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JohnAntilles

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Everything posted by JohnAntilles

  1. Correct. No clue why that guy thought that was related in the slightest towards how PT's perform in PvP in terms of the current meta. Maybe if he actually read the OP and didn't attempt to hijack the thread, he'd be less triggered.
  2. Because people are not smart, and no I'm not talking about BioWare. Yeah, you could play Vanguard's and Powertechs as a hybrid ranged class. And you were completely gimping yourself and your team by doing so. If you're not within ~4m, you can't use any of your hardest hitting abilities or the ones that proc your most important passives. This has NEVER changed for the class. It was like this at launch. Yes, you could sit at 30m and Incendiary Missile into Railshot. Good for you. It was absolutely worthless. And the thing is, you still CAN play the class like this, we have a utility that directly enables it in the form of Pressure Overrides. While Explosive Fuel is active, all of our primary damaging abilities get bumped to 30m range. The problem was there were TONS of people who just outright refused to play the class as it was designed, while complaining that it sucked in the process. BioWare simply forced people to stop sitting back and being useless Rapidshotting into Railshot.
  3. I find something so strange about Star Wars fans in general: This need to explain things that are so blatantly obviously directorial choices for dramatic effect "in-universe", to the point that if they can't, it literally emotionally effects them. The director/Lucas wanted to show Vader's unnerving command of the Force, so they went from choking a guy across the room, to choking a guy to death across the fleet. But largely speaking, a common theme with the Force in general is that if you emphatically and totally believe that you CAN or SHOULD be able to do something, the Force using responds positively. Hence Yoda's whole "Do or do not, there is no try." Vader is absolutely unquestioning in his abilities at this point, and it doesn't shake his resolve to think "Can I choke this guy on a bridge of an entirely different Starship?" instead it's "This man has erred for the last time, and needs to die by my hand NOW." something the Dark Side specifically would respond powerfully to. The upper or lower physical limits of what the Force can do has only been limited by cinematic technology of the time.
  4. This is absolutely silly to the point of obsession. This is not a refuge. It's not some last bastion of a lost art. It's a Star Wars video game. Anything NEW added to the Star Wars mythos is fair game for any Star Wars game to pull upon, it's part of a shared universe.
  5. I don't think you understand how good Hold the Line/Hydraulic Overrides actually is. And also, I have no idea what you mean by "Juggernauts Marauders and Assassins" do. Assassins have a new talented way to do this through the utility systems, tied on to there Deflection ability, and also Force Shroud if timed well, but that's absurdly good timing to make it work. Juggernauts can dodge stuns through their force leaping tied talent in the Vengeance tree. Marauders, last I checked can not dodge stuns like this, but I could be wrong. HO is a completely different type of ability. It's on demand "you can only stun or mez me" no other incap. ability effects. This is INCREDIBLY powerful in PvP. It basically ruins the day of any ranged classes ability to do there normal melee defense, as their initial slows and knockbacks will do nothing to you, and you can control them at your leisure. However, we do have not one but TWO ways to actually get OUT of stuns once we're already in them. They all only have ONE way of getting out of stuns once their in them. We have an amazing utility called Automated Suit in the heroic utilities that turns are Kolto Overload (not sure what it is for VG's) into a get out of stun ability. Couple this with the fact that we have a single target stun AND a AoE stun, and PT/VG is in an amazing place right now in terms of CC and Counter-CC. I would study the class more and get a feel for how it's actually played, rather then just complaining that we don't have something other classes have exactly.
  6. With regards to Advanced Prototype: AMAZING. I used to be so torn with regards to this class. Both tree's had something I really wanted: One had wrist blade and amazing utility, and the other had resetting of railshot. Now I have everything I want: Wrist blade, resetting railshot without any RNG component, Thermal Detonator instead of immolate, something I didn't even know I wanted in the form of Magnetic blast, which hits twice as hard as Flameburst used to for this class, I can reset my railshot out of combat and from 30m now, 30m Thermal Detonator, new hard hitting damage move, more range on Shoulder cannon. The only thing I could possibly now want for this class is Jet Charge becoming all spec and Grapple given to tank spec, and the ability to use Blaster rifles.
