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unicornfive

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  1. Signed but only for ranked.

    There is no place in ranked matches for bolster, however standard PvP should be available to all.

     

    This.

    PVErs worked hard for their gear too, but in a different way.

    Bolster in WZ is fair for them too so they can earn pvp gear fast and be able to compete in ranked, where no Bolster should exist.

  2. In others games, charges doesn't do thoses 5 things together. Charges in other game usually don't do damage and when they do they do not build up a character ressource. I never said Tracer missile doesn't do too much thing. Gunnery/Arsenal is a very boring gameplay all revolving into grav round/tracer missile and you get shut down as soon as someone use their interrupt. And tracer missile mostly boost damage all together rather then doing multiple utilities. It grant damage reduction, allow for healing scan to be casted faster up to instant, does damage and increase damage done spread around multiple abilities. That's 4 things, not 9. Leap does 5 different things without the need to be spec into anything.

     

    Charge

    8 - 25 yd range

    Instant 20 sec cooldown

    Requires Warrior

    Requires level 3

    Charge to an enemy, stunning it and 2 additional nearby targets for 1 sec. Generates 20 Rage. (With blitz glyph)

    Charge to an enemy, rooting it for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with warbinger glyph)

    Charge to an enemy, rooting it and 2 additional nearby targets for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with both glyphs)

     

    And again i remind you that BW tried to make leap like that : Leaps, generates rage and stuns. But with the crap resolve system, if 2 SW leap on 1 target, you were making him immune to all cc...If he was ball carrier, you were afraid to leap on him...

    And then instead of stun it converted to what stun does , roots and interrupts.

    The allready bad dmg it deals it can be removed for all i care....

    I will be able to leap on cc'ed targets and score without breaking the cc with a stupid 1k dmg.

  3. 3. Many spells do too many things at the same time... First thing that come to mind: Force leap. It's a gap closer, a root, a damage dealing ability, a rage builder AND an interrupt. That is BEFORE it get boosted by additional talent/set bonus. It can then become a 4 second immunity to CC and +10% damage done for a vigilance guardian. That's SEVEN things tied to ONE ability. It's way too much.

    Solution: Remove the damage counterpart of all hard stuns (Except for stasis/choke), remove the interrupt and damage from force leap, remove or reduce the damage of most slows and roots.

     

    Im still w8ing for an answer. Which is that talent exactly that gives +10% dmg specificaly for a VIGILANCE guardian? Cause i dont Actually think you are proposing to nerf an ability because some end game pvp gear gives it a set bonus??? And thats for BOTH sent and guardians, NOT for vigilance guardians. Vigilance guardians are the last class that needs nerf in dmg.

     

    And no, leap isnt an ability that does too much. On every mmo that has leap (charge) it does the same exactly things, builds main resource, deals low dmg and stuns target or root it, so when animation finish, you wont be 10 meters behind your enemt again...BW's resolve didnt work very well with stun on leap when they made that change, and they made it again root+interrupt. If you want an ability that does too much, that is Tracer Missile...

    It is ranged, it deals high damage (more than leap...) , it reduces the dmg you take, it reduces target's armor,

    it increases dmg of rail shot, it reduces cast time of healing scan, it has a chance to finish the cd of unload, it increases the dmg of unload. It increases the dmg of heetseaker missiles. Woahh there BW!!! Thats NINE (9) things that 1 ability does!! Nerf !! Nerf!!!

  4. There is definitely something wrong with PvP.

    And I can sum it up in one phrase: "Errors are too easily forgiven."

    This game carries terrible players by the hand and leave the most common errors unpunished (Such as backpeddle force speed, letting your explosive probe get cleansed, taunting an healer, mezing a dotted target, etc.).

     

    1. CC can be thrown around without care. Due to how the only CC breaker people have (aside from sage/sorc) is on a 2 minute CD (1:30 minute if speced) while everybody got plentora of hard stuns and mezs with NEARLY NO COOLDOWNS (Dirty kick for scoundrels/gunslinger can be dropped to THIRTY SECONDS CD. That's 3-4 stuns per CC breaker on ONE SPELL.). Roots arn't affected by anything and can be used an infinite amount of time without punishing the player for stacking or using it on someone who was rooted multiple time already since there is no DR/immunity mechanism tied to roots (aside from special spells like hold the line). Most of the slows, roots or hard stuns deals damage... making using a stun on an immune target almost unpunishing because of how it still do damage. (Force slow damage is retarded too high for a spell meant to slow. WHY?)

    Solution: RESOLVE is a BROKEN MECHANISM and NEEDS TO BE FIXED. Roots requires a Diminishing Return!!! No matter how people saw WoW CC mechanisms, they had the right ideas for CC management.

