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Magnesium

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Everything posted by Magnesium

  1. Sound issues are annoying as hell and not really sure where it is coming from , but certainly PvP a lot, so a WZ is causing it on my end.
  2. There are a few classes that can kill a target quicker than being focussed on WITHOUT CC hitting him. I know as a Infil Shadow (even KC but tanking spec aside about survival cooldowns). The Shadow itself does hold larger advantage over others in the ability to stealth to the target and essentially have the jump on DPS start time, where others you can see coming from a distance. The Sent currently has far too many good defensive cooldowns and needs fixing.
  3. My suggestion to you is to play the class the way YOU honestly prefer, but the best way to know that is to try it as a tank build and a DPS build, see which style of DPS you prefer as well as you can vary that a bit. The main statement you should know is that the Shadow can shine in both roles, be it PvP or PvE. I have tanked and DPS'd the harder content so can say we are viable in either role, though personally think the Shadow Tank is the better tank from all those available due to self healing and cooldowns. Regardless of what you may read/be told in general about the class, as long as you play it to it's strengths either role is great when played correctly. I would say as a starter go DPS spec, so you get used to the rotations on DPS, as even in Tank Spec you want to be comfortable in your DPS ability.
  4. Looks like a BUG, I know how hard/high I can get my attacks based on maximum crit output, relatively speaking. I have hit people between 6-7k at peak damage possibility, but doubt anyone can get over 8k (I say 8k cause I know Warriors have hit just over 7k in WZs a few times).
  5. The issue of co-ordination is a simple pre-emptive measure, I always type what is LEFT and RIGHT at the start of each round if the group looks full of ppl not often seen in a WZ. i.e LEFT and RIGHT based on our current exit viewpoint etc The bigger is Voidstart in general, it can be pure stalemate based on design, as a healer heavy group with tanks can sit in the middle and heal both sides, door capping with a larger radius would be interesting, ala NC.
  6. The nerf in that case was skill based and FYI Shadows already had a nerf along those lines already with skills in balance and Infil being connected to the stance you are in, same as Kinetic only stance abilities, not to mention the force change to prevent stance switching often. Full Tank setup with DPS based clothing = nerf? I think not. The same tank in Tanking based gear will kill the person they are fighting because they will just survive even longer. The "burst" people seem to claim from a Tank class is rather biased on a situation, you want to see real burst, go against a well geared Infil Shadow who knows what they are doing.
  7. Even I had major doubts over Infil when I went from Infil to Kinetic a long time ago, but like many good Shadows, you mix it up and try things over and adapt and frankly any threads/players that will say Infil is by far the worst spec for Shadow is fine by me, keep the few using it and using it CORRECTLY having fun and doing great with it. The problem is not the spec, it is how it is played and the group makeup around it, but don't take that as me sayings it is perfectly fine, because I am hoping they give us a serious survival buff soon but I know what I can/can't use to survive when needed. Kinetic will always be a better spec, but only based on situations and not in the entirety.
  8. Shadow Tanks are VERY versatile, but their DPS is not amazing and generally generates good numbers because of AOE targets being hit, as well as the fact people have a hard time seeing the difference between pure tank builds and other hybrids that have extra DPS from Force In Balance. A Shadow Tank in Survivor gear does moderate to low DPS and their main numbers come from wearing DPS aimed gear, but what people don't realise is that wearing the Survivor gear is not that great at all, unless all you want to do is be someone taking damage only and even then it is not great, the set bonuses on the Survivor gear should be superior to what they are now to make them worth while. I've played/play every kind of build and therefore I'm comfortable fighting another Shadow on any spec Vs any spec because you know what to use to counter and if I'm honest my Infil Shadow can take down a Kinetic Shadow without too much trouble if both players are wearing DPS gear. After playing so many WZs and seeing a variety of player skill range on every class, I think Shadow Tanks are the least of player problems and seeing classes hitting over 7k+ crits on AOE attacks is a much bigger issue.
  9. So the person with the ball was not getting along with someone else and then was suddenly "vote kicked"... more like "rage quit!" I've used the vote kick on someone I may think is afk and I know several others have also done it but the person was never removed because they started moving etc.
  10. Kinetic and Infiltration are both great specs and when used correctly with their advantages are a deadly force to have in PvP. Infil is certainly weaker in the survival department when getting beat on but trust me, there are some classes that WILL kill a Kinetic Shadow and yet struggle with an Infil due to the high burst damage. It comes down to playstyle and what your group is missing.
  11. As mentioned people getting spawned on the other side of the door are causing this issue, and it allows them to plant from it without you ever seeing... or .... this game doesn't have bugs!
  12. Mave does this all the time, I've reported him in-game, it is not a freak accident.
  13. Simple, DR, once you have hit it, then power takes over.
  14. I stopped reading. You obviously don't understand how the commendations awarded. I've lost a game and got 90+ tokens, I've won a game and got 70. System is fine, it awarded winners and losers who try hard enough get a decent reward and people with recruit gear are not that bad to have in a WZ and can easily farm BM gear with a bit of time/effort.
