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nemdra

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  1. too much time if you think this problem comes from a game or can be solved for or in this game in it's current state. anyway in the real world everyones already the best in their way of presenting facts and thus need not to be taught.
  2. without having read a single response: i think it's a good change. awesome actually - that they are willing to test such a thing. IMO some abilities, the instant 1 time damagers with splash damage and "significant" cd, like smash/ operative grenade, deathfield, .. should still aoe-interrupt, any channeled ability ( maybe not orbital strike) should definitely not interrupt, it's cheap it only hurts the person/s spamming aoe, if it doesn't there's a capable tank and or healers around. spamming aoe then is just a nullifying any reasonable counterplay.
  3. l2teamPLAY on a personal note: why do people insist on fairplay//to ALWAYS have a chance of counterplay in >>WAR<<zone based pvp is beyond me >>
  4. http://imgur.com/a/Z254N#0 my friend and me.
  5. and of what practical use is that pic in a thread regarding removing stuns from the game? i fail to see your point. should bioware for the xtrmly rare case of matchmaking putting together a team where 6/8th of them rely on stun remove the abilty so 1 game in "very high number of games" would be tilted the complete other way?! i don't get it.
  6. nemdra

    OMG StUn wARs!!!

    sounds to me as if you're indirectly talking about sins/shadows knights/warriors . so by futher reducing damage while stunned (besides the talent some speccs have (30% reduced damage while stunned) you just eliminated a whole adv class >>. and it mostly doesn't matter for knights/warriors. + it will probably kill group arena as a whole. also it's just a number problem, too many juggs/guardians, sins/shadows around >>. BUT if bioware continues it's path with buffing classes, the time they get to vanguards/pts and they fix advanced prototype/tactic's flamethrower/pulse cannon damage (in my opinion to low) that problem will most likely discontinue i believe. i can imagine balance changes to take a while and it being very difficult, but they should change two different adv classes at a time like they almost did with slinger/sniper and sage/sorc. so people have a choice and not everyone jumps to the new percieved fotm, too many of any class have a higher than usual potencial to make games a "knightmare". pun intended :~
  7. i think you confused elder with higher, hm? as L-randle said, that's how it's going to be.
  8. what u should do if you want to start right now, is get any lowlvl orange socketed gear and augment it, same goes for weapon/offhand and go into a wz and try to make an impact! don't enter a wz in ilvl63+(i think he said) pve gear in any slot >>, you'll get hurt badly.
  9. don't confuse the man ! ELDER not NEWER pve gear >> to your question: if you could jump in with your current gear, you would have an advantage over pvpers through pve. doesn't seem right ... ofc they probably could scale down the gear, which technically they do with expertise, but doing so without expertise, would mean that one pvps for mediocre pve gear, if there was no expertise, or pvpers would pvp for nothing in return and having to nevertheless buy the gear to be able to compete with pve'rs that just get their equip downscaled. --> a complete ... just thinking about that makes my brain twitch
  10. WHY is there not yet an arena/bg with dis.
  11. as above just said, get low lvl armorings/mods/.. that's your entry set. bolster will buff the stats to a competetive level - inside wzs. play that way till nxt patch while stacking comms. once again do not use your pve gear or weapons, as it won't get the full expertise bonus - like not even remotely close. >> edit: also as it seems credits are not an issue, do yourself the favor and augment your pvp gear. it's the biggest increase in damage besides not using pve gear : P
  12. i'd like to add a few things 1 or 2 players can do to increase chances of winning novare coast: at the beginning it's mostly a big fest zerg going on south, as soon as enemy numbers diminish look at their door if they're coming back to challenge south or not.. there's no need for 6 people to finsh off 3 ~~. you could head to the east/west node to help defend before the node is taken. civil war: at the beginning what i (sage) like to do with a friend of mine a commando healer is: we head mid, he pops a -15% damage taken warzone pack, activates what he can and tries to tank to the other side wall, we've even made a mini-game out of it : D. most of the time he'll be focused hard, giving vital time to capture mid. if it's possible i'll pull him back (sage). it's not only numbers positional play can counter numbers. Often in pugs stealthers play a different game, like going to the same node the whole game long in a desperate attempt to capture another node. if possible i whisper them and join them poking at the defenders from beneath the wall with dots, boulder in your face and whatnot. sometimes i don't even have to do that, they'll just come after me as i'm presenting an easy kill/medal.. as stupid as it sounds falling for that trap i just lure them away for the stealther to take the node as i mezz, slow, root, stun them.. be the first to leave while!! defending a node. when the enemies start to die, that's when you leave, your damage/heal at that point is not needed anymore and the other node is probably already been attacked~~ mostly without an inc call.. huttball: whisper a stealther at the beginning to sit in stealth at the enemy goal line, it hardly takes a force sprint from middle over the acidpuddle down the pit to be in pass range, you do not have to be a juggernaut/knight to carry the ball in a pug. don't always go for the ball-carrier, damaging the following! or running infront pulk will often lead to inexperienced healers to heal