Jump to content

DarthVenomous

Members
  • Posts

    13
  • Joined

Everything posted by DarthVenomous

  1. Please allow me to elaborate on a portion of a previous post. "-Change the terrible 4 piece set bonus in pvp gear. Most Assassin tanks are the stealth solo node guards. If I'm a SOLO node guard, what good does it do to guard someone? By the time I call out incomings, I'm already about half dead. If the person responding to my incoming call isn't a healer, why would I guard them when I'm almost dead myself?" What I propose instead of changing the 4 piece set bonus: Allow solo node guards to target and "guard" their nodes. By placing my guard on the node, that gives me the 5% set bonus damage, my guard is used on an object and not a person (which I can switch the moment reinforcements arrive at my node) and as long as I stay in a certain radius of the node I wont lose the buff. This can only be used on nodes/consoles that my team has under their control. In Civil War, I could not run in to middle and guard the node before it has even been captured. In Voidstar, I could not guard a door while I am on offense. Here are the objects that I could be able to guard: Alderaan Civil War - Any of the three nodes once they have been captured by your team. Voidstar - Doors and Computer Consoles that your team is defending. Novare Coast - The bunker computer console your team controls. Ancient Hypergate - The pylon your team currently controls. Huttball - (Not sure how I feel about this yet) Guarding the ball spawn if your team is currently in possession of the ball. For solo node guards such as myself, this would help tremendously, but its obvious to see where the additional damage is conditional. Player feedback is appreciated. Maybe the Devs might look at it if the feedback is positive. -Darth Enrage 55 PvP Assassin Tank (Solo Node Guard) The Ebon Hawk
  2. Devs, Please turn the coloring of Dark Ward and Assassin's Shelter down. Its too fuchsia, almost pink. Please make the coloring match more of our deflection, force lightning and recklessness effects. Thank you, Darth Enrage 55 PvP Assassin Tank The Ebon Hawk
  3. On another note, it seems that all the other classes get a neat AOE channeled ability except for assassins. I would like to see Lacerate become that new channeled melee AOE ability. You could enter in to a lightsaber whirlwind frenzy swinging the saber all about during a 3 second channel. It could be interrupted like other channels. It would really help in PvP when you're keeping people off the bomb disarm in Voidstar and trying to force cap a bunker in Novare Coast. Looking for a way to make Lacerate more viable in pvp. I just use it as one more AOE when Lightning Charge, Overload and Wither are on cooldown. Other than that, I never use Lacerate outside those two examples. Another idea I would like to share is a long distance attack usable only when the target is near death. I think it should look like a Spartan Spear Throw from the movie "300". It would act exactly like Assassinate but only from a distance greater than 15 yards and only when the target is less than 15% health. This would be fantastic because I use Recklessness to burn down my opponent with my lightning and then have no long distance attack after Recklessness is used. Trying to kill an Operative healer who can "out-roll" me even with my Force Sprint is irritating. A long distance saber throw would help with that killing blow. Just more ideas for the Devs to stew over. Feedback would be appreciated from the community as well. -Darth Enrage 55 Sith Assassin PvP Tank : Solo Node Guard The Ebon Hawk
  4. I've played a Sith Assassin tank since pre-launch and I am completely in love with this class and its design. I only play one character and I chose the Assassin. I was doing guild Ops in the beginning but became a die-hard pvp tank over the past year and a half. Here's my thoughts about the upcoming changes: Maul- In pvp, the dps assassins who hit me with maul do massive amounts of damage. If I can survive their opening burst of damage, then I can begin whittling them down. I believe dps Assassins do lack sustainable dps. I don't think a buff to Maul will help them in this area. I for one, as a tank assassin, wouldn't mind doing more dps, but there are other buffs to skills/abilities/talents that could be better deserved. Harnessed Darkness + Force Lightning- I am truly going to miss the ability to self-heal during my rotation as a tank assassin. I think the changes to tank assassins over the past two years are pushing me away from the game. One of the (cosmetic) changes that I was disappointed in was the cool "flip" from Overload. (I play on an RP server and looking cool is part of the game for me). Next you took out the acrobatic looking "Tumult" kick that was part of my opening rotation out of stealth. Now you're taking away the one thing I use to keep myself alive when I go do solo quests (self-healing). I usually use HK-51 for my ranged dps while I tank the mobs. Being able to minor heal myself while doing quests is a major boon. Being a tank and using a healer companion means the quests will take ridiculously longer to complete making grinding unbearable. THE THING THAT SETS ASSASSIN TANKS APART FROM THE OTHERS IS THE ABILITY TO SELF HEAL. THAT IS THE PERK WE GET FOR HAVING LIGHT ARMOR. Please don't take that from us. Proposed Buffs: -Leave in