Jump to content

Ibiza-Vin

Members
  • Posts

    113
  • Joined

Posts posted by Ibiza-Vin

  1. It's whoever is the highest rank in their valor level. So someone who is 99% to valor lvl 1 (However unlikely that is) will be ldr over a lv 99 50% of the way to 100.

     

    It's pretty bad, but in pre-50 the people who level exclusively through pvp get chosen, which is a good sign.

     

    But like the second or so poster said, who cares who's the ops leader? Seriously going to discard a good plan in favor of a bad one because of some darker text?

     

    It's based on the actual valor amount, not percentages. Remember that valor resets to 0 for every level, so whoever has the highest current valor in the warzone gets the lead.

     

    Hence why Elite Warlords can never be ops lead, valor is capped at 0 once you hit max rank.

  2. About force shroud, its a pure bug.

     

     

    Well force shroud increases resists to 100%, so anyone with >100% special accuracy would have a small chance to still land force/tech attacks on you.

     

    However, it does seem like shroud has become less effective recently, since alot of force/tech attacks still land....not sure if I'm just getting really bad RNG or if there's actually a bug. Unfortunately I'm too lazy to actually test it lol.

  3. Tôc “3v3 pls?”

     

    We’d love to expand to 3v3, as of yet, we only have 3 teams registered. If we can field a 8v8 team of 2v2, it’d be hard to field 3v3 team.

     

    We need more people to register, whether whispering me in game, in game mail, or our website.

     

    I think there is less interest in 2v2 because it always ends up being sin/healer vs sin/healer....which is kinda boring lol.

     

    I know many members of Casual would definitely be down for a 3v3 tournament. Even more for a 4v4. Those fights are always more fun.

  4. By all means.. Explain how lulz...

     

    1. You need 2 points in the reduced cost for Death Field (FiB) since you're going to be using it on cooldown. Otherwise, your force management is going to take a big hit.

     

    2. The talent that increases the damage of dark charge is not worth taking...its an increase of maybe 20 dmg every time dark charge ticks.

     

    3. Same thing with the talent that increases the chance of your charge proccing. Dark Charge already has a 50% chance on a 4.5s internal cooldown....no reason to increase that.

     

    4. As for DBSD and its follow up talent, the extra force regen is in fact worth it. Even when running with a focus, sins have a 16% defense. In addition, whenever you pop deflection you get some really nice force regen and at the same time reduce the active cooldown of force shroud for every parry. Maybe not the greatest talents, but definitely better than the increased dmg and proc % on dark charge.

     

    5. You should get the 10% heal on overcharge saber. 10% might not seem like a lot, but in clutch moments that extra health could keep you out of execute range and save your life.

     

     

    I suppose most of these could all come down to playstyle, but you still definitely need 2 points in the cost reduction of Death Field in order to have very strong AoE AND single target damage.

     

    Also, how is 23/1/17 now useless? You can't maul as often, sure. But its damage was buffed and instant whirlwind is still amazing. Especially considering that since electrocute was nerfed, whirlwind is one of like 3 long range abilities available to us.

  5. I think people are confusing what the OP is saying.

     

    His team got the bridges with 4 minutes left in the first round. They did not get the datacore, so the second round lasts a full 7:30. The other team got the bridge with 2 minutes left. Thus, since the other team was NOT faster than the OP's team, they need to plant the next bomb to win.

     

    Instead, as soon as that other team gets the bridges, even though it was a good 2 minutes slower than the OP's team, they get the win. This is a bug, and it seems to happen anytime the first attacker gets held at the second set of doors AND gives up the first set of doors while defending.

     

    P.S. The checkpoint is reached when you extend the first bridge, not both. Otherwise the attacking team in round 2 would have to extend BOTH bridges before winning, which we know is not the case.

  6. Death Field is really easy to target if you assign it to a mouse button. Just takes a few games to get used to. I switched to it after being Wither spec and I find the damage increase + 30 yd range more than makes up for the loss of utility.

     

    As the guy said, you shouldn't get Raze in a spec that utilizes Dark (Kinetic) Charge. That point would better be spent in either Duplicity if you like Maul or Nerve Wracking. And your stat priority should be surge>power>wp>crit.

  7. Couple of things here for the OP.

     

    1. Please stop using "yer". It makes you sound retarded and illiterate.

     

    2. Many times when I guard DPS, they suddenly think they're invincible and decide to run into 4 enemy AoEs and still die, leaving me at like 25% health. Smart DPSers are worthy guard targets (in certain situations) but judging from your replies to this thread, you're not one of them. Which is why you're not getting guarded. We'll still taunt off you, though.

