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Hethroin

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Everything posted by Hethroin

  1. Not letting them stab you in the back is kind of hard, when you're stunned till your sub runs out.
  2. I told you this would happen, but you didn't believe me, did you?
  3. In the same line of thought: Sorcs need more CC. Pyros need more armor ignoring instant attacks. Assassins need more immunity cooldowns. Juggernauts need more mobility.
  4. This guy has figured us out, gentlemen. Game over.
  5. Only Knights and Warriors have to build resources. Every other class in the game starts with a full bar just like the PT. Snipers and Ops have the same (on principal) resource mechanic, and just like the PT can pop DPS cooldowns and dump their resources to produce burst. With DPS cooldowns being nerfed in the upcoming patch, you have no case to argue for further nerfs to burst DPS classes.
  6. How about you take the 2 hours a day for one week, and get your full BM set. Toss the mods into five augmented armor pieces, and be 98.5% as effective as the guys in augmented war hero?
  7. What I see on my server is a single juggernaut turning mediocre healing sorcs into neigh-immortals and winning nodes through reducing incoming DPS. He CCs the right targets, he doesn't beat on healers whom he cannot kill, he doesn't try to solo cap nodes. If I had to rate the effectiveness of tanking-tanks I would list the guardian at the top of the list, with assassin at the bottom, this disparity to be further increased in 1.3.
  8. Hethroin

    Stun Locking

    Unremitting Force Leap has a [50 / 100]% chance to grant Unremitting, reducing all damage taken by 20% and granting immunity to interrupts and all controlling effects for 4 seconds.
  9. I approach my spec and gearing with the mindset that I have a role in a group. Because I play as part of a group. My role in this group is to deliver high amounts of burst damage to priority targets. My role is not to outlast someone 1v1, or to solo take nodes. I do deeps. With this in mind, and the fact that other people also have roles, one of which is to provide support and sustainability to the group, I run 4pc Eliminator. Non-Criting HIBs make me a sad panda.
  10. With the way stealth works in this game, adding a little more detection does not do much for you. Stealth classes use sneak (temporary plus stealth) abilities to get to their intended target undetected. When they do not do this you can spot them without additional detection talents.
  11. Quite possibly the best argument for nerfing operatives I've ever seen.
  12. I have heard the same thing from other imps, but that doesn't console the OP at all, I don't think. Honestly what I see alot of is there are decent pug DPS on imp side; like, people that play a DPS class and do damage. The pub side on Mind Trick does not have any of these people; with a few rare exceptions, everyone here is a non-tanking tank in DPS gear, or worse non-tanking tank in tank gear, or a healing-DPS hybrid, or squishy DPS in PVE gear.
  13. Unless there is no matching premade for them to fight in the ranked que, right?
  14. What? Imp premades on Mind Trick? There is exactly one good imp premade. I would encourage you to stop trying to think of what you can individually do against them, and try to focus on team play. If you're DPS then do your best to focus fire with another DSP. If you're a tank then guard a friendly and control enemy DPS instead of fruitlessly beating on a healer, or looking for 1v1 fights in the corner. If you're a healer don't solo guard a capped node, be where the action is, position yourself to help your team.
  15. What good is a snare/root break on a 1+ min cooldown when the enemy has a spammable/follow-up snare?
  16. The dps of a pyro is more like the concealment op then you would lead us to believe. Both classes have burst that relies on them dumping their resources, followed by a short lul in damage while resources regen and skill cooldowns expire. The relic/adrenal nerf is going to hit pyro and concealment DPS about the same when comparing their opening burst on one target. On the second target the ops lose out more, as it is more likely to not be able to stealth after killing the first.
  17. So the tactic to employ here is this: Nearly kill the marauder to make him pop UD, and then focus his healer instead. So why not just kill the healer in the first place?
  18. This is a pointless thread. People that cry for nerfs and peolpe that argue against them have no desire to read what the abilities they cite do. In fact, the lack of central claim in your original post has caused this to be exactly what you didn't want it to be, another argument on how good/bad marauder cooldowns are. Starting topics with no new info or claim, you're doing it wrong.
  19. Usually when someone posts a bunch of facts that can be, and repeatedly have been, verified, he wants prove something. The absence of your thesis statement forces the audience to guess at what conclusion you're trying to lead them to. Posting facts is meaningless when you have no statement of what you want us to glean from those facts. We know, marauder have cooldown, and what they do, and some spec/gear options make them shorter CD, or better. So what is your point?
  20. Looks like you have opted to pickup 150 aim, dropping 200 expertise, compared to where I'm at. I'm guessing some of that comes from the orange blet and bracers, as well as the matrix cube (I use 2 pvp power relics). I would argue that 92% accuracy might be a touch low (sorcs have a 8% chance to parry your HIB), but sense you can't really get anything other than soft-capped surge to go in its place it doesn't really matter.
  21. Hethroin

    Sigh....

    Reducing the armor value on assassins does nothing to change the amount of damage pyro powertechs do to them, as 4 out of 5 of their standard-rotation skills are elemental or have 90% armor pen. You will likely see your sin living longer in pvp due to the complete lack of spike damage without adrenals and relics.
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