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Hethroin

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Everything posted by Hethroin

  1. Well, if you're trying to maximize DPS stats then the 40 extra endurance gains you nothing and costs you aim.
  2. Hethroin

    1.3 & Relics

    This entire game can be described as series of button presses. The OP is suggesting that having to manage 2 more buttons and timing them within your other buttons takes more skill than not doing it. I can't help but agree.
  3. Unfortunately those also net you a 36 aim loss compared to the BM implants. I went with the Accuracy/Power implants and removed 2 accuracy mods from gear to make up for this, replaced with power/surge or crit/surge.
  4. I don't always agree with Dmasterr, but when I do I quote his entire post.
  5. I am assuming, then, that you agree with the statement that a sustained damage dealing class receives a relative power buff when burst damage is reduced across the board.
  6. That seems like entirely too much work just to show you that my gear is better than yours.
  7. According to the the scoreboard the enemy team scored a point when the sorc pulled the carrier in to the end zone.
  8. It's a display bug. You still get win credit when you win (er lose?).
  9. I did say "sustained damage" in my statement, not burst (what I'm assuming you mean by PVP damage). I play the class, though possibly less than you, but I have the mechanics of it well in mind when I say this. I linked to a 3 page thread that lists Marauders/Sentinel as the best PVE (read sustained) damage-dealer; having done this I will treat all further requests for proof as bad trolling attempts.
  10. proof of this? I'd like to see the information you're basing this claim off of. I'm not normally in the habit of providing proof for what is common knowledge, but you're free to visit the Damage Dealing Role forums.
  11. I don't know if you knew this, but Marauders are the best sustained damage dealer in this game. Any nerf to burst damage is a relative buff to them. I also have a sentinel, dude, and I will gladly sign a written affidavit saying that Connect Four does, in fact, take skill. Speaking from experience, there was a slightly longer learning curve for the assassin than for an assault Vanguard, and slightly longer still for the Sentinel. None of the three classes are as hard to play as the players of them want you to think.
  12. So does "connect four".
  13. My logic: Burst Damage nerfed across the board benefits healers and tanks. Burst Damage nerf hits DPS ops hardest making them question their spec choice (or subscription renewal). DPS ops changing to heals swell the numbers of healers in warzones, and healing ops are notoriously hard to take down with their mobile healing. If 1.2 was the DPS patch, then 1.3 is the healing patch and ops are arguably the best PVP healers.
  14. Their ability to mitigate incoming burst damage was nerfed with the removal of burst damage from the game. What good is GBTF if you're never dropping below 50% health?
  15. I was actually reffering to the AE application of the snare with HIB, and the AE application of 5% less damage. If this nerf kills your tank, you're always able to respec pyro and see how the other half lives. Right?
  16. , but your tanking abilities did not change. In fact I would argue that the explosive surge, and HiB + ion changes make your PVP tanking better.
  17. This change is going to produce a substantial amount of tears about how OP healers are invincible
  18. I don't recall my unbuffed stats so I'll present them fully buffed with stim and all class buffs: Aim 1564 Endurance 1528 Expertise 1308 Ranged: Bonus Damage: 460 Accuracy: 96 Critical Chance: 32% Critical Multiplier: 77.9% Spec is 4/6/31. So no additional 6% aim. I'm in full Augmented WH. I'm using BM and WH power relics, matrix cube safely stored in bag.
  19. I see no changes to how much damage the Assassin Tank does here. All I see is less self healing and an armor nerf. My analysis of these changes leads me to believe that if you were getting 1v1-owned by them before you will continue to get 1v1-owned by them after the patch. This is not the nerf you are looking for.
  20. I foresee teams with a more balanced class spread doing better than PT/Op - only group.
  21. As is already the case. Watchman Sentinel can be competitive with the pyro burst rotation, and they already do better sustained damage while suffering no resource starvation that the pyro is prone to. "DoTs > Master Strike > Merciless Slash > Dispatch" will produce very similar results to the PT rotation. The sentinel, however, is more prone to having his burst interrupted by CC, and has a longer cooldown between bursts. They do have more "lives" than pyros to make up for it.
  22. They are preventing the Power Adrenal from being stacked with the PVP Expertise Buff. New craftable expertise adrenals will replace the power ones that the current biochemist uses, but will not stack with the red buff from warzones. I do not see this changing much for my PVP experience, other than having to craft a new adrenal, and being able to pass it to my non-biochemist alts.
  23. One more thing for the "pyor is a ranged class" argument. If you are losing a Ranged DPS race to a pyro you are either severely outgeared or you are a marauder, assassin, juggernaut, or non-pyro PT. No, reacting five seconds late to TD, IM, RS is not considered losing a ranged DPS race. In the same time span a sniper can land all their dots and start channeling Cull.
  24. I can assure you that four players that usetocould be in a premade will solo queue and kill you with exactly the same speed as the four players in a premade do now.
  25. The point you're missing, it seems, is that the pyro's only defense against incoming burst is a 25% damage reduction for 12 seconds. You can still kill the pyro through this CD. Other melee classes have specific abilities and mechanics that allow them to avoid a much higher % (up to 100%) of incoming damage for a short burst period. The precise reason why focus fire works better against the pyro than any other melee is that they have no method of nullifying the damage. Unlike marauders, assassins, operatives, and juggernauts, the pyro gets no second chances once engaged in battle.
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