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Vodrin

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Everything posted by Vodrin

  1. I have a full Exemplar sentinel and several other pub 65's on harbinger looking for a home. I am almost exclusively a PvP player and already have teamspeak. Will try to hit you up this evening when I am on.
  2. I really don't understand any of the surge nerfs when PT's and snipers were not hit with them. Their damage is really pretty off scale with some really crazy high crits. I don't really care that they don't have talents that give automatic crits as the two classes still have abilities or set bonuses that grant 100% crit on their heavy hitters. I really don't see the difference between that and my marauders clashing blast crit for instance. A surge nerf across the board to all classes would make more sense to me, but if they do stick with that a few AC's need some base damage boosts to make up for it (OP DPS spec's and Lightening/TK come immediately to mind). While you are correct about what the class lead said, what operatives got is not what he asked for. There were mobility/survival tools added, but the damage did not stay constant. Damage for operatives was fine in 2.0, but it overall has not kept up with the change in health pools and is actually significantly reduced from 2.0 levels (relative to the current health pools at least).
  3. They are currently not terrible in solo ranked. Not great, but not terrible. Considering merc/mando does not have a single spec that does well in solo ranked I would be thankful.
  4. That is really interesting. The two characters I play the most are my sentinel and marauder. I have never picked up on this despite combat/carnage being my preferred spec, but that is probably because I primarily PvP and do not usually have the type of sustained encounters where maximum DPS is the primary concern. In any case a few more seconds on the hand of justice duration is definitely indicated and I would think that this would be a relatively easy thing for the combat team to address.
  5. Get to the objectives first. They will be a ***** to kill, but they also will not be able to kill anyone unless you did not have a healer at all. Novare coast for instance- just spam cap at the open and they will never retake a node.
  6. It is no longer necessary to have the mods in it. Has not been for some time. Just need the shell and the comms.
  7. You should never use the shells from PvP gear anyways (with the exception of Ear piece, relics, implants) as it will save you a good number of augment kits if you simply put the mods in a piece of orange gear. That way you only need to re-augment when they put in a new crafting level, and not everytime they introduce a new tier of gear.
  8. Vodrin

    Please Fix healing

    Also remember that merc and op healers are extremely vulnerable to stuns and interrupts. Those two classes can be killed solo pretty reliably if they do not try to kite and facetank DPS. Sorc's are another story entirely, but for the most part healers have to kite to stay up against DPS because they have a harder time reducing the DPS classes damage output without kiting, while the DPS can easily cripple the healers HPS if they can stay on target continuously. As a result I think that merc and op healers are fine (merc healers could actually still use an extra defensive in my opinion), while I believe sorc healers are a bit overtuned as they are just too difficult to shut down. Agreed
  9. That's probably what it is. You need to have the item in your inventory to get the advanced version
  10. Vodrin