  15. You need expertise to put a divide between PvP and PvE gear. If such a divide did not exist then raiding guilds who can put in the time/effort/numbers will always be the best in PvP for that reason and leave the short term solo player with no chance to compete (and I'm in a guild that has/will always get top end PvE completed). The bigger problem for me is that Expertise should actually effect PvP more, but they need to tweak the numbers more so you need more expertise and less PvE mods cause right now a smart player will easily work out that the whole "Expertise is King" in PvP is a lie and if you break down individually each mod/enhancement you will see it is not quiet so the case.
  16. The cooldowns on these abilities for a DPS class is also way too OP, taking out the fact they shouldn't even exist with that class in the current capacity. The damage mitigation skill should be a X cost of health not a % on what is left, so you keep it at say 30% cost of TOTAL health, so you know a Mara HAS to use it before they hit the 30% mark or they just can't after that.
  17. Yea, but what were the Inquisitors? Assassins (Tank/DPS) or Sorcs (Heals/DPS) When you have so many warriors you pretty much have them all DPS setup and using the skills which can be determined as doing too much damage currently. Even Juggs spec DPS for that same purpose.
  18. Eh, anyone who has done enough PvP in this game and seen the various changes over time and how it seems "most" of the population decided to level a Sent/Mara knows clearly why this is. I know people who play the class and understand completely they need a nerf and even expect one to happen at some point (soon hopefully) because come rated they will be the key class to bring into WZs. I don't mind people sticking up for their class, I would do exactly the same, but there is a point where you have to see the facts from true perspective. The main issue is that the class is too strong in the hands of a good player and bad players make it seem weaker than it is. The fact that I tend to see 4+ Warriors in each WZ against me now is by no means a coincidence and lot of them new 50s for sure who are working on gear and will only get better/stronger.
  19. The problem isn't how many healers/guards etc they have, but rather the mixture of group makeup. If they had 4 tanks and 4 healers, and the other DPS was made up purely of Maras/Pyro PTs,Ops,DPS Assassins, then I can assure you that you will kill every single one of them, but if you don't have burst but merely sustained DPS, then you will most likely not kill anyone. The major issue for me is how groups can be randomly setup to win easily over another and if anything in rated this will be even more of an issue, as people can customize a group entire to win a WZ easily and we all know what it takes to win in each different type. I really wish you could limit types in a WZ, i.e max 2 tanks, max 2 healers, max 4/5 DPS and so forth, so you get a balanced setup and the same in things like Hutball where pulling/pushing/leaping = win and without that you are at a loss.
  20. We have done this fight 8man NiM post 1.2 and can't say we have had any major issues with it, if anything NiM seemed to feel a bit easier than before, but that is most likely a gear connection. Generally I save any major cooldowns if I start to get too low, which is normally after getting the fire debuff, but remember to make sure dots are cleared.
  21. When did you last loot the chests? We were able to loot a new chest from HM last night, but not one we looted the night before. We had seen a raiding guild player on our server with full BH gear last week, which is mathematically impossible without something strange going on, hopefully they fixed what we think people were doing and putting a lock on those chests as well.
  22. Just to confirm that getting 3 is totally random and if you do get it, makes life easier but there is no way besides using a set pattern to quickly find it and if you don't see it you can only reset and hope it is there on your next go, but it can and has been done with 4x disarms, so keep plugging away, just get the probe DPS started earlier while you figure out your route, but remember to have it ready before you kill it and it does have it's own independent enrage timer.
  23. If you get only 3 disarms, the fight is rather easy and allows for a bit of DPS slack, 4 disarms allows for almost none. The first time we tried this we also thought that getting 3 is the only way to get it done but we have done it with 4, you just have almost no room for errors or BUGS (Yes it has some). I have to add I have ALWAYS seen 2x 4 disarm routes, I just try to find the 3x route if I can (If the map has it and I can normally tell within 30s if is does), otherwise we factor in going for 4. The key is avoid downtime from getting your Probe found and DPS'd, Ideally you want to get the probe and then determine the best path while they DPS the probe. If you time these correctly then you should be summoning your 4th Probe around the 3.30-3.40 Mark on the timer, which leaves very little time before the 4.30 enrage on the turrets. **Remember you still need 5s to disarm and time to run to the console to de-activate. Big advice... don't bother with the far right line, because the last block at the top of that is a wall and getting that does not help you at all (Unless there is a rare pattern that has the block directly to it's left green and therefore only a 4 pattern at best).
  24. I really don't see a reason to nerf storymode, you shouldn't be able to just walk into this fight and get it done without ANY co-ordination at all. Having kills in both modes I can tell you Story Mode is considerably a lot easier and allows room for error.
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