had a similar ability, but when the zerkers wore off he just died if he didn't have enough health. The ability does exactly what the tool-tip says it does.
  6. I was talking about the 1.1 changes in another thread and someone stated we need a new survivability button something that reduces damage taken. Bounty Hunters get a baseline 25% for 12s ABS shield on a 2 min CD, both Merc and Powertechs of all specs get this. Why not make Invincible a baseline ability, reduce the effectiveness down to say 20% for 10 seconds, make it a level 20 Sith Juggernaut/Jedi Guardian ability so even tank specs would get it at the same level. With the changes to Endure Pain they could augment the Dark Blood talent in the Immortal tree, instead of giving Endure Pain a bit longer duration, have it boost Invincibles absorption by 10% per point. This would get Immortal the 40% Damage reduction ability still, but at a bit higher level. All Juggs would get the 20% click. Also you could then replace the Invincible talent with a 1 point talent to change Force Scream into either a PBAoE or a Cone attack that has increased threat. This would solve a lot of the low level Jugg tanking threat issues with an AoE Scream and Smash.
  7. The ability works like it should right now. Every temp health buff like this for warrior classes in other games works exactly the same. It's basically an "Oh ****" button, I'm at 1k HP I better do something, pop it and you live a bit longer, hopefully long enough for the healer to bring you back into the green, or long enough so the fight ends before you run out of HP.
  8. We don't need anymore abilities. We already have WAY to many. If anything though I guess I wouldn't mind Invincible being baseline and replacing that talent with something else in the Immortal tree. There are plenty of fixes that could come through the pipes that I wish I'd see. 1) Sundering Assault having no CD so I can get rid of assault on my bar, Mercs can spam tracer as fast as they want, (Alacrity not only reduces cast time but also reduces the GCD for the casted ability) and get their armor debuff up right away, while we have to wait for 4.5s CD completely ridiculous. 2) Make the Vengeance bleeds deal a % of the damage the attacks deal this would def help with scaling issues everyone is talking about. 3) Or if you don't want to change the bleeds, make the Rampage talent, on proc, reduce the channel time of Ravage so the spec can be a bit more mobile as a melee DPS. 4) Fix channels in general I am so sick and tired of Leaping in and hitting Ravage or Force Choke to see the animation start and no damage occurs, the CD doesn't fire but that's besides the point, if this happens with a Ravage I actually get stuck in the animation and can't cancel it so I'm a sitting duck dealing zero damage. 5) Smash should deal damage at the point where it ends not where you started the animation. If I'm right on someones *** hitting them with Sundering Assaults and I pop Smash it won't hit because the damage radiates from the point where the animation started not where it ends. Who the hell designed that? 6) Armor is worthless, wearing heavy armor means nothing when there are 50%+ armor pen abilities available. Acid Blade perma 50% for the Scoundrel/Operative, with 5 Stacks of Tracer and High Velocity Gas Mercs/Commandos get 55% perma, Duplicty procs grant 50% armor pen on Backstab for Assassins/Shadows, and then the limited amount of Elemental/Internal resistances available makes Periodic effects cut right through us. I'm sure there is more, but that was all I could spit out in a short amount of time, errands to run!
  9. But then Acid Blade steps into the picture and you get a perma 50% armor pen on ALL of their attacks so even your armor isn't doing much.
