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Kaisies

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Posts posted by Kaisies

  1. That is a bizarrely specific situation. It is possible but not likely. It would take a large amount of coordination on the Shadows part and an an insane amount of derp on the attackers part (seriously not even try to find the guy that just mezzed you, I guess assume he ran away?). I understand it's a hypothetical situation but it's an extreme one.

     

    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.

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. 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.

  7. 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.
  8. 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.

  9. 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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