Kaisies
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Posts posted by Kaisies
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Yesterday I watched 3 of our players being chain stunned in civil war at the turret by 2 cloaked shadows for 30-40secs waiting for resolve to get high enough to cc break out and not be restunned. Very, very funny but not what I want to see in PvP.
Hyperbole much?- 2 Shadows Mind Mazing 3 players is impossible. A Shadow can only have one person Mind Mazed at a time. Once you use on someone else the first one breaks, but it still grants the full amount of resolve. It also only lasts 8 secs, so for those 2 Shadows to mezz someone for 30-40 seconds with that ability they would have to hit them with it 3-4 times. At 800 resolve per cast and a resolve cap at 1000 plus the bonus resolve you get for effects that grant immunity they would be looking at somewhere in the neighborhood of like 3200-4400 resolve which is absolutely ridiculous.
Lets say 3 players come at a node at the same time, with 2 shadows there that can coordinate (voice chat)
3 Enemies coming at node vs 2 Shadows
Let us ASSUME for THIS ARGUMENT and SIMPLICITIES SAKE 3 enemies (1, 2, 3) have no CC breaker currently.
0 Seconds - 1 and 2 are mezzed
2 seconds - 3 has reached node and begins capping
8 seconds - 1 and 2 come out of mez.
9 seconds - 3 is 7.0 / 8.0 seconds capping point. 3 Is Mezzed.
10 seconds - 1 and 2 reach node. 1 Is mezzed. 2 Begins cast on node.
17 seconds - 2 is 7.0 / 8.0 seconds capping point. 2 is Mezzed. 3 Comes out of Mez, begins capping point again. 3 Is CC Immune.
18 Seconds - 1 comes out of mez. 1 is CC Immune. 1 Begins capping point.
24 Seconds - 3 is 7.0 / 8.0 seconds, 1 is 6.0 / 8.0 seconds. Shadow 1 Casts deathfield, interrupting both players.
25 seconds - 2 Comes out of mez. 2 is CC Immune.
I dont think it was his intention to mean they were CC'd for that amount of time, just simply stating that 2 shadows vs 3 players on a node is imbalanced and needs to be adressed. Take this even further-
24 seconds - 1 and 3 both start channeling node again. Shadow 1 insta stealths.
25 seconds - 2 begins channeling node.
31 seconds - 1 and 3 are 7.0 / 8.0 seconds. 2 is 6.0 / 8.0 seconds. Shadow 2 casts deathfield. Interrupting all three players. All 3 players begin recasting channel. Shadow 2 restealths.
37 seconds - 1, 2, 3 are 6.0 / 8.0 seconds. It has been 20 seconds since 3 was CC Immune. 3 Is Mez'd.
38 seconds - 1 is 7.0 / 8.0 seconds. It has been 20 seconds since 1 was CC Immune. 1 Is Mez'd.
38 seconds - 2 is 7.0 / 8.0 seconds. It has been 13 seconds since 2 was CC Immune. 2 must be engaged. Shadow 1 casts force cloak and is CC Immune for 3 seconds.
40 seconds - It has been 15 seconds since 2 was cc immune. Shadow 1 throws a grenade, stunning 2 for 4 seconds.
41 seconds - Shadow 1 begins casting whirlwind on 2.
43 seconds - 2 Is whirlwinded, shadow 1 runs away.
45 seconds - 3 Comes out of Mez. Shadow 2 Mez's 3. 1 Comes out of Mez because of this, and begins channeling.
51 seconds - 2 comes out of Whirlwind. 2 begins channeling. 2 is CC Immune.
52 seconds - 1 is 7.0 / 8.0 seconds. Shadow 2 Mez's 1.
53 seconds - 3 comes out of Mez, begins channeling. 3 Is CC Immune.
58 seconds - 2 is 7.0 / 8.0 seconds. Shadow 1 engages 2 again.
60 seconds - 3 is 7.0 / 8.0 seconds. Shadow 1 engages 3.
60 seconds - 1 Comes out of Mez. 1 is CC Immune
you could continue speculating what happens after this, but there isn't much point in it. Regardless, something is very broken with stealth classes guarding nodes. That much can be seen. In the current state of the game, an assassin (operative) can guard a node and there is essentially no risk to him doing so. He can easily handle 1 or 2 players coming at him until help arrives, and (realistically, in an all players equal game, if 3 players come then the other engagement will end quickly)
Something needs to change. There needs to be a RISK for a stealth class to guard a node where 2 players have a reasonable chance at capping that node prior to help arriving.
my head hurts after typing all that.
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instance one: standing on the top rung of huttball, as sniper, assassin on me. activate cover pulse, ability GOES OFF. I watch the assassin fly away, then 2 seconds later hes standing next to me again. Then he knocks me back into the fire and i die. horrah.
instance two: in cover, full resolve (white bar thats dwindling down) and a sentinel on me INTERRUPTS my cast of orbital. Didn't CC me (i'm immune) didn't interrupt me (im in cover) we promptly lose the point. (I was the last one alive casting it on the point, with 3 people landing)
le sigh.
