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OdamanPrime

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  1. Typically cc healers, stomp marauders and ops. Then healers, sorcs, every other dps and last is tanks unless they're guarding a healer which means they die to the aoe damage before the healer does. Its all situational though
  2. Pretty sure my characters all have force choke. The sky has fallen, go kill yourself.
  3. Typically Guarded by the Force can't save you against anyone decent. With TTK being so low now it's easy to lose 40-50% health in single stun, and since stuns seem to come in threes... if we don't have break free up it's not uncommon at all to go from 100%-0 without using any of those precious cooldowns. I guess my point is, TTK for every class in the game is lower now... and honestly they should look at that before nerfing anything. After that if they want to look at PT/Vanguard and Mara/Sent then by all means. It still doesn't change the fact that a supposedly overnerfed scoundrel/op will top the charts if they know how to play, or that warfronts are full of sorcs with cc intensive specs. At the moment if feels like the game is almost balanced by being so imbalanced.
  4. Probably because the game is bleeding and mostly bads who like the IP or pve are left. I can't bring myself to log in more than a couple of times a week just because the pvp is so one sided (pubs winning). Granted I only play with a premade... but watching pugs do 80k dmg on a sentinel isn't going to make it any more interesting.
  5. Not going into detail, but a macro won't bring you anywhere near your potential dps. Not only that, but it won't allow you the control required for certain situations (like constantly keeping overload at 3 stacks for multiple overload cooldowns).
  6. Marauder counters most classes, but there are a few that can take one out. One of the better ones are marauders themselves lol. All I see on my server are 4+ sorc wzs still. So apparently they don't feel like deleting yet. There's nothing quite like having to fight 3 or 4 lightning sorcs that aren't completely terrible. Gotta love all that cc.
  7. Depends on your class, but with all cooldowns up, yeah marauder will usually live longer. Maybe they should make shield worth a damn so tanks can actually be useful vs all the yellow damage. I wouldn't care about losing guarded by the force since any decent group is going to stop you from using it when it's the optimal moment.
  8. MMO= make friends and do things as a group. I hear console games and FPSs can accommodate your need to not have to get a team in a team game.
  9. I hear using CC on cd takes skill. Not all classes do it, but many do. At this point it doesn't matter anyways..... the pvp has been trash from day 1 and now with the time to kill even lower it's ridiculous. I'm just glad I get the benefits from the current state of the game as sentinel.... great defensive cooldowns and damage with the best interrupts in the game. Just don't kid yourself into thinking this game takes skill.
  10. I was beating my watchman damage into the dirt as combat last night. I died more than I did as watchman sure, but the damage seemed great to me. I only played watchman before 1.2, but I went combat after a few wfs as watchman to get my 80% speed back. I'll be sticking with combat now, just because I wreck more face with combat burst and get the utility of 80% speed back.
  11. Our scoundrel still tops damage, and is a vital part of the group. l2p
  12. Screenshot? There is a combat log now, no more excuses.
  13. Master Strike (ravage) is fine as it is. Watchman: Me personally, I liked old watchman better.... 80% speed and 1 focus cyclone slash for building centering when the fight is over was much more appealing in a wz than extra damage on master strike, and 1 extra focus on force leap. Combat seems much stronger than it was in 1.2. Ataru form seemed to be procing twice from blade rush at least. I need to look into that more though. The burst in it is very appealing with the increased centering gain. At the same time, it doesn't have the heals of watchman so it is not very good in 1v1. Focus lost cheap force sweep, but gained singularity pretty much on demand. Good changes, not overpowered though. I think the biggest issue with this patch is the expertise changes, not classes themselves. I'd suggest rolling back those changes before nerfing anything.
  14. I've been playing combat all night and while it's no watchman, since i'm in a group with a good healer I find it very nice. I hated combat before this patch because of centering gain. It's probably the expertise changes that made the biggest impact though.
  15. Reroll op/scoundrel... their healing got a slight buff and they were already the best healers in the game. They did fix their cleanse bug that caused it to double tick the heal though.
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