    Please Fix healing

    If one DPS cannot kill a face tanking merc/mando they are not good. Any one DPS should be able to easily burn them down if they do not kite. The only healer that needs any adjustment right now is the sorc. And it's more how easy their resource management is and how many kiting tools they have that needs adjusting. No way should a merc be able to heal through 3 DPS. If that is happening those DPS are flat out terrible.
  11. Sure they are. Slingers just have some damage from offhand that snipers make up with higher base damage on their main hand. Other than that they are absolutely identical. Imbalance between factions is due only to difference in quality of players and how close to fully geared each side is.
  12. Expunging cammo also cleanses all the damage debuffs that different classes apply. It also removed trauma. This makes it in all ways superior to through victory in my opinion, along with Cammo potentially protecting you from CC's and mitigating some DoT damage while cammo'd. Also, PT should be the first DPS class you target right now. It has weaker defensives than sniper and has best burst and DPS in PvP right now. Just remember to never stun them prior to bursting (passive 30% damage reduction while stunned). Stun them to interrupt their burst or eat up HO and hit something else until the stun is over.
  13. I'm actually slightly higher with crit. I also have gone to 105% accuracy with no alacrity, and the rest crit. I am running 8 crit augs and 6 overkill currently and that leaves me right at 40% crit chance and 70% surge. I think that is the sweat spot for augs with the rest in overkill. On my sent that is primarily combat right now I have stacked alacrity as it really feels burstier than stacking overkill augs. I can still hit 40% crit, just with 9% alacrity, and about 58 points less melee bonus damage than the mara build. Plus combat/ carnage is fun primarily because of the speed of attacks, while fury/concentration is fun because of immunity and how hard attacks hit. Because of this I think power/crit priority makes more sense for fury, while crit/alacrity makes more sense for carnage.
  14. While I agree with you that the OP's utility choices are a bit strange on some notes, I like some others than you have chosen as well. Brazen, Overwhelm, Relentless, and Unbound are all mandatory. But I think there are some choices that are situationally better for the other three, particularly in arenas. I really find Undying to be kind of meh, despite many good ranked mara/sents loving it.
  15. I would agree with the general sentiment in this thread, particularly for PvE. For PvE the ceiling is higher with Watchman in most fights though (unless there is more need for target switching or more short windows to do damage, then combat is better).
  16. It's easier to do this with Vicious throw, and it definitely does allow you to get an additional ability in your gore windows. You can also clip ravage during beserk to fit an additional ability in.
  17. Forum is loaded with absolutely terrible ideas today. Impressive.
  18. You are a funny, funny guy.
  19. The main thing I do not understand is why some classes got a surge nerf and others did not. They all have auto crits, and the classes that did not get the nerf (primarily AP PT and MM sniper) are hitting some very high crit numbers. I think they either need to undo the surge nerf on other classes or nerf the surge talents down to 10% across the board. As for sorc's, I think I may just be seeing a lot of mediocre ones on harbinger as the DPS sorc's are usually pretty easy for me to handle on a marauder that is not even fully min/maxed yet, and you know I am not the player you are. But I did get handed my lunch when I ran into double bubble twice, and have had very bad days when facing multiple madness sorcs. The thing is that I have found it laughably easy to heal through the damage output of a madness sorc on my scoundrel. Can't do that with even an average PT. Again, I may be running into some pretty mediocre madness sorcs though, and mine is spec'd for healing (which again is ridiculously OP).
  20. First off, PT should be your top priority target outside of healers. They are relatively squishy, have fewer defensives than sorc and even sniper, and put out more burst damage than any other class if left to their own devices. As far as utilities, I consider Brazen a must as it both increases mitigation and DPS, I also consider overwhelm a must as Beserk>Gore>Ravage>Devastating Blast is still the best burst carnage can muster so anything that helps you land that is a must have in my opinion. I am running Unflinching Determination right now, primarily for arenas. Although the cooldown is much too long, I do feel that it is great to be able to have immunity to all CC for a gore burst cycle. It allows you to leap in activating Saber ward just before reaching your target and almost always get your target to burn a CC on you that will not work. This will almost always allow you to land the burst combo I detailed before. On the next level Relentless is a must have for sure, and I take Phantom as I find it does help me stay on target. I also think Stragulate and Defensive roll can be justified but I don't think the rest are very good. On the heroic level I think that Unbound is a must have as you have already noted. None of the other options are fantastic, but I personally go back and forth between Expunging Cammo and blood ward. I also think you can make arguments for Undying and Brooding. I think the rest are hard to argue for. Cammo accomplishes the same thing as Through victory with the same cooldown and additional benefits, and the others are not worth considering in my opinion. I feel like Expunging Cammo is better when your group has a healer, and blood ward is better when you don't.
  21. It's new. To get Pierce as a companion in KOTFE you have to complete 20 PvP matches with a win counting as two matches (unless you are a sith warrior, then you get him for free).
  22. Scoundrel/OP can basically be shut down by interrupting one heal and they have little ability to respond to incoming burst. Sorc's have multiple burst healing tools, and if you interrupt innervate they just go to Dark heal. They are much tougher to shut down and have much better burst healing, and thanks to a proc for an instant AoE heal and wandering mend they can still heal there team somewhat while taking focus fire. That is absolutely true, and if you cannot pull off the same trick with similar gearing then you are a below average player because there are many who are better than me. Sorc healers are the only overpowered healers right now, although they are quite a bit over the top right now.
  23. This is a simply false premise. My tank jug as currently geared (all defense and absorb relpaced with power/crit) will likely kill most DPS 1v1, while my marauder will likely kill any non-sorc healer in a 1v1 (best case for the healer is he runs away). Kind of ruins your premise.
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