themselves, others.. voidstar: when defending and the doors open, charge infront, try to get the redbuff, and present yourself as target on the left or right side doesn't matter.. your teammates will follow and you've successfully built a front that 1) shortens the way to swith sides without having to hope not to get attacked when doing so 2) somewhat forces the enemy team to go the other side as we all had that pug experience where you were desperatly fighting at that ship/the box and couldn't manage to push forward at the second door defending after the bridge: if you're a ranged class fight from the redbuff podium it's very easy to keep the doors in sight from there, focus on thinning the lines of enemies coming from the bridges. wait for opportunities to jump off the podium and instagib them down the ledges. when defending don't kill people after losing a door, either die quickly or get ahead... ancient hypergate: not much to say yet, just get familiar with los in that map, it's great : D general things one can do: you don't have to kill.. don't go out of your way just to kill an opponent, like jumping down the pit in huttball T_T, damaging 2 opponents fairly > killing one, slowing/ mezzing 3-x people >>> trying to kill 1... even more so with if they have a healer. as everyone has a rough estimate about how much damage he/she/others can do to a single target with the first 2-3-4 abilities he/she activates + the greediness of most pugers it is better to enable them to press their desired 2,3 buttons and making them feel good for stomping the poor soul u prepared for them, all while you prepare the next one ~~ scroll your camera out. the amount of people i see in alderaan jumping on the ledges next to the wall in middle just to get a glimpse of what's happening @ snow/grass disturbs me. i imagine them just stopping if they're not in the mood to do the "extra effort".. PRESS M. you're channeling a 3 sec attack from a safe position? why not press m and check if the dots on the map are moving in strange patterns which might indicate they're being attacked/ some stealthy hoping to be seen in huttball @ enemy endzone/ there's only one palyer @ other door? same goes for Watch your back/ the node you're supposed to be defending. Not just after dying if at all ~~.. you're leaving a node after defending it only to notice that everyone and their mother is abandoning the node? well it just became your duty. some games are just like that. And any defender > no defender, even a dps mando/merc/sage keep in mind this is all for a single player abusing pugs, most of this stuff does not work well, is unnecessary in organized play.
  13. also use cover to not be interrupted/charged/pulled
  14. my little story: i lvld up to 42 as a sharpshooter, in pvp mostly with only doing my class quests. it was fun. TEH DAMAGE. Coming from a wow hunter which i played years, i loved the new options of baiting people in to my burst, forcing cc into hunkerdown and what not. KICKING EM IN THE NUTS, OR KNOCKING THEM INTO OBLIVION comes to mind. Its a pleasent gameplay. Also the "passive mobility" even sharpshooters have is just so good and completly underestimated for example the unexpected "i kite u there and roll into cover A MILE AWAY from u over there". And i think that's a big point in playing a good gs next to knowing when to go in cover, when and also how to kite, how to knock enemies back behind a corner, when to tank ccs with hunkerdown, or do a flyby 'LOOK I'M AN EASY TARGET, WASTE YOUR DAMAGEZZ ON ME'-action, which i feel gunslinger can do extrodinary well, next to peeling foes off other squishy folks, even if the last 2 are important for all classes. Anyways i got off track >.<, at 42 i felt like lets try the other speccs they provided me with. So first i tried sab, and i loved it, i was even more of a threat. I could kill, or severely hurt an important target, but at the very least i would hinder them a very long time- all with nearly just instant casts. i could deny them areas in a whole new fashion. AAAAAND i suddenly had 2 sorts of damage and another dot and so much more energy and .... as you see i really loved it --> especially that extra UMPF from contingency charges when channeling speedshot onto a double-dotted, stunned, pre sab-charged victim standing in incendiary grenade aoe, followed by .. and so forth, so much fun! and as it often happens they then get really mad, hunting you all over the place and falling for the same, easily set up trap, hilarious, priceless. : D So i thought to myself, what a wonderful wooorld - lets check the red roses too - dirty fighting. I was disappointed, but i guess thats just me. DF to me is just too straight foward and too slow at that, it misses utility, seems more team dependent as in glasscannon'ish, while only bringing damage itself besides the already immense repertoire any gs offers. Also it feels clunky. Yet I do see how it can be good in hands better suited for that playstyle, but for me sadly that is not the case. I am now lvl 47, FINALLY CAN WEAR DEM HATS!!1 and I am a bit worried about max level pvp as a gs, for i want to be viable and not SO MUCH of a sage, if you know what I mean.. Since my only lvl 50 is a sage(heal [dps sage seems lackluster to me]) "sad panda", and even though I can handle myself pretty well, i'd like to be more of an impact than the sage class allows me to be. Coming from that class I've had the experience of completely wrecking the <50 bracket and after gearing up at 50 "just" managing if i ain't ignored/focused a bit to much. ~~, I can see parallels in the first part so far. And then when I eventually get to see a gs in a wz, they are somewhat rare, they usually play poorly, so i can't get a good picture of the capabilities. Therefore i wish this thread to continue and get more traffic as it gives me some insight. thanks in advance a hoping "Gunslingers are the hidden PvP god class of SWTOR." proves true -me tl;dr BUMP
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