the self-healing of the Harnessed Darkness and Force Lightning. (I get about 700-800 health per tick in WZs). I also get about 350 health back per tick of Dark Charge. This helps tremendously during solo questing. -Increase the bonus given by Dark Ward. As a tank it should always be up anyways. Easy to burn through if you're being focused in PvP. -Change the terrible 4 piece set bonus in pvp gear. Most Assassin tanks are the stealth solo node guards. If I'm a SOLO node guard, what good does it do to guard someone? By the time I call out incomings, I'm already about half dead. If the person responding to my incoming call isn't a healer, why would I guard them when I'm almost dead myself? Just my personal opinion to SWTOR assassin tanking with most regards towards the balance of pvp. Darth Enrage 55 Assassin PvP Tank - Solo Node Guard Extraordinaire The Ebon Hawk
  5. I've already thought about your suggestion and prepared a rebuttal. How about instead of "Protection" category we have a "Support" category that when you mouse over the scoreboard it shows protection provided and healing prevented and corresponding medals for certain goals? Is that a good idea as well?
  6. Dear PvP Community: I've been wondering about a possible alteration to pvp taunts and their respective debuffs. Please leave your feedback if this idea is viable or not. Currently when you taunt, you reduce a single or group's damage to your allies by 30%. What if it were: When in a tanking "Cylinder/Stance/Form/Charge" and you taunt, you will reduce the amount of damage delivered to your allies by 30% AND When in a DPS "Cylinder/Stance/Form/Charge" and you taunt, you will reduce the amount of healing enemies receive by 30%. ( Or possibly they get a single and AOE taunt to reduce the amount of healing output by 30% therefore only affecting the healers and not the dps/tanks) There seems to be a lot of discussion that healing is excessive at the moment. The amount of additional healing from expertise rating 2018 is 20% I believe. Reducing healing by 30% will be a noticeable effect. The idea that tanks absorb damage from guarded allies and can taunt to reduce the amount of damage their guarded ally takes makes sense. The idea that dps are out to kill their enemies as quickly as possible and can taunt to reduce the amount of healing they are receiving keeping them alive to me also makes sense. Look forward to hearing from the community. -Darth Enrage 55 PVP Assassin Tank The Ebon Hawk
  7. Greetings PvPers, I am having trouble finding an online guide to resolve these last few questions. I am a PvP Assassin tank with full Conq gear. I ritualistically am my team's anchor node guard. I need a few more pointers to make sure I'm getting the most from my gear. Here is where I'm at right now: 2018 expertise 36.5k HP unstimmed 500+ force power 1000+ minimum damage 5900+ armor rating 19.5% defense 45% shield (with Dark Ward) 33% absorption #1) I've removed all accuracy from my gear. This leaves me with an innate 94% accuracy rating. Is this sufficient? Do I want the 100% accuracy / 110% force ability accuracy? #2) Two pieces have an alacrity stat on them giving me 118 rating (1.7% increased speed). Is this enough alacrity to even notice a difference on my GCD? #3) Is defense a viable stat for Assassin tanks in PvP or should I dump that for additional Absorption? Is there diminishing returns on either Shield or Absorption? #4) I have augmented all my gear with +32 willpower and +20 endurance. I tried the fortitude augments with high endurance and power but the additional hitpoints did not make up for the reduced damage I deal NOT having all the willpower. I thank anyone up front who can help me with this dilemma. I look forward to reading the responses. Darth Enrage @ Ebon Hawk 55 Assassin PVP Tank
  8. As a pure PVP tank, this idea is WAY too easy to exploit. Two exampes: #1) Voidstar - I am on a ledge and my opponent is on the other angle of the ledge. If I hit taunt and he is a melee, is he to run directly towards me and make himself fall in to the pit? #2) Huttball - My opponent is the ball carrier and headed towards my endzone, would taunting make him turn around and head back towards center in order to attack me?. If I taunt him after he crosses a flame jet, if he is melee will he turn around and walk through the fire to attack me OR if he is ranged, will he set up his cover right there on the flame vent? The damage reduction is a great idea to make taunting useful in pvp. Losing control of a character would be too easy for exploits. The only alternative idea I could have is that the opponent(s) wipe their current selected target and now target the tank who taunted. That way they have to [Tab] back to their original target or mouse-click them again. Just my 2 credits Darth Enrage @ Ebon Hawk 55 Assassin PVP Tank
  9. I really do like the cross-gaming setup that Pax has. When one game seems to die off, the majority of the players can easily move on to the next one without losing guildies/friends. The people here immediately accepted me as a friendly newcomer and not a "FNG". The people here are mature and there has not been any drama in the guild that I've seen at all. This looks to be a great community and I hope to be here a long time with them! -Darth Enrage @ Ebon Hawk
