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wiazabi

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Everything posted by wiazabi

  1. If progression means capturing keeps for your server, well thats enough progression for me. Just playing with siege weapons is fun enough.
  2. Does anyone know if Dodge removes the entire dot(s) or do you get the new smaller dot ? And if you get the new dot does it break stealth. If it does indeed apply the new dot and it breaks stealth isnt it another nerf to scoundrel/operative ? just saying
  3. guard is annoying, guard+taunt is godmode for whoever he is protecting.
  4. Like this? http://i.imgur.com/ocpcK.jpg And yes i have ball and no they cant see me. Its a bug if you stun ballcarrier in fire and time vanish just right.
  5. were the class that makes other classes look super awesome.
  6. Uhm your usefull in all 3 warzones, then say one warzone favours one class while another warzone favours another? Which warzone favours operative scoundrel? And no scoundrel operative are NOT big damage dealers they used to be long ago but not anymore your better off with a shadow / sentinel / dps guardian etc. they also dont suffer from bad energy regen and their big attacks got higher value than a scoundrels stealth opener. Think about that for second.
  7. You know they might aswell make AB a stance that adds the dot to the skills you know stances that other classes get for free that adds ekstra dmg, dmg reduction, dots and stuff on every attack they use. What am i saying being able to apply a 31 point skill every 12 sec is wayy better. Cmon BW redesign the class instead of this nonsense, class didnt work fix it instead of applying ducktape ontop of ducktape.
  8. Place a stealthed assasin/shadow on other side of first fire pass ,pass, forcespeed over last fire for easy win. Your turn? :9
  9. With the huge ratio problems i dont see why they arent taking the next step and just mix the teams, when fighting same faction anyway they might aswell do it.
  10. You dont actually gain 4% dmg on back blast , suckerpunch , flying fist when you loose 3% dmg from all sources on bleeding targets so more like 6% back blast 1% suckerpunch 1% flying fists -3% on all others blaster whip and such.
  11. Its not only that scoundrel dps is lower than sentinel, your defensive cd's are still terrible you dont add group buffs like a sentinel so the point still stands why bring a scoundrel over a sentinel for dps / utility / grp buffs. 1.2 pvp video posted i dont really see a point as to why bring a scoundrel over shadow / sentinel then again pre 1.2 i dont really see it.
  12. Thank you for the very nice comparison of pre/post skills with values. But it seems abit as i feared the whole tree is just swapped a bit around, with mostly nerfs. With the added CD to shoot first they could consider making it useable out of stealth on targets below or at 30% hp so we have a finisher like other classes. This would actually help alot in pve boss fights.
  13. Isnt the whole problem based by the fact they made a class around burst, realized people didnt like it, took burst away and left the class without any real purpose that other classes could do better? The class was build around BIG dmg opener why? no gap closer no pull no forcespeed no knockback no high burst out of stealth no taunts worst defensive cd's worst interrupt in the game(ignoring commando not having one) Alot of the skills a scoundrel gets doesnt work well with the class, cover, charged shots, sabo charge, smuggle, (ressurection in pvp). Smuggle doesnt even have any talents connected(lol cd talent in DF),but seemed like bw wanted the skill to be a bigger part of the class but got dropped in the end. The class needs to be better at something, cc , dots , debuff whatever but it has to be wanted in both pve and pvp and there is no way the big dmg opener came as a shock to bw after release. Any reasonable responce would be to sit down discuss which purpose, instead of the BIG opener dmg the class should get. For me the 1.2 patch is an insult to every person who's main is an operative / scoundrel. The patch turned some things around without actually doing anything but seem like an attempt to hide the nerfs. Like removing the 3% dmg on bleeding targets then add 1 talent to increase backblast by 4% and a 2 point talent to increase dmg on sucker/flying fist by 2% pr point. BW knows the big opener class didnt work then why didnt they adress it in 1.2 ? why is smuggle still useless. Why dont they respond in operative / scoundrel forums at all.
  14. Can you post the values on back blast, suckerpunch, flying fists, blaster whip. The values with the pvp gear you normally use. And does pwr regen feel improved at all?