     

    2. Interrupts. I don't think I have to explain... everyone got an interrupt. There is only 1 way to avoid interrupt and is for combat medic/bodyguard under their reactive shield. Interrupts combined with the plentora of CCs makes it virtually impossible for someone to cast anything as soon as there is 2 people attacking him/her.

    Solution: After using an interrupt, the target should become UNINTERRUPTABLE for 4 seconds even if the interrupt DIDN'T LAND ON A CAST. Punish thoses who miss their interrupt, interrupt a fake cast or interrupt a worthless ability.

     

    3. Many spells do too many things at the same time... First thing that come to mind: Force leap. It's a gap closer, a root, a damage dealing ability, a rage builder AND an interrupt. That is BEFORE it get boosted by additional talent/set bonus. It can then become a 4 second immunity to CC and +10% damage done for a vigilance guardian. That's SEVEN things tied to ONE ability. It's way too much.

    Solution: Remove the damage counterpart of all hard stuns (Except for stasis/choke), remove the interrupt and damage from force leap, remove or reduce the damage of most slows and roots.

     

    4. Guard. The most passive bullsh*t ever made. Fine it take skills to use it to it's best capacity with guard swapping. But it doesn't require a brain to put guard on an healer and become an unkillable duo without ever swapping.

    Solution: Make guard transfer 30% damage and add an active ability that increase that number to 50% for a certain amount of time with a CD on it. (6 seconds duration with 12 seconds CD?)

     

    All of theses things is exactly why Scoundrels/Operatives healers are consider OP and not the other AC healers. Because they can heal with instants and over time making interrupt a non factor and they still heal while stunned while guard make them virtually invincible. Not because they heal too much or because they have too many escape. Scoundrels/Operatives are as easy to kill without guard if not easier then other healers. Fixing the interrupt problem would bring back sages/sorcs and commandos/mercs healers to the same level as scoundrels/operatives healers while the change to guard would bring them all to a level where they can be killed. As for every other classes, you would finally be punished for using your abilities without care.

     

    Entrench for snipers not only makes immune to interrupt, but also to all kind of cc.

    Polarty shift for sorcs make them immune to interrupt too.

    http://www.torhead.com/ability/ePes6KA/polarity-shift

    The shield you mentioned for BH healers

    So the only healer left without it is operative? Are you implying that operative healer needs buff because they can be interrupted?

     

    Damage dealing ability??? The leap??? Are you on drugs?

    Gap closer vs cover or electronet???

    +10% dmg to vigilance??? Which talent???? Can you link maybe???

    And you consider OP the fact that it builds up the main resource for warriors??? ***?? Maybe you should let warriors fight without rage and do only saber attack....Cause 3 rage is too much!!!! While enraged defence requires 14 rage?? (4 to activate + drains 1 rage per sec)

    Your post is bad, misguiding and full of mistakes. It should be taken down immediately to avoid further confusion.

  5. I was thinking about this...how can you improve PVP, increase the balance pass frequency and increase the fun and approachability?

     

    What comes to mind is BF2 once again. After taking a peek at the SSSP GUI, I started to get the idea that there might be a way to drastically alter the way that PVP is played in this game.

     

    Let's say the following changes were made...

     

    1) The mechanic for PVP is completely replaced. You get a new simplified GUI that has a single bar with 5 or 6 abilities on a single bar at the bottom and simple controls.

     

    2) Your stats are completely based on Expertise, which is effected by level and performance in PVP (ranking), and can rise and fall depending on that performance. Your gear no longer determines your stats.

     

    3) Models for your toon are simplified, polys removed, much more basic models used to promote the ability for larger amounts of folks to PVP together.

     

    4) Particles and effects would be dialed back dramatically.

     

    The idea, by doing this would be to allow balance changes to PVP which do not effect PVE in any way, allow a much more approachable and intuitive PVP system for instanced PVP, allow large groups of players to engage each other without slowdown problems and performance issues and directly tie your performance to your stat boosts through rankings.

     

    Essentially, instanced PVP would be very similar to PVP in BF2.

     

    This would naturally be a pretty dramatic change, especially removing gears effect on your stats and performance. Instanced PVP would become a brand new animal.

     

    Any thoughts?

     

    Thanks for reading.

     

    1) The mechanic for PVP is completely replaced. You get a new simplified GUI that has a single bar with 5 or 6 abilities on a single bar at the bottom and simple controls.

    Νο. This will make the allready boring and repetitive pvp farm, much more boring.