  7. I think the main thing here is that he's expecting to be able to 1v1 a tank as a DPS class... To me, that's backwards. Tanks are meant to be who kill DPS classes in a 1 on 1 scenario, but you need a DPS class to take down dedicated healers. And, for the majority of this game, that's more or less how it plays out. A defensive tank who is able to withstand "3 to 4" people's worth of damage is certainly not going to have the raw dps to kill a healer. I'm sorry, but I just don't see that happening in competitive play. I guess this is kind of a "know your roll" argument. If your a hard dps class like a Sniper or a Marauder, your sure as hell shouldn't be making a bee-line for there tanks. Let them get CC'd and taunted into oblivion and laugh at there paultry damage and crush the squishies...
  8. Can't agree more. I've been leveling up a sniper, and I recently tried Imperial Demarcation over Reactive Shots (which I think is very lackluster..) and have been absolutely loving it! This other sniper and I pretty much set up a kill zone in a huttball match with the help of my lowered cooldown. Got rushed by 5 republic trying to los us, and we were able to take down 3 of them before they could even really make it to cover... it just felt evil, and very much like a Sniper.
  9. You just described what Warhammer Online was. They decided it would be a fantastic idea to give different "moral" or super abilities to different class archetypes along the different factions. So, Order's main range dps class got a 7s aoe stun... who did they decided to give that to on Destruction? The melee healer... It was so bad it was laughable.
  10. Guess what: Your fighting bad assassins. I can't count the number of times I've face rolled Marauders/Sents who jump in on me when I'm at 2/3's health thinking they can just blast me away with a ravage, only to eat my low slash followed by 2 3k+ mauls and a hard Assassinate for an easy kill. Your paper thin without your CD's up, exactly the same way Deception Assassins are. You just apparently haven't fought any Deception Assassins who realize this, which is not entirely surprising.
  11. The Deception Assassin is doing the same dmg in the same overall period of time, sure, but the actual big hits occur much more frequently and from larger base attacks. Darkness does constant, good dps, where as Deception does hardcore spike dps. I personally love my Deception Assassin, mainly for his ability to completely shut down healers with Low Slash, Jolt and Overload and getting 3, 3k+ Maul hits in a row. Deception has always been about picking your targets and making sure key ones die quickly without a chance to recover, not blindly wading in for Energize procs and soaking damage.
  12. Eh... I disagree. It really comes down to who gets lucky with the crits more then anything else, and whether or not the BH gets a good flow of Barrage proc's.
  13. Mercenary/Commando Heatseeker Missiles and Demolition Round we're doing this for a very long time, and yes, it was op lol
  14. Can you post some sort of evidence for this? Last I checked, Tech and Force attacks don't even make a RNG roll for miss/hit, just resist/non-resisted, so this seems fundamentally impossible, as the accuracy debuff should not even be effecting your force/tech attacks.
  15. Ok, first of all, why shouldn't a 1m cooldown defensive ability and a 3m cooldown defensive ability have good effect against a 15s cooldown damage ability? I think it's a little ludicrous that you expect to still hit them for good damage with both of there defensive CD's up. What exactly would be the point of the defensive CD's if it didn't make them take less damage? Secondly, here is my theory as to why Marauders/Sentinels have better BURST mitigation then tank classes. They are the only class in the game that has to be within 4m 100% of there uptime to be effective in there roll. That is an extremely dangerous situation, with the ability of getting focus fired pretty much guaranteed. They also have ZERO displacement abilities, meaning they basically have one less interrupt as well. If they couldn't have some sort of serious staying power, the class would be completely useless. They would immediately get focus fired, have absolutely no chance of using any of there mythical dps potential, and the net dmg would be pathetic. Marauders are paper thin when you catch them with there cd's off, with or without Defensive roll. In many ways, 31pt Madness is meant to be a tank killer, with its ability to dodge the majority of there defenses with internal damage force attacks, and high mobility and control. If you use Creeping Terror right, there is no reason why you shouldn't be able to kill a marauder or sent, but your also not really meant to counter them at all... the reason they go after squishies like healers and sorcs/sages is because they are there most favorable matchups... There is also a reason they don't generally go after Assassins and Powertech's and Knights first, because they can get there butts handed to them by classes with more sustained tanking potential.
