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lgabl

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  1. So it seems like VG/PT fits more of the rolls with along with a Jug/Guard. which makes sense as both did feel comfortable to play, Jug/Guard did feel a bit underwhelming at times in terms of damage but that could very well change drastically in higher levels. I wish GS/Sniper did a bit better as they look pretty cool, sound pretty cool and can put out some huge hits however it seems the team needs to support them more than the other way around and I dont know how often thats going to happen in solo ques so Id rather not get super frustrated 80% of the time and be liking the class / play time the other 20% Thank you guys for replying.
  2. Okay I would like to say I'm sorry for this thread and know that they can be annoying, however I really really want to get into higher tier / end game pvping and could really use help from people that know alot more about it than I. So I have tried almost every class and AC now to about 26 ~ excluding the OP/Scoundrel which I got to about 15-6 before I stopped because I realized that stealth + med range just isnt for me. And the Marauder to 21. I have noticed some things I liked and some I didnt really care for and others that I felt indifferent too during all my plays (also tested the different disciplines) which amounted to my current state of what the crap should I do? I would like to play a class at 60 with a strong focus on PvP that will be fun / enjoyable and not either a WAAC / FOTM / Top DEEPS ect ect class. If what you fine people suggest for me to play happens to be one of those okay but that is not my hidden motive or anything. I'll list out what I would like in a class and hope that I can get some insight on how the classes play at level 60, because I know my level 12 Merc played alot different once I hit 26. What Im looking for in my class: Ability to support / contribute to my team / 4s threw my class in a meaningful way. (Protection, Guard, Taunt, Heal, Peal, CC, Survive, Burst / lock down a player) Ability to survive long enough / well enough to not be a hindrance on my team / healer Ability to either 1v1 another class that isnt hard countered by my class ( Prefer to not be Rock, LF Scissors, running from Paper. Would be nice to be able to compete vs all classes and disciplines on some level ) Ability to use my abilities to either kill a healer / healed target or cause enough havoc that another person can finish off their target / mine. Ability to not require the starts to align for me to be *Amazing* ( If I ever get somewhat good, which im not now, I want to be good or great because I made myself that way and not that ignored free casting sniper / sorc / merc that could get off every ability how he wanted because he didnt have to do anything other than focus on how to best kill person x) Last and maybe least. Be a class that if I so choose to try out end game PvE I should be okay at getting in a group and not stuck in a...Well we need a dps but Jug dps isnt quite up to par to run X Y Z sorry. Now for what I have found about some of the classes AC that I have tried and dont know if they hold true, get worse, get better or go away completely @ higher levels / @ 60. Remember these are my impressions of the classes @ 26-28 and can be wrong, thats why Im asking you for help! Jug/Guardian - +'s : Good survivability, Not bad damage, pretty useful for my team with CCs, Taunts and Guard -'s : Kite-able, No real spike/burst unless target low on hp, No good escapes, I couldnt kill a healer / healed target to save my life (Probably my skill level with the class) Mara/Sents - +'s : Pretty good damage, descent mobility, Pretty good escapes -'s : Poor survivability, Ramp up time to hit good damage, lack luster CC Merc/Mandos - +'s : Good damage, off heals open even in dps spec, Pretty good heals in healing spec -'s : No escapes, lack luster CC, poor mobility, A can of PBR survives longer at a hipster party than they do. VG/PT - +'s : Pretty good survivability, pretty good damage, excellent mobility, good CC -'s : No escapes, felt like it was missing that follow threw to finish someone off. Easy to mismanage resources in an attempt to kill someone. Sage/Sorc - +'s : Spamable off spec heals, excellent mobility, good survivability, okay cc, okay damage -'s : middle ground survivability, high overall numbers but doesnt feel like I actually did anything other than tab dot / aoe'd, great escapes but if countered you were dropin fast. Sin/Shadow - +'s : Great survivability, middle ground cc, spike damage is good, great point control. -'s : Tank spec felt lack luster, Mdps spec was killy but also very killable, medium damage unless you set get it set up just right or play Dot spec. Op/Scound - +'s : Stealth heals, Off spec heals, good point control, good cc, good escapes, ability to lock a player down. -'s : Close range while being squishie, non healer spec felt very lone wolf, little team support, middle ground damage. Gs/Sniper - +'s : High damage, good point pressure, very high spike damage, pretty good escapes -'s : Low survivability, limited mobility (depending on spec), little or no way to heal, limited group support outside of damage. Felt like it required being ignored or extra team support to provide any benefit to team. Sorry for such a long post but I really really would love the help and input on anything that I said / got wrong as for the classes AC's @ the higher levels. Any suggestions on the class / discipline that fits what Im looking to do closely or best are greatly welcome and any reason why you think so is an extra perk to help me. Thank you for taking the time to read my first book and hopefully reply.