  10. The great thing about an MMO is that you don't have to participate if you don't like that particular content. If you feel open world pvp is only for getting ganked, then leave it for those who enjoy it.
  11. I will always feel that Open World PvP would beat out any warzone simply due to the fact that you can play with your entire guild in open world where in WZs you can mainly get 4 people. No side missions, no objective dependent mechanic, just simple old-fashioned "kill them before they kill you" pvp.
  12. I dont write in the forums often because I want my posts to have meaning. I've been playing video games for the better part of 30 years and out of all MMO style games, SWTOR has captured me with their PvP for some reason and PvP is all I ever do now in game. That being said, I think the devs need a think-tank to assist them in what us PvPers truly want from SWTOR. Outlaw's Den: This place is now a dead zone. Everyone who cared about getting an HK-51 part has already gotten it. No one is actively seeking any buried treasure for the most part. If anyone is treasure hunting (Non-PvPer) and they are killed, they simply leave the area until the Player-Killers have left. There are no missions and no incentives, but there is a legacy fast travel to a worthless zone. (??) Now on to Ilum: I posted this reminder pages-deep in another link but I will repost it again because it holds significance. The Gree are currently interested in Ilum for data-gathering purposes only. The daily/weekly missions they offer are for data-mining about COMBAT. Your actions are being recorded and analyzed by the Gree when you combat their mutated creatures, their droids, and most importantly combat with other sentient beings. They are encouraging combat so they can study our maneuvers, especially in the "FFA zone". 1 vs 1 honorable combat, 4 vs1 dastardly combat and 4 vs 4 team-based coordinated combat. Pacifists should feel somewhat lucky that there are currently no incentives to hunt players in the FFA zone. Then the days of standing in lines at the pylon would be gone. PvP stands for Player vs Player, not Player vs Pylon. A side note on OW-PvP: There are only 2 PvP FFA areas in the entire SWTOR game. One of them is a barren wasteland, the other is only in use during a limited time event. With the new expansion, PvPers got nothing. No area to call our own. PvEers received an entire planet. Now Makeb and the (hopeful) future of PvP: One of the major problems I see this game trying to overcome is the rift between PvE and PvP. What I also see lacking in this game is a solid Empire vs Republic war. The game could bring together all these aspects in a glorious week long event that would satisfy a vast majority. Please hear me out: The devs could develop a new area on Makeb (similar to Section X and Black Hole to their respective planets). A massive plateau on Makeb with a large extractor factory ("Extractory") that is currently pulling up Isotope-5. PvEers could go to their crew skill trainers and learn to make a "logistical" item to craft and turn in to help the "war effort" of their faction. PvEers could go all over Makeb and find "gatherables" along with resources from crew skills and craft these logistics (biochem - bandages/medkit/stims, armstech: mortars/grenades/blasters, armortech: NPC trooper armor, artifice: shield generators, cybertech: automated turrets/tanks, etc). The more dailies completed by the PvEers would arm the battleground with the items listed above and help the PvPers in their battle to control this "Extractory". During the course of the week, all who participate are rewarded for the amount they dedicate to the war effort. People who only craft logistics are rewarded for what they provide (rare crafting mats and gear comms). People who only PvP would be rewarded for their kills (in valor and WZ comms and stims). At the end of the week, right around weekly maintenance, all players who participated are mailed their rewards. The faction that had the most success in fighting over the "Extractory" could get additional rewards (Ranked WZ comms for pvp and Rare Comms for PvE). Both rewards if players fully dedicated themselves to crafting AND PvP. The PvEers could go all over Makeb harvesting the mats to craft the logistics without ever having to flag themselves or put themselves at risk for "ganking". They could turn in the logistics to any mission terminal on Makeb. PvPers could stay on the battleground of Makeb indefinitely while they wait for WZ queues as well. Additional Note: Bring your PvP gear to the battleground. No Bolster Allowed! Grow some teeth and swim with the sharks... I truly believe this is what the game needs. Its more daily missions for PvEers, a FULL-TIME open world pvp zone for PvPers. The storyline is there for those who are following lore and want more Empire vs Republic battles. Just my two credits... Darth Enrage @ Ebon Hawk
  13. I believe people are missing the point of why the Gree are even on Ilum. The Gree are there to collect data. COMBAT data to be precise. They are recording all combat against creatures, droids AND other sentient beings. Your participation furthers their goal of data collection. Honorable 1v1 combat, dastardly 4v1 combat and gruesome 4v4 combat are all their intent. Plain view, ambush from stealth and hit-n-run combat. They want it all. By doing any of those missions on Ilum, you are helping them obtain what they truly desire. Darth Enrage @ Ebon Hawk
×
×
  • Create New...