Jump to content

IVIidnight

Members
  • Posts

    17
  • Joined

Reputation

10 Good
  1. I stated what i wanted bw to change about them and not one of these was "remove it" go read the post again good sir.
  2. I said exactly what i think they should change with them. I dont understand what you mean?
  3. Dont sentinels have the ability to perma snare with cauterize and leg slash? but ok i can see your upset with incoming nerfs coming to your class, now you know how we scoundrel players feel. Its ok. You will get through this.
  4. Just like every other dps class in the game. Assault Vans/ Pyrotechs die fast. Dps Scoundrels die fast. Gunslingers/ Snipers die fast. Infiltration specced shadows die fast, as do Deception assassins. Dps sages/sorcs die fast. Sentinels/Marauders do not die fast if they have 1 of their cooldowns up and know their class. One of these things is not like the other...
  5. And why do you guys deserve to have so many defensive cds when dps scoundrels have to deal with only having 1 or 2? I will even defend assault vans and pyrotechs for a sec here and say: They have ONE defensive cd that reduces damage taken by 25 % (i think, i could be wrong with the numbers here) I do play a sentinel, and i have a blast going through wzs never dying because i actually have defensive cooldowns to use in a fight. How about you go play another class and tell me how it is dying to a sentinel thats still above half hp when you did everything right throughout the fight. In regards to your other posts, most tanking trees give you defensive stats, which if you knew anything about the game and how it works, you would know most tanking stats do not actually do anything in pvp. Sure they get some added utility but that is not what im arguing.
  6. Well the scoundrel vanish is bugged and doesent break combat half the time so thats sort of irrelevant but whatever its true, your right, its not exactly like vanish. But the ability does need a longer cooldown and you cannot deny that.
  7. Tactics have nothing to do with sents/maras not dying. Did you even read the original post? Healers cannot "slaughter" anyone.
  8. Believe me i have, and in RWZ i die to sents/maras the most. Why? Because Vanguards and Powertechs DIE If i call out on vent that i have a vanguard/ powertech on me, if more than 2 people actually know what they are doing, that vanguard/powertech dies in 5 seconds flat. If i call that there is a sent/mara on me, even if ALL my dps turn around to help, its going to take 5 seconds AT LEAST thats if they only blow GBTF or the Mara equivalent. I dont see good juggs in rwz because theres no reason to run a dps jug when you can just run more vangaurds/ powertechs or sents/maras, so i have no arguement for that.
  9. Ok, im not even gonna waste my time so: Yes im mad, I cant pew pew without my qq, blah blah. Anyway, onto my rant, i play a healer, i have noticed that i only die to 3 classes in the game if i try to heal myself and just keep them busy. These 3 are Vanguards/Powertechs, Sentinels/Marauders, and Sniper/Gunslinger (in that order from greatest deaths to least deaths) In my opinion, the problem with Sents/Maras is not their damage output. I can outheal a maras damage easy if they let me free cast, just takes quick thinking and smart use of cds. However, the problem is the amount of time it takes them to go down. Lets see what defensive cds they have. (I have never played a mara so excuse my lack of knowledge of their names) Rebuke/Mara equivalent - 1 min cooldown, imo i think this ability is fine where it is, nothing needed. Saber Ward/ Mara equivalent - 3 min cooldown, the problem here is that all similar abilities increase defenses by 25% Pacify/ Mara equivalent - This does not have an affect on large scale fights, only 1v1 but it can be used defensively pretty damn well, but i think its fine where it is. Force Camouflage/ Mara equivalent - 45 Second cd, <-- Thats the problem, i know that sents/maras arent stealthers and that their stealth does not last forever, but that doesent change the fact that it is the exact same thing as any other stealther's "vanish" so why is it not treated like one and given a ridiculous cd like all the other ones. (ie Disappearing Act/Op equivalent has a 3 min cd unspecced) GBTF/ Mara equivalent - 1 min 30 second cooldown, The only thing i see wrong with this ability is the duration. Sents/ Maras already have so much to keep them from going down, the fact that they should need 5 more seconds of basically invulnerability is ridiculous, shorten it by 2 or 3 seconds and i think its fine. So, why are these a problem? The sent/ mara class, which im constantly being told is an all dps class, has more defensive cooldowns than more than half the "tank" classes and builds in the game. That is what bugs me. I ask you sents and maras this: Why do you feel your class deserves to have more defensive cooldowns than tanks? It just doesent seem logical to me. Edited for easy viewing for the kids.
  10. http://www.own3d.tv/Statiic/live/68065 http://www.own3d.tv/Statiic/live/68065 I stream a loooooooooooooot. I used to make edited videos but that was more for games like Quake where the "epic" moments were very easy to spot, but not so much in games like SWTOR. I recently made the switch to own3d as well as it is easier to set up and maintain. Streaam will be mostly pvp and random hilarity that ensues.
  11. Bored and wanting to get some feedback because apparently i suck at my class. http://www.justin.tv/iviidnight http://www.twitch.tv/iviidnight are the links, come watch!
  12. Go back and read my edit. This is from a healing standpoint. EDIT: And from a dps standpoint....Scoundrels dont even come close to Sents, yeah we can kill a few classes exceptionally well, but sents can kill everything and faster and without dying.
  13. They cant kite? They can just root and knocback = instant death to 5k crits. Cleanse roots? Cant unless your a healer but k ill give you that. Dots? Yeah cleanse 2 of their 1 million. Dodge their burst? For 3 seconds. Their main skill that crits for 5k consistently is like a 4 second cast. So i can dodge 1 of them if i time it right. Opener knocks them out of cover....... they just get back in cover and knock you back. They dont have to run because they can just kill you if they dont suck, that is irrelevant. Dirty kick can knock them out of cover if you can survive to get that close. Without stealth, Scoundrel DPS will lose to 90% of classes guaranteed (includes healers). Opening out of stealth, yeah their good, but if their target survives that burst, the scoundrel loses the fight, or has to blow a 3 MIN CD to attempt to try again. Not to mention that 3 MIN CD will not work 90% of the time because of dots/aoes that all classes have. As for sages..... your post is completely wrong. They have a what, 3 second sprint? That goes faster than a grade 3 speeder..... yeah basically a get out of jail free card. Not to mention a shield that can completely absorb an entire team for a few seconds. Not to mention a skill that knocks everyone around them back........... Face it., Scoundrels suck and will never be on par with any other class at the rate Bioware is going with them. When healing gets nerfed next patch...... then what ? Someone explain this to me...what is going to happen to the scounrel class after healing is nerfed..... Edit: And on another note: Sages/Sorcs also have Healing Trance/ Innervate that can heal through a ton of damage on themselves. Granted thats against one opponent but still.
  14. Yeah dodge is amazing, but against a halfway decent mara they will just stop their ravage and force smash than force scream and your gone. Disappearing act can be a great defensive cooldown but A: 3 min cd B: Can be ccompletely shut down. Snipers.....dont even get me started. They will just root you for days your dodge will end before the root ends and your still gone.
×
×
  • Create New...