  3. Okay I would like to say I'm sorry for this thread and know that they can be annoying, however I really really want to get into higher tier / end game pvping and could really use help from people that know alot more about it than I. So I have tried almost every class and AC now to about 26 ~ excluding the OP/Scoundrel which I got to about 15-6 before I stopped because I realized that stealth + med range just isnt for me. And the Marauder to 21. I have noticed some things I liked and some I didnt really care for and others that I felt indifferent too during all my plays (also tested the different disciplines) which amounted to my current state of what the crap should I do? I would like to play a class at 60 with a strong focus on PvP that will be fun / enjoyable and not either a WAAC / FOTM / Top DEEPS ect ect class. If what you fine people suggest for me to play happens to be one of those okay but that is not my hidden motive or anything. I'll list out what I would like in a class and hope that I can get some insight on how the classes play at level 60, because I know my level 12 Merc played alot different once I hit 26. What Im looking for in my class: Ability to support / contribute to my team / 4s threw my class in a meaningful way. (Protection, Guard, Taunt, Heal, Peal, CC, Survive, Burst / lock down a player) Ability to survive long enough / well enough to not be a hindrance on my team / healer Ability to either 1v1 another class that isnt hard countered by my class ( Prefer to not be Rock, LF Scissors, running from Paper. Would be nice to be able to compete vs all classes and disciplines on some level ) Ability to use my abilities to either kill a healer / healed target or cause enough havoc that another person can finish off their target / mine. Ability to not require the starts to align for me to be *Amazing* ( If I ever get somewhat good, which im not now, I want to be good or great because I made myself that way and not that ignored free casting sniper / sorc / merc that could get off every ability how he wanted because he didnt have to do anything other than focus on how to best kill person x) Last and maybe least. Be a class that if I so choose to try out end game PvE I should be okay at getting in a group and not stuck in a...Well we need a dps but Jug dps isnt quite up to par to run X Y Z sorry. Now for what I have found about some of the classes AC that I have tried and dont know if they hold true, get worse, get better or go away completely @ higher levels / @ 60. Remember these are my impressions of the classes @ 26-28 and can be wrong, thats why Im asking you for help! Jug/Guardian - +'s : Good survivability, Not bad damage, pretty useful for my team with CCs, Taunts and Guard -'s : Kite-able, No real spike/burst unless target low on hp, No good escapes, I couldnt kill a healer / healed target to save my life (Probably my skill level with the class) Mara/Sents - +'s : Pretty good damage, descent mobility, Pretty good escapes -'s : Poor survivability, Ramp up time to hit good damage, lack luster CC Merc/Mandos - +'s : Good damage, off heals open even in dps spec, Pretty good heals in healing spec -'s : No escapes, lack luster CC, poor mobility, A can of PBR survives longer at a hipster party than they do. VG/PT - +'s : Pretty good survivability, pretty good damage, excellent mobility, good CC -'s : No escapes, felt like it was missing that follow threw to finish someone off. Easy to mismanage resources in an attempt to kill someone. Sage/Sorc - +'s : Spamable off spec heals, excellent mobility, good survivability, okay cc, okay damage -'s : middle ground survivability, high overall numbers but doesnt feel like I actually did anything other than tab dot / aoe'd, great escapes but if countered you were dropin fast. Sin/Shadow - +'s : Great survivability, middle ground cc, spike damage is good, great point control. -'s : Tank spec felt lack luster, Mdps spec was killy but also very killable, medium damage unless you set get it set up just right or play Dot spec. Op/Scound - +'s : Stealth heals, Off spec heals, good point control, good cc, good escapes, ability to lock a player down. -'s : Close range while being squishie, non healer spec felt very lone wolf, little team support, middle ground damage. Gs/Sniper - +'s : High damage, good point pressure, very high spike damage, pretty good escapes -'s : Low survivability, limited mobility (depending on spec), little or no way to heal, limited group support outside of damage. Felt like it required being ignored or extra team support to provide any benefit to team. Sorry for such a long post but I really really would love the help and input on anything that I said / got wrong as for the classes AC's @ the higher levels. Any suggestions on the class / discipline that fits what Im looking to do closely or best are greatly welcome and any reason why you think so is an extra perk to help me. Thank you for taking the time to read my first book and hopefully reply.
