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bicuspid

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Posts posted by bicuspid

  1. decided recently to start taking screenshots of weird games, so these are from the last few days only.

     

    6 v 8 void star, we were attackers and rolled 2 doors, then a majority of the imperials left and it shut down due to not enough imperials. so from 6 v 8 to 6 v 3 or something:

    http://i44.tinypic.com/1z67h4g.jpg

     

     

    alderaan, we took both sides at the start because all the imps went mid ... then they continued to go mid the entire game, all 8 of them, until they lost 600-0 with no one actually being able to take over mid:

    http://i43.tinypic.com/2qx8h9e.jpg

     

     

    obligatory nerf focus knight screenshot:

    http://i39.tinypic.com/ayo6ld.jpg

  2. Once it is over 100%, accuracy reduces enemy's defenses.

     

    to use WoW terms, once it's become hit-capped, it essentially becomes expertise. (WoW expertise)

     

    Don't call something useless if you don't know WHY it's useless.

     

    reducing defense is useless because you cannot dodge or block or parry a force/tech attack and these are most of every class's damage

     

    accuracy is useless

  3. cant go wrong with dps/heals

     

    if i queue with my healer buddy i know that our team is going to have both the highest dps and the highest heals in the wz most of the time. i'm going to do my half a million damage, he's going to heal for his half a million heals. thats tough to stop!

  4. used to be like this on vulkar highway, but the last couple weeks for whatever reason republic is winning hardcore. im talking 30 of us go against 40 of them, and we don't lose a single person, or us camping THEIR base.

     

    i'd say reroll or stick it out. its impossible to do anything 5 v 40, but once you get to 30v40 its not so bad. in the end, at least on my server, I think republic is going to have the edge. maybe never numerically, but in terms of pvp core players.

     

    the mains problems I had as a 50 when there were few other 50s

     

    1) wz's starting 6 v 8

    2) ilum imbalance

     

    as more 50s are appearing, and more people roll republic alts, both these problems seem to be going away. we pretty much already owned wzs that were 8v8 to start though, which i think is helping to drive sith to reroll on our server. if the stronger pvp core is imp on your server i think you're screwed.

  5. vulkar highway i have a small group of multi-time gladiators. we are around 70 valorish at the moment. its only a handful of us but we will have enough to do rated wz if its 8 people, and we plan to do it!

     

    the server itself was quite terrible for republic in the early days as we kept getting 6v8 starts in wzs and ilum was also bad but recently for whatever reason we are doing much better. i think this is a combination of more people rerolling republic, gear gap being bridged, and we now have enough 50s that we dont start 6 v 8 anymore. i am pretty proud of the turnaround. we actually had 50+ people in ilum this week and were camping the imps, which is the first time its happened on our server

     

    warzones i'd say republic has developed a real strong core here. we didnt' have many quitters and I think our dominance of warzones has gotten a lot of people to reroll and others to develop good habits. like i said i do premades mostly, but even when i solo queue in my experience we win a majority of games (at least 3/4)

     

     

     

    in any case, good job vulkar republic!

  6. Learn2pass 5th grade reading comprehension?

     

    New Raids force them to make new tiers of PvP gear. Fresh 50's will be wearing the same crap a year from now as they are today, but the average gear on level cap players will probably be at least 40% better than it is today.

     

    Result? A raider or avid PvP'er that's geared out 2-3 content patches from now will kill a fresh player with an errant fart. Does this sound like an awesome introduction to level cap PvP? Do you want to have the most incredibly tedious experience possible bringing your alts into end-game PvP?

     

    so the guy who has been at level cap for a year should be on even footing with the new guy? the new guy cant spend ONE WEEK to get his purples from pvp and be more or less even?

     

     

    why dont we just mail every character the best tier items when they create their guy, so upon hitting 50 they can be awesome

  7. Its not the slowing part I'm talking about. It's the rooting in place. NOT slow walking, ROOTS, where you can't move at all. Slows are fine, it's the rooting in place that's a problem.

    Rooting someone is a form of CC, it should not be free. Just like the rest of the CC abilities, it comes at a cost.

     

    it would still be pretty bad. warriors and knights pretty much use jump as the first move in all situations. so do vanguards/powertechs I believe. it would be a terrible nerf to those classes because they would fill up resolve instantly if you had more than 1 of that class. a guy is walking to the end zone with the ball on the rafter, and he has some resolve. i am at a lower level than him. if i jump him he gets full resolve and scores easily. if i don't jump him he scores easily. what do i do here?

     

     

    huttball would basically be a tank with some healers who can survive for 20 seconds and score because he can no longer be stunned in fire/knocked off

     

     

    if there is really a problem with roots, then I'd rather reduce root duration.

  8. i dont think this will work because if you think there is a lot of CC in the game, there is double the number of roots/snares. some guy gets jumped by 2 knights? full resolve. some guy walks into an aoe slow? resolve. I use my regular setup attack on a guy, which also happens to slow them? resolve!

     

    it would go too far and make actual CC's useless. Take my guardian. I leap a guy he's rooted. Resolve. I use my exhaust attack on him, which is part of my rotation he's slowed. Resolve. At this point I might be able to use ONE of my actual CCs before he has full resolve.

     

     

    everyone would be walking around immune to CC 75% of the time

  9. dps guardian by far

    protecting stuff both

    survivability shadow by far

     

    both are pretty strong 1v1 but i would give the edge to the shadow because in terms of defending a node or whatever they have stealth and can initiate at their leisure

     

    guardian is one of the softer classes in the game. if you want to survive well you will need to be constantly jumping to your enemies and to your allies as well as LOSing to screw up people's targeting and make them notice you less

  10. Guardian/Juggernaut is mainly a distraction, especially without a healer - can't really escape combat and the damage output isn't high either.

     

    Assassin/Shadow tank = OMG UNKILLABLE AND HAZ DPZ

     

    your experiences do not match mine

     

    avg voidstar numbers for a guardian should look like this if played by non mouthbreather

     

    http://i42.tinypic.com/34dmpgl.jpg

    http://i39.tinypic.com/cjdwg.jpg

     

    solo queue, only 4 bm pieces, other team not totally *******

     

     

    I don't like the term tanking, because people just dumb it down to throwing a guard on the healer and sitting there taking damage, much of which isn't even mitigated due to armor/shield mechanics.

     

    If you're really playing to protect your teammates, you're doing things like aoe slowing when there are melees are chasing your healer, force pushing a guy away who is about to do some big aoe damage, interrupting a force storm or some other potentially big damage ability, etc. none of it would show up under protection, but thats how you really prevent damage. taunts and stuff just generate the numbers, and a 6 second taunt covers at best 3 moves, so unless you throw it up on someone at the right time it doesnt even do much. taunting a guy who over the course of the next 3 seconds is going to mostly run around or use their basic attack to build up for something heavy after, is more or less wasting a gcd

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