  16. Hands down, worst written/acted/CONCEIVED companion character in the game. I mean, of all the classes to give a terribly written clone of Ahsoka Tano from the Clone Wars TV series...BioWare gives it to...the Sith Inquisitor? The most natural dark side character in the entire game? I don't know if I've been able to convey this or not, but I absolutely can't stand her. If there was an option to shock her in every conversation, I'd do it. If there was an option to throw her out the airlock, I would of done it before the droid. Yeah, BEFORE THE DROID. I seriously hope the writer that did her writing was one of the ones let off in the downsizing. I mean, did they basically just snicker behind each others backs, and think it was a cute joke to make the primarily dark side community of Inquisitors deal with her? It felt like such a huge slap in the face when I rolled a warrior and got Jaessa...
  17. This was something that I had a hard time finding out for myself a long time ago in beta haha! His appearence is actually not tied to gear or storyline milestones at all, it's a little more simple than that. When you hit Taris at around level 32, there is a vendor at the main Imperial Base that sells companion appearence modifiers. The ones on there for Khem have that armored look you want. Hope this helps!
  18. Yeah, certain story fights, if your the exact level they require, can be kind of a pain as an assassin, mainly due to the fact that we don't get our healing companion till' the 40's, and have to be careful with sometimes sharing threat with Khem Val to keep maximum damage up for most of the fight. Personally I kind of like this play style more. Makes me have to actually think and plan certain pve story fights, wheras on the Sorc I got bored with the play style within the first 20 levels. It just got really boring to not even have to really pay attention to my force bar and just spam lightning strike heals and force lightning.
  19. Uhhh.. what in the WORLD are you doing? If I stay in my rotation of ED > Unload > TMx3 > Unload > HSM > Railshot there is not a snowballs chance in hell I will get into heat problems. The only time post 1.3 I've had to even consider using Vent Heat is when I blow EVERY cd trying to kill someone, not caring about rotational heat efficiency or anything. Other then that, it is straight up HARD for me to get past venting 5 heat a second, I really have no clue what you guys are doing to cause this problem for you.
  20. My 550 Ti, even with my absolutely crap quadcore, vista, and 4gb of not very good ram, still easily handles this game.
  21. Does your food blow the crap out of your stomach with thermal detonators before you spit it back up?
  22. Everyone realizes what's happening right? Ok, so before everyone went GAGA over Marauders and re-rolled, pre-50 pvp had a moderately balanced class structure. Then 2 things happened simultaneously: Marauders got buffed, and more importantly, Mercenary's got very nerfed. So, a lot of these Merc players re-rolled PT's at the same time, to see what they offered, and lo' and behold, they found out that a Pyrotech was the perfect class to mop up marauder re-roll's in the earlier levels. Now that the noobs have seen the good PT's that know how to not completely overheat themselves over a long fight and do great damage (OMG WHAT? A CLOSE RANGE DPS CLASS SHOULD DO GREAT DMG? NO WAI, BROKEN!) they're all re-rolling now. I just hope it doesn't lead to ANOTHER bh class getting nerfed into oblivion. I highly doubt my sub would stay active.
  23. It's about time. The official interview on the main website lists it as imrpovements in "resource management" and "usability" more so then DPS increases, but I think it's safe to say that Mercenary's are going to get all 3. Now whether or not this is going to be reductions in there need to stand completely still to do any sort of meaningful damage, or new abilities entirely remains to be seen. They were willing to give Juggernauts entire new abilities, and I think its safe to say, Merc's are little worse off then they were at this point in the class meta, so who knows, we might see that Interrupt basically all of us are confused as to why Merc's don't have.
  24. I have never seen a more well crafted bit of Chardonay (read: whining) in my time on these forums. And I've been here since beta! Please. This vintage is sweet on my tongue. More.
  25. Uhhh... So 2 weeks ago, Marauders/Sents were fotm. Then a week ago, Assassins/Shadows are fotm. Now, Powertechs/Vanguards are fotm? Do some of you even understand what the acronym means?
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