  10. I don't really mind being kited, I feel like it's part of the game, especially for squishies. I guess we all agree that even the squishies in swtor don't squish easily but still. I say keep our mobility the same, but make it actually matter. I feel like if we are in your face you damn sure better know it, we should be dealing damage proportionate to how often we actually get to strike our target. This is how most warrior classes are handled in most games, while we spend less time on target our damage over the duration of the fight is equal or at least close to those ranged characters who get 90% damage up time. Keeping this idea in mind you can see why so many Marauders/Juggs spec into Rage, that giant 6k Smash is this premise while we may not be on you for long while we are there you know it. Vengeance and the other marauder specs just don't have that oomph. People always go to the "I can do more damage with Vengeance than Rage" and that very well might be true, on a stationary target, but while you are getting knocked around like a ping pong ball Rage will always be more appealing since you really only get/need the big Smash and possibly a Force Scream before you are walking back to your target. The Endure Pain buff is really just a crutch, it's a stall, not going to save you, you may get a kill more often but you'll still die, no real survivability in that. "You should just get a healer, then you would be unstoppable." The old pocket healer argument. Anything with a pocket healer is unstoppable, but my Merc doesn't need a healer, I don't see Madness sorcs running around with pocket healers, 1.2% of his health is regened every time a Periodic effect crits, and they have Affliction, Crushing Darkness, Force Lightning, and Creeping Terror. But Hooooray my Endure Pain has a 1.5m CD LOOK OUT! I'm not trying to by cynical. I honestly don't play my Juggernaut anymore, my guild needed Ranged DPS so I switched to a Merc and I love the Pyrotech play style. But I would like to see the rest of you guys get SOMETHING. I played the story I know how much harder it was to level as a Warrior than the other classes. I remember a story line quest mid level where I had to solo an elite and 2 guards with my Companion knocked out, seriously have the Warrior class do that? Ridiculous. Every level past 40 was like peeling off my own skin it would take every CD I had and every trick to finish a pack of mobs, and I watch a sorc walk into the same pack and finish it in 1/4 of the time with 3 buttons. Sorry for the wall!
  11. So with the updated changes to the Jugg, a 1.5s CD on Endure Pain, and Force Push reseting the CD of Force Charge. Do any of you feel that this will help with the issues outlined by the Devs themselves? Here are some of the things we're planning to roll out in the short term specifically regarding Sith Warriors and Jedi Knights : Mobility/Anti Kiting (PvP) – We agree with the sentiment voiced by the community that some Guardians and Juggernauts have to work harder than other classes to stay within effective combat range, putting them at a disadvantage. We intend to address this in an upcoming patch where, as a first step, Force Push will clear the cooldown of Force Leap, granting for more reliable in combat pursuit capabilities to the Advanced Class. Further changes will be made if necessary. DPS spec survivability (PvP and PvE) – The DPS specs on Guardian and Juggernaut are performing to our expectations when it comes to the ability to create damage, especially of the burst variety. However their survivability is lagging behind our expectations, especially in the later game, and we are going to start addressing that particular issue in an upcoming patch. Honestly I don't think a 60s CD (57s if Rage Specced) resetting our Charge is going to really fix our mobility it gives Rage another way to get a big burst out quickly if needed which is nice I guess. Looking at it from a PvP aspect, as imps, we usually get Huttball and when you get knocked away it's usually off ramps so this change would be pointless with the 10m range on Force Push. Endure Pain getting the CD cut in half. I don't see this as survivability, sure you live longer and may kill your target but without proper healing you will still die so this should be considered an increase in our ability to stall? There has yet to be a covering of the fact that Rage is vastly superior to Vengeance in pretty much every way, except for Unstoppable and Pooled Hatred at least those help you with the outlined ideas above.
  12. You're also speaking directly about PvP when it comes to those numbers. Even BioWare has confirmed that Sith Warriors are having a harder time staying on target than they should and their DPS specs are not as survivable as they would like so expect changes.
  13. Alacrity is also a waste of spec points, Tracer Missile has a 1.5s cast time and the GCD is 1.5s if you cast a Tracer, even in 1s, it wouldn't matter because you'd be waiting .5s for the GCD. I guess it could bring a bit of mobility to your spec since you can cast it quicker and move if need be. But that's a pretty lousy reason to spend 4 talent points. EDIT: Also I read a few things that seem to believe that extra accuracy over the cap turns into Armor Pen so that is actually a very strong talent even with mods. Or if it isn't true then that is just a solid way to cap your Accuracy and you can save that mods for Crit/Surge
  14. Force Lightning is considered a periodic ability for SIs. Conceptually they are the same ability except Flamethrower is a cone instead of a targeted channel. I would assume it works exactly the same and flamethrower is effected, or at least it should be since Force Lightning is boosted by periodic talents in the Madness tree. Might want to test it.
  15. What I meant more with this thread was that I think the Pyrotech tree should give it some kind of boost, like maybe make it cost nothing, or make it instant cast, a proc of sorts. It fits so well with the concept of the Pyro tree I'm surprised they didn't do it to being with!
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