     

    2) Your stats are completely based on Expertise, which is effected by level and performance in PVP (ranking), and can rise and fall depending on that performance. Your gear no longer determines your stats.

     

    Again no here. I want to have diversity in my stats. The stats and the alacrity changes are 1 of the things i liked.

     

    3) Models for your toon are simplified, polys removed, much more basic models used to promote the ability for larger amounts of folks to PVP together.

    This actually sounds good. But i think it allready exists in game. When you move camera further, the detail greatly drops. The polygons turn into "blur". Something that warhammer online had. But i dont think thats the problem they face with increased lag in overcrowded areas.

     

    4) Particles and effects would be dialed back dramatically.

    Everyone can do that from performance options. But again i dont think thats the problem that causes lag.

    For example me on ilum, with medium graphics i had no lag problems, while my friend with better pc than mine, had insane lag on both low and very high settings.

     

     

    In general, the changes you propose, allready exist in other mmos, like DCUO and Guild Wars 2. I dont think we need another clone of those. And i dont think they gonna save SWTOR.

  6. Your ideas are nice, but i dont think they gonna work with the declining population of swtor at the moment.

    WZs are already "crippled". Any more pvp activities will just seperate the population. For example : I think with the addition of Arena will drag the "top" players there for some weeks and the allready long wz queue will be longer. While the quality of them will severely drop. I heard they mentioned something about dropping the wz ftp restriction. If thats true, i hope it will be enough to save the wz queue times at least.

     

    What needs to be done is a server consolidation first and then a PVP activity that will appeal to all. (personaly i dont think arena does)

     

    A planet with open world pvp area and objectives, DaoC style(with bounties and NPCs) would be a nice move, but i dont think their game engine can support this.

    Also, if that was possible, it would be a much better pvp experience than arena. Cause in an open world pvp area, you can have 1v1 fights, 2v2, 4v4, and something that 4v4 arena is restricted to, 4 vs 5+ fights (if your team is good).

  7. Laughed my *** off. Not because of the joke, but because I would actually see bioware do this.

     

    They have done it in the past with warhammer online and the class Bright Wizzard. They tried to nerf an aoe caster bomb class but instead they turned it into a melee insane criting killing machine, that was 2 times more OP.

  8. either way its REALLY annoying their should be some kind of forced tutorial stage for new players

     

    Trying to teach some ppl here how to play, is like trying to play a game like Crysis 2 on a pentium 2 with 128 RAM.

    The "hardware" cant handle it.

  9. I have to say, I really wish the final boarding party convo didn't have the "someone shut this woman up" option. Every freaking time (okay, 95% of the time) when I do that flashpoint and don't win the roll, I have to hear that stupid line and watch the guys in my group LOL about woman-beating. Okay, I get it, it's a game. They're playing evil characters. They do a lot of killing and whatnot, so simply getting hit shouldn't matter. But there's a difference, and the fact that so many guys get such a kick out of watching a woman get pistol-whipped really makes me kind of sick and despair of humanity. Because here's the thing, guys: it's not funny. No, really, it's not.

     

    I just did a HM of this for my daily. Everything was going along fine, and when one of the guys in the group responded to the first convo with the Jedi lady, where she threatens us, with "Let's gang rape her", I let it go and didn't say anything. When we got to the final convo, one of the guys said, "best part", and I knew he was talking about that line, because so many people just think it's so dang funny to watch a woman get smacked in the face. So I choose one of the other options and win the roll. So does he just let it go and move on with the convo so we can finish the dang flashpoint? No. He freaking stops the convo, says "whoa" like I just did something really disgusting, and restarts it. I point out that not everyone's misogynistic. He and his friend kick me. Kick me right out of the group for not going along with the woman-beating hilarity.

     

    It's not enough that I have to constantly listen to and see this scene? Now I get kicked from a FP at the very end of it for not going along with it? Is Bioware trying to make this game as unfriendly an environment for women as possible? Because nothing about that is cool.

     

    someone shut th....

     

    Sorry, couldnt resist :p

    i know i have bad sense of humor :(

  10. Yes, but that it much better than leap (interrupt) - interrupt - choke - push(interrupt) - leap (interrupt) - interrupt that is possible now.

     

    Thats the reason EVERY class has talents+abilities that makes them immune to root, immune to interrupt, immune to be charged (cover).

    To do the above sequence, 1 must be stupid enough and the only thing he does is trying to cast....

    Have you seen many scoundrel healers to say "Oh no, i cant heal, i ll reroll class cause these leaps has so many interrupts and i cant heal anything!!"

     

    Or maybe any slingers/snipers?

