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Tranduril

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  1. Tank running in circle change which side a boss might be facing. Boss that cleave in front of them can decimate the melee DPS or any squishy clothy healer/caster that were too close cause they thought they were in a safe spot. As for kiting, most boss are immune to any CC effect including snare, stun, bubble stun, most interupt except on a rare skill that MUST be interupted. Diffciculty of a boss is normally adjusted because of those factor. A tank that is not keeping the aggro AND the boss facing away of his team = failed tank.
  2. Tranduril

    Pre-made vs. PUG

    It not facing a premade that is the really annoying part, it always facing a premade some time double premade... twice in row. I pug most of the time, i dont expect miracle but at least some basic concept of PvP. But when you look at your team and see no healer and the guardian are all in the broom spec to sweep the place and will never change stance to guard, they have no clue about taunt AE taunt and the like.... there is a problem. Yep bad player rushing to the FOTM spec... and no clue how to play. So yesterday i solo Q to PvP a bit, 1st game bad republic and imp premade. result a slaughter. Fun factor zero. 2nd game, kinda a miror of the 1st game but versus another imp premade. Fun factor zero. Took a break watch the TV got some food. 3rd game (hours later) facing imperial double premade. o.O. Okay definitly not a good day to do PvP. Fun factor back to zero 4th game same double imp premade. Resigned and glad that my daily is finally completed. Did you really think i as gonna Q again later that day? LOL nope i want to keep my sanity. But the fact that i face only imperial premade that day at different time of the day as well kinda make me wonder why i PvP. I used to PvP a lot in SWTOR, Warhammer Online damn even Eve when it came out some years ago, But the Queing system seems to favor premade versus pug what ever the side you are on. It all come don to a simple thing : FUN. If it not fun people wont play. Less people playing will resuslt in longer Q which in turn will start to pissed off some of the premade member and will start having no fun. Cause even tho some premade want to face other premade to test their mettle. A lot of the premade just want to roll pug cause they have no chance versus other premade,
  3. Killing the new FOTM with one of the worst PvP class in the worst PvP spec is priceless and highly satisfying. I like to destroy the new smash monkey with my gunnery Commando and shatter their dream of being unkilable machine of death. FOTM spec and class in the hand of wannabe player lead to some funny result sometimes. None the less smash monkey are just a 3 or 4 buttons class.
  4. Please explain to me how smash can hit my Commando for over 6k damage with an AoE attack (through shield + heavy armor war hero gear and nearly 1300 expertise) and my demo round barely goes over 5k damage... that it when i crit and i get lucky. The only time i went over 6k was in a rep versus rep WZ, and against a gunslinger who i knew had around 100 expertise. i hit him for around 6.1k damage... that after i had to use 3 grav round to get the 5 vortex debuff on him. I would like to have an explanation here... and btw demo round is the last skill you can get in gunnery spec. Force sweep is a basic skill that can be buffed with some spec in the focus tree but no ned to spec all the way in the tree tho. And before you ask... yes i have a sentinel. Combat spec.
  5. I would like the smasher/force sweep to explain this to me: An AE attack that do more damage on a single target then a DPS commando spec for single target and using the highest skill in the tree ( for exemple Demolition round) The highest ever i did with it is 6.1k because the person i attack had around 100 expertise (was a rep versus rep) andi had already have inspected his gear many time before. I will often get 4-5k crit. Cooldown : Demolition round have a hard 15 sec cooldown. Cant be lower or reset. The timer of Force sWeep/Smash is 15 sec as well, that timer can be lower by some other ability. Buff: To be effective you need to use Grav round to get Vortex debuff on your target up to 5. each one buff the damage of demo round by 5%. No increase chance of crit. For force sweep/smash you need singularity. each one boost the damage/reduce the cost by 25% stack up to 4 time. Crit: Demo round. well get some crit by yourself otherwise you wont crit. need to have a balance crit surge power Force leap/zealous leap and lol crit! All go in power and surge. Crit what that? I auto crit! Armor penetration: Commando : With 5 vortex charge that 20% armor debuff + Armor piercing cell 30% Shii-Cho mastery 30% armor penetration. So please tell me again why an AE attack can do more damage to multiple target then a single target spec commando. with a basic skill that get buff with some speccing an in AE tree(not all the way throught the tree is necesasary) versus a skill that you can get only speccing all the way up a DPS tree. I have been hit by a Lolsmasher juggernaut on my commando for over 6k damage through heavy armor + my shield and over 1200 expertise ( WH stuff ) I guess i should go back and respec and play my sentinel to be lolsmash, but 3 button spec... no thanks.
  6. Are you a stun bubble spawmer? Or you simply look like a possible healer. In either case you are a prime target. I can switch target in case of the 2nd option if you are in a position wher you cant help your team and i have better thing to do to help mine. If it the 1st option i will pull you kick you range DPS you till you are back to your spawn and waiting for you to come back.
  7. Okay let try to see the problem from an other angle. We all play to have fun right? Now that this is set let me try to elaborate. Competitive peoples will form group (a.k.a. premade) to maximise the DPS survavibility and healing of said group. PvPing and winning is how they manage to get the fun of the game. Casual people play from time to time. They can either PvE or PvP depending their priority of fun for the game. Being casual mean they probably wont play as often as they wish or could. So they log in to have some fun as well. So everyone still following my reasonning so far? So what happen when : PUG versus PUG : Chaotic match, some random pug versus pug with here and there more experience people that can try to organise their side and type some information. So it going to be lose some win some so Fun for people in it. Premade versus premade : Organise match, few pugs. and the premade have easy communication via ventrilo, mumble, TS or others. They are used to work with each other, assist each other. focus down target and switch when the main assist call a new target. Healer are protected and guarded and the guard can be switch on the DPS when it getting too hot. Huge adrenaline rush on either side. Win some lose some. result Fun going up. But some premade will lose more then they win.. so fun factor going down. which might lead to the next option. Premade versus pug : Highly organise group versus chaotic group. premade have the advantage of the communication with voice 3rd party program versus a group that might or maybe wont type to call incoming or other. Group composition have a goos chance to be more imbalance on the pug side... no healer or no tanking tank or tank that have no idea what guard mean and wont have it on their hotbar. Most of the time that match will result in the premade literally farming the PUG that will come to them piece meal by piece meal after the initial wipe and the lack of communication to regroup at a point or node. After encountering the same preamde again and again. the pug fun factor is going down. For the premade that want to face a good opposition fun factor goes down as well. Now for the 2nd category of premade that i talk about earlier since they got rick rolled versus other premade. their fun factor will go up since they are winning. Now that we have a glimpse of that fun factor up and down what will happen in the long run. Premade are going to control most the WZ most of the time. Casual player will be playing less and less always facing a premade and getting faceroll is no fun. Which in return will result in less player queing for the WZ... increasing the time for the WZ. With fewer pug around to be farmed the sore loser premade are going to be the prey more and more and wont like it. The premade that like competition will be facing less and less opposition as well since less and less people will start doing PvP. And will take a break. With less premade around some pug will start PvPing again and have fun. Premade will form or old group will reform. leading back to square one with a small hic... there will be less people PvPing each time that circle goes around. Same thing happen in the nature. Premade = predator PUG = prey. With too many predator in one area the prey vanish, and the predator starve or move. the prey will reappear and the predator will come back. Facing a premade whenyou pug is normal it part of the game. always facing a premade and always getting faceroll, bend over with or without lube is the problem. If the casual player are not having fun. they wont play. the new people trying out the PvP will often start as solo player some are going to make group most wont. Experienced player that pug might not want to group with newbie either. for reason X Y or Z or they are simply tired of trying to teach the basic of the PVP or it fine point. All of this is only link to 3 simple things : F, U, N. If those 3 are not present the PvP wont survive in the long run.
  8. It would not be more optimal to go with : Grav x2 => Sticky Grenade => Grav => Tech Override / Reserve Powercell / Plasma Grenade => HiB => Diversion => Demo round => Full auto. It should provide a good initial burst damage with Sticky grenade, Grav round Plasma grenade and a bit later HiB to hit nearly in the same time stamp. At least for PvP. Edit :: Added the Diversion for PvE rotation.
  9. Good Combat medic/ healing merc are nearly unkillable in PvP and can heal and keep their group up without any problem. That being said, they dont stand in plain view and try to position themselves so they can see their team, and hide from the other team. The green beam is one of the most dangerous thing to do. It simply say to the other team follow the light im hidding here! No need to point them out where you are, even if you are marked or they know you are healing, no need to help them out by pointing them to your location. The green beam is not your main heal ability, its something to heal when you dont have ammo anymore.
  10. I hate huttball. Probably because i pug most of the time.
  11. You wil gain more XP from doing the WZ. It interesting if you want to only do PvP with a toon. If you want to take it, click on the legacy icon (top bar) and select Character perk. All the XP increase available are on the top left of the list. Please note that this modification will only affect that character (all option from character perk affect only that character)
  12. Tranduril