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you can talk to the other faction in /say or /yell.
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its a personal preferance, but i much prefer alt instead of shift
1-6 q e r z x c
alt 1-6 alt q w e r z x c
f1-4 for medpack, cooldowns
shift s for chilling scream
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quite the contrary, pulling someone off the point and CC'ing them is a great way to cap a point in either voidstar or alderaan.
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you do realize you dont have to take off on your ship to talk to your companions.. right?
:eek::eek::eek::eek::eek::eek:
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I just wanted to thank all the high mucky mucks for fixing the lag/frame rate issues that came with 1.4. It was a swift resolution and was the result of moderators who do in fact listen. Not only did my frame rates go back to normal, but they actually became better than they ever have in the game. So, with no more comments on that I thank everyone who pitched in to help us NVIDIA users.
lagged today in a RWZ that caused us to lose. Its not fixed.
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Isn't that how it always worked? I know on 16-man they enrage at 8 stacks. Everyone has an interrupt now so it should be even easier then before.
yes. Its always been that way, except its 8 on 8man, 5 on 16 man.
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i was talking mainly about the UI on how its backwards tho if im Empire...... Team UI says im on Rep Team and Vice Versa
but has existed for a while. ctrl u u fixes it.
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usuallyWrongno.
^^^^^
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Carnage, anni or rage for pvp at 50?
I'm full battlemaster geared
stumped on which one to go for, help fellow marauders plz
any marauder that isn't a carnage marauder is usually a bad marauder
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A rage jugg that can (sometimes, not always, just when needed) have a proper rotation where your not rage starved while guarding someone is quite a thing to have in pvp
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what is this i dont even.
jugg tanks are (basically) fine. the damage nerf hit us a little meh. and its basically agreed upon that we have the lowest damage, however we have the best single tanking in the game really.
also, we have the same HP as an assassin, pt's get a skill for +%endo, its all just how we are mod'ed
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Hello, I was wondering what a good desktop would be for TOR? I recently looked into buying the new Dell XPS All-In-One Computer which is the 27" for 1799.99.. Would that be good enough?
3rd Generation Intel® Core™ i7-3770s processor (up to 3.90 GHz)
Windows® 7 Home Premium, 64Bit, English
8GB3 Dual Channel DDR3 SDRAM at 1600MHz
2TB 7200RPM SATA 3.0Gb/s Hard Drive
NVIDIA GeForce GT 640M 2GB GDDR5
Non-Touch 27" Full High Definition (2560x1440) WLED Display with Webcam
that should handle swtor at near max everything.
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With rage tree i dont use ravage,
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No, is ofc, the correct answer. But if you dont want to listen to the answer people give you, dont waste a bw employees time, go prove it to yourself. Presence increases hp and damage. Note your companions hp or damage, then add some presense to his gear, and check it again. But it will be the same.
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That is just plain silly. It is the same set of armor (visually), only one is green and one us blue. If they are gonna do that we should at least be able to pick between the two colors.
you're right, visually it is. except one is heavy, and one is medium.
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I don't know if you understand what you are talking about. Especially since you can min/max mods and enhancements to completely remove crit from your gear and replace it with power/surge.
you dont get 7k smashes on anyone except people in not even recruit. period.
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Quesh is small .
have you ever actually been to ilum?
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make your target nearest ally ctrl + tab (or shift tab if you prefer). makes targetting allies very simple.
unyeilding is a crutch, but its decent to start w/1 point in it so you can focus less on rage building and more on learning rotation. once you get that down, drop it. if you are good you will KNOW when you have rage and when you dont.
(drop stagger to 1/2 and 2/2 improved sundering assault)
you are very squishy. Until you get used to your spec, other peoples spec, what kills you, ETC. And you can adjust your rotation accordingly. Facing something w/very high dps? use force push, roar, choke LIBERALLY. Your main DPS comes from smash, and force scream.
Charge + enrage + force scream + smash + choke + push + saber throw + charge + ravage + SA + smash = you have more uptime then they do.
it may sound stupid, but I do it... jump. ALL THE TIME. the higher you are in the air (when closer to your target) the less further back you get thrown on some knockbacks.
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the sith warrior kicks butt they channel their anger to strengh
toast enters behind from sky!
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sigh. this is why we can't have nice things. First the way up the rocks on the left I found is turned into a "OMG GET ZAPPED IN A SECOND" and now rainbow road will get nerfed.
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That doesn't seem to be the case though. Most bosses seem to be immune to stuns like Backhand.
I stopped reading there.
I love the resolve system
in PvP
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large coordination? hardly. Easy coordination.
Try to find someone stealthed? have you every REALLY tried to do that? Depending on your class, your chances go from slim to non-existant.