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A_J_B

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  1. A_J_B

    Sins/shadow

    Flashbang is 8 sec as well, maybe you are thinking of jugg/mara mezz that is 6 sec
  2. A_J_B

    Sins/shadow

    I don't really do dummy parsing but i think one of the dummys are bugged so try using the other one. Those numbers seem low off the top of my head i think discharge should do around 11k without a cirt and 18-20k with a crit
  3. A_J_B

    Sins/shadow

    How often does that really work for you if you have made someone use there breaker on the sap cap wouldn't you be better stealthing out and sapping them again. To many classes have ways around casting whirlwind to relay on it for capping, ops are going to roll it, snipers can entrench/roll it or hard stun you, mercs are going rocket out, juggs/mars are going to mad dash, sins will low slash, and its going to make los'ing a pt's shoulder cannon impossible. People can even just los you while casting it or maybe i'm just giving players to much credit for knowing how to play around it.
  4. New tier of mats that can only be obtained off the cartel market incoming
  5. i'm guessing you will need encrypted memory core's and charged matter transubstantiator's to craft the new gear
  6. A_J_B

    Sins/shadow

    You asked if delaying maul is a dps loss and its not, its the normal thing to do for max dps. All the reasons why you can delay maul still stand in pvp as well, its just done differently in pvp so you can line up your burst. As long as you aren't delaying maul for to long so you miss your next maul proc or let dark embrace fall off its fine.
  7. A_J_B

    Sins/shadow

    The maul change is a slight nerf in the sense that with all the dysnc in the game you can't always be sure you are going to get full dmg. Delaying maul is fine for sins as its not a very high priority for the rotation just don't delay it so long that lose a maul proc.
  8. Surging charge is what is being reflected, its the same with using melee attacks on a juggs reflect since surging charge is force dmg
  9. A_J_B

    merc

    Sin's got phasewalk removed, so maybe they will do like wise for merc's and give enet to pt's you never know what bioware is planning
  10. Correct me if i'm wrong but there has never been a vendor like that for end game pve gear so that's probably why they removed it, to keep pve players grinding. Screwing over pvper's was just a nice happy bonus for them.
  11. The only merc healer i can think of is durwell
  12. In 6.0 sure maras/sents could use some changes like brazen should just be a passive for all mara's, but since we don't have any context for 6.0 who can say. As it stands right now thought mara's are one of the top dps classes in the game they have some of the best def cd's of any dps and imo should be nerfed if anything ttk now is to high and i would like to see if back down to how it was in the 2.0-3.0 era. Not sure why you think Brooding is such a mandatory utility i don't know anyone that takes it outside of duels to use at the start then respec. Overwhelm while i would like to have it brazen is a must have and inexorable is just an all round better pick, but making it hinder the target for 3's is way to strong even if it did little dmg. Plenty of people take blood ward not being able to be cc'ed for the first 6's of saber ward makes it a much better def cd unlike deflection on sins were if you use it while not white barred you get stunned and its like you don't have it active at all, you also get healing off it and the 25% yellow dmg reduction. As far as relentless goes giving pred just a base 30's cd without a utility would be ok for 6.0 depending on context and what changes other classes are getting but right now you are just giving mara's another free utility point to spend and you don't need stealth detection the only time perma stealth is a problem is arena and people going to acid which is being addressed.
  13. Of course some classes should have more burst than others, by your logic the ops biggest hit was 32k same as the sniper so that sniper was probably playing engi since if he was mm his biggest hit would of been over 40k so lets give ops the same aoe pressure as engi snipers that would be fair right The offhealing is nice to have its part of what makes ops so good in 1v1's or defending/stalling node, but put them in the main fight in 8v8's with tanks and healers or in t-r and the healing isn't as important. All that time spent casting infusion/placing probes they aren't doing dps also there best defensive ability roll is on the gcd and unless there is something they can roll into takes them out of range of the target.
  14. I really didn't think ops needed a nerf till you pointed out they can 3v1 people but now i am fully on board, the lone guys the ops were fighting should of at least of been able to kill two of them before dieing
  15. First off they should of let the op go there solo, sending 3 to the offnode at the start isn't a good move, but since there were two other stealth one of them should of sapped the merc as soon he used his breaker so the op didn't have to break his own cap and the other stopped the inc coming mara/op. Even if they just left the op to flash and cap again it would still of worked if the other two had any clue what was going on around them and stalled the inc mara/op
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