  4. Still waiting to hear anything about this and instead of double posting Im just replying so maybe someone could give me an answer at least.
  5. I was told I should post this here instead of in the class forums, so here it is. As a gunslinger taking the sab discipline at level 16 they get the passive Independent Anarchy. The sniper in the Engineering tree gets a mirror passive that called Explosive Engineering. However I noticed a difference which I was hoping someone could fill me in on if its intended to be that way. Gunslingers Independent Anarchy grants 15% damage to Sab charge, Contingency Charges, Thermal Grenade, Sweeping Gunfire Incendiary Grenade, Scatter Bombs and X5 flyby. Snipers Explosive Engineering grants 15% damage to Explosive Probe, Cluster Bombs, Fragmentation Grenade, Plasma Probe, Scatter Bombs and Orbital strike. All the same skills except for the Sweeping Gunfire (GS) Suppressive Fire (Sniper). Now this may not seem like a big deal to some but I was trying it out on my gunslinger and with that 15% + the skillful ability that gives another 25% damage (for a total of 40%) actually make a pretty big difference. I feel like it grants the Gunslinger the ability to have a very strong AOE on demand (energy management permitting) presence while leaving the Sniper in the dust. Now I havent had a chance to test both out to see if its just a typo or anything but Im wondering if anyone has heard of even if a Dev would comment on this as I feel like this gives the Gunslinger an upper hand vs its mirror in this case. Whether or not Sub/Eng spec is the rage or *top in charts* for pve or pvp it is the spec I enjoy the most playing as and would like to play it on my sniper now that I dragged my friend into playing who loves the Imp side. Thank you for taking the time to read this and respond.
  6. As a gunslinger taking the sab discipline at level 16 they get the passive Independent Anarchy. The sniper in the Engineering tree gets a mirror passive that called Explosive Engineering. However I noticed a difference which I was hoping someone could fill me in on if its intended to be that way. Gunslingers Independent Anarchy grants 15% damage to Sab charge, Contingency Charges, Thermal Grenade, Sweeping Gunfire Incendiary Grenade, Scatter Bombs and X5 flyby. Snipers Explosive Engineering grants 15% damage to Explosive Probe, Cluster Bombs, Fragmentation Grenade, Plasma Probe, Scatter Bombs and Orbital strike. All the same skills except for the Sweeping Gunfire (GS) Suppressive Fire (Sniper). Now this may not seem like a big deal to some but I was trying it out on my gunslinger and with that 15% + the skillful ability that gives another 25% damage (for a total of 40%) actually make a pretty big difference. I feel like it grants the Gunslinger the ability to have a very strong AOE on demand (energy management permitting) presence while leaving the Sniper in the dust. Now I havent had a chance to test both out to see if its just a typo or anything but Im wondering if anyone has heard of even if a Dev would comment on this as I feel like this gives the Gunslinger an upper hand vs its mirror in this case. Whether or not Sub/Eng spec is the rage or *top in charts* for pve or pvp it is the spec I enjoy the most playing as and would like to play it on my sniper now that I dragged my friend into playing who loves the Imp side. Thank you for taking the time to read this and respond.
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