  15. Gap is wider making it impossible. Still dont think it was gamebreaking luckstar is luckstar and jumping gap is pretty darn hard to time right. If people are watching the doors instead of assuming nobody is there their loss. But it is silly that only counsular / inq classes could do it.
  16. That was me , i immedialty thought about that episode when reading the patch notes, and luckily some guy had compiled it on youtube. "Bioware could atleast kiss us before they decide to............."
  17. So scoundrel got lucky on all crits + flying fist proc , and 2nd round pt won even with no crit on railshot that still did about 2k dmg. And PT forgot to use defensive cd's you know the ones that lower ALL dmg by 25% for 12sec. And lets forget about single target taunt aoe taunt pull guard And lets focus abit more on who brings most to a group / ops of the 2.
  18. http://www.swtor.com/community/showthread.php?t=364399 So no its not 5% pr rank its 4% in total so it doesnt make up for the nerf.
  19. I think cartman says it pretty well. But i dont really get it why waste time to swap around stuff and hide it like a change. Kinda funny we loose the 3% dmg on bleeding targets from all dmg sources, so we can use the 3 points for. 4% dmg bonus to backstab 4% dmg bonus to laceration & Collateral Strike Ohh yayyyy...
  20. I agree it doesnt look good but i would rather see how the skill tree looks with the values to get a proper idea if the changes are indeed a nerf or slight buff. But i dont really understand the 12sec cd, shouldnt flechette dot duration be increased then? if anyone is able to take a screenshot of the new talent tree with values showing it would be greatly appreciated.
  21. 1. Warzones with tanks who are extremely hard to take down breaks alot, carrying ball in huttball, protecting doors in voidstar, protecting turret in alderaan. If you cant kill people doing those things in a somewhat reasonable time you end up with very boring and even more onesided rounds, dpending on which classes people got on each side. Remember dots no longer interrupt so weak classes that used it to buy time for reinforcements doenst work, so now the class that survive the longest is better. And by all means you want to play a tank to protect your teammates ? Learn to Button for target nearest friendly Guard taunt + aoe taunt dmg reduction cd's pull / push enemies off friendlies ....profit What more do you want?
  22. If your down to 10% this happened scoundrel / op used Flechette round Pwr relic + pwr adrenal 1. Shoot first - (1st knockdown) Critical 2. Disappearing act 3. Shoot first (2nd knockdown that also bugged making shoot first hit twice) so around 8-9k dmg on critical) Its possible to add back blast before DA and still get the double dmg bug. So pretty much gameover and the scoundrel can now wait 2-3min to try doing it again. Can anyone actually confirm if the bug happens on operative?, nobody really plays em on my server anymore.
  23. + Huttball - Voidstar Huttball can have some very interesting rounds, awesome intercepts and stuff but if a team is made of certain classes huttball can be a nightmare. Hate voidstar simple because of the luck involved, with all the kill defenders and pray they get behind full door in spawn, even though the solution is to change the whole way planting / turret capturing to more of BF style or something else. They clearly didnt want people to die to fast so planting stuff like its a fps were people die to one hit wont work and some other mechanic needs to be sorted. Like welding the door open and give the door hp but only 1 person can be welding at a time, since its mythic they could also look abit at gates in daoc and see how rams did dmg to gates for em to open.
  24. watching those 3vs3 kinda confirmed some of my concerns with the way certain things work. healer + guard <- which do you attack? 1. Healer , means tank can taunt and is immune to cc cause of dmg from guard 2. Tank leaves healer free to heal but possible cc'able ?. Both classes got dmg reduction shields ontop of guard taunt making things even worse. So basicly go for both to slowly wear em down and keep interrupts going, or try kite/los untill cd's is off which most likely wont work cause of grabble. But i think the 2x maurader 1x operative was kinda nice to see, but again problem would be even if they timed cc of all 3 classes guard is gonna break cc on the tank if they go for healer, leaving him able to aoe taunt. Could have been nice to see a 2x assasin 1x merc healer vs that team although i would put money on the heavy armor team still. How i miss daoc's 8 man groups things were simpler, classes had more defined roles and guard worked in such an awesome 300(themovie) way.
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