    Whirlwind / Lift

    If im correct, sage#sorcerer are able to spec to the target of the whirlwind/lift are going to be stun for 2 sec if the whirlwind/lift is broken before the end.
  13. Thanks for your advice about the Vindicator. Ill try it out. So according to that i should drop my shield generator in the offhand and go with the DPS version, right? As for the jugg and assassin, we were many trying to kill them. So taunt wont work, unless you count the long timer AE taunt. And yes tank assassin are often tougher to bring down then a def spec jugg/guardian and still bring more DPS.
  14. I used to play my immortal jugg prior to 1.3, so long story made short i came back playing my jugg after 1.3 and realise that i seems to have lost a lot of the DPS i used to have. Sadly im mostly pugging the WZ which can be really frustrating at time. I was using the BM War leader gear set. And i realise that most DPS class were able to burn me down quite quckly and I was barely able to really scratch them. And since upgrading to War Hero gear is quite an investment in time and all, I gathered all the BM Vindicator set except the offhand generator and hoarded my Ranked WZ comm. Im still amaze that Tank assassin/shadow are able to tank and DPS like crazy at the same time. I found that its easier to burn the guardian/jugg beside them then the tank assassin ( and no the tank was not guarding the assassin, no blue bubble around assassin) So it made me think about my poor immortal jugg. Any experienced Jugg/guardian would like to share their light about gear selection. Thanks.
  15. The problem with the Harrower is when he reach 20% hp he goes berserk after his short transe (he will be immune to damage during that transe) when the transe is about to finish pop you defensive abilities and go all DPS to bring it down quickly before the defensive abilities are down
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