     

    3. When my marauder friend and I go attack a side node in CW or NC, it's like a guaranteed cap if the defenders are a

    tank guarding a DPS. Focusing down the DPS will bring the tank low so you can kill both at the same time and cap. Now imagine a PT pyro and an Immortal jug defending without using guard. We can blow our load on the PT but then there's no way we're killing the jug before the PT respawns or reinforcements arrive.

     

    4. This is directed at the cat enthusiasts. After seeing the 2 cat posts, I feel I have to link this video from our server forums that made my day:

     

  8. As a sin, I kite them when they have cloak of pain/saber ward up. Once that's down maras are really squishy and I can DPS them down before they can kill me. Save spike for ravage and knockback for force charge. Stun during undying rage...if they break it, vanish+sap+seethe.
  9. But why do we need to add the extra thought process, especially for newer players who don't know yet. If someone says "go west", I go west. If someone says "grass", I have make the connection that grass is west and I need to go west.

     

    It's not that complex of a thought process. Pre-transfers, I don't think I've ever heard east/west on Port Nowhere (imp side, at least). It's always been snow/grass. We just got used to that. Plus it's easy to see which side is snow and grass from mid.

     

    Also, you avoid the frantic "INC WEAST" problem with snow/grass ;)

     

    But as others have pointed out, you should know both terms. They will both always be used.

  10. I'm not really sure about the PT/VG changes, but for Juggs/Guardians and Sin/Shadows the individual class changes seem small. 3-4% less damage reduction and less self-healing is very manageable.

     

    The big change, not to tanks but to everyone, was the removal of relics/adrenals. This is going to alter PvP quite a bit...my healer friend even commented on how TTK was noticeably higher during rateds on PTS.

     

    The change might be a well needed one for PvP...but alas, I shall never see that 5k medal anymore :(.

  11. I think it is fair, but just so you know I have lost 9% of damage reduction.

    Marauder should have been nerfed too, their survivability is double that of any other DPS class.

     

    You lost 9% from live to PTS? Are you talking about stats on the character sheet or actual damage testing? I was just going by the numbers on my character page.

  12. Dark Charge now generates 100% additional threat while active. The healing generated from this ability has been reduced by approximately 50%. Its armor bonus has been reduced to 115% (down from 150%).

     

    On live, my sin has:

     

    Base Armor: 3084

    AR w/ Dark Charge: 7088 = 39.62% DR

     

    On PTS,

     

    AR w/ Dark Charge: 6040 = 35.87% DR

     

    That is a loss of 3.75% DR. AKA not a balance-breaking amount.

     

    As for the other changes, our most powerful Force Lightnings hit just as hard but now heal us for 8% instead of 12 and Spike (our 1.5s knockdown) had its force cost reduced from 30 to 20. Everything else doesn't really affect PvP. And let's be honest...are we even going to really notice the Dark Charge healing nerf?

     

    The ACTUAL nerf to tankassins, as well as every other DPS class, was the removal of relics and adrenals. So that sin that 4 shot you every 3 minutes? Not going to happen anymore. We still do pretty high damage, though.

     

    TL;DR: Sins are going to stay the same in PvP as they are now even with the nerfs, but they won't be able to decimate someone with a recklessness+adrenal+relic combo anymore.

  13. Lets see:

    Shield like a Sage but are a tank so better.

    Cast DoTs like a Sage and Lighting also.

    Stealth like a Opertive but has a speed burst of a Sage also in Stealth.

    Self heals that crit for pretty good numbers like a Sent or Maur.

    Stuns and mez that other tanks lack.

    And DPS very close to a full DPS spec but with better self heals.

     

    Yea sure not OP in any way.

     

    We don't get the bubble

    We only cast dots as madness spec. AKA not the OP spec

    Yea, we can force speed in stealth

    Our self heals don't crit. It's a flat 12% of our hp if we get a full Force Lightning off.

    1 stun and 1 mez usable in combat. Pretty sure the other 2 tanks have comparable CC/delay abilities.

    Yes, we have some nice DPS

     

    That said, we are getting nerfed in 1.3. They're changing the way relics/adrenals stack or something, which will lower our burst. By how much, tho, remains to be seen.

×
×
  • Create New...