    Vs them is more like : NO charge - walk - walk - walk - push (sorry immune) - choke (sorry immune) - knockbacked plus root plus dmg - death

     

    If you wanna remove interrupt form leap, make it actually WORK vs gap closer ( no more cover or hinder crap )

    Make it actually root, no more 30% speed running arround with immunity to movement impairment, so when u land after leap, the enemy has fled from hit range again...As for building rage, how about making us start every fight with full rage like sorcs/sins/pt/snipers and in general, ALL other classes. So we wont have to stay idle and watch if someone gank us from stealth and we have nothing to do but auto attack to get rage...

     

    Like you havent whined about everything here, now you started whinning about leap...

  11. New class and new specs

     

    Intro:

    So I have an idea for a new class. Republic would be called Jedi Initiate, and in the Empire called Sith Adept. This would be the basic class, such as the Jedi Consular, Sith Warrior etc. These classes excelled in their training early on, surpassing other base classes. The high-ranked Jedi and Sith were impressed and they were promoted earlier than most young ones…

     

     

    Advanced Classes (Spec classes):

     

    Republic:

    Jedi Shroud and Jedi Paladin

    Resource: Essence

     

    Empire:

    Sith Mist, and Sith Crusaders

    Resource: Corruption

     

    Jedi Shroud mirrors the Sith Mist and the Jedi Paladin the Sith Crusader.

     

    Jedi Shroud/ Sith Mist: These are dps classes, wielding a double bladed light saber and a short single bladed saber. (Electrostaff, vibroknife) They both are experts in up, close and personal melee combat, with a stash of potent force abilities.

    Resource total: 200

     

    Major Abilities:

     

    Force

     

    Shroud Mind/ Mist Envelope

    When this force ability is used, a target gets blinded (Everything blacked out but their quick slots and health, resource pool.) and slowed down by 60% for 4 seconds. This would be a later obtained ability due to the power someone could obtain from such a skill. (Level 50 Skill)

    Resource Cost: 50

    Cooldown: 1 minute

     

    Stealth:

    They also have wonderful stealth that can be used out of combat only. I realize that if this advanced class had stealth like a shadow or assassin it would be way too powerful.

     

    Mind Trick:

    When this force ability is used, a target would be temporally petrified into not being able to target any player with attacks as well as small drain their resource for 6 seconds. They would still be able to use any non-offensive abilities.

    Resource Cost: 20

    Cooldown: 30 seconds

     

    Melee

     

    Circular Strike: This attack hits an enemy 3 times. A left and right double blade attack, followed by a short saber stab to the chest. Dealing decent damage.

    Resource Cost: 30

     

    Still-Frame: This is a very fast attack that you can use in or out of stealth that stuns an enemy from short saber blow to the kidney area for 4 seconds. (Basic Stun)

    Resource cost: 20

    Cooldown: 40 seconds

     

    This is just a few of ability ideas that I came up for this advanced class.

     

     

    Jedi Paladin/ Sith Crusader:

     

    This class is primarily a tanking class. Wielding a Vibromace and a Vibroshield. These classes are very efficient tanks. Not only are they hard to kill they have more reflecting abilities, due to lack of attacks.

    Resource: 300

     

    Major Abilities:

     

    Defensive Abilities:

     

    Muscle Tension: When this ability is activated, he draws from his essence to make his shields effects spread all around the body. While at the same time hardening you will a blanket of Essence resulting in 6 seconds of 50% to 100% chance(from each attack you receive) to reflect damage on an enemy attacking you.

    Resource Cost: 70

    Cooldown: 40 Seconds

     

    Embrace: When this ability is activated damage reduction is increased by 30% and it also acts as a “Combat Pull” (Mass Mind Control) that causes all enemies not attacking you to deal 20% less damage to everyone else.

    Resource Cost: 30

    Cooldown: 20 seconds

    Purify/ Restore: When this ability the is activated you must be targeting an ally. It will wrap them in Essence, providing a decent overtime heal and purification of all debuffs for 2 seconds.

    Resource Cost:100

    Cooldown: 45 seconds

     

    Offensive:

     

    Ram of the Force: When the ability is activated, the player uses essence to shift their weight with such swiftness that they propel through enemies with their shield. Resulting in knockback, plus a decent amount of damage.

    Resource cost: 75

    Cooldown: 45 seconds

     

    Gravity Drop: This ability surrounds the players vibromace with a burst of essence that slams into any enemies within 5 meters, dealing moderate damage, while slowing the enemies by 40% after a 4 second stun. (More Flashy Basic stun)

     

    Battle Whisper: This ability calls from deep within the player’s essence to cause all allies (and the player) within 30 meters to do 40% more damage to all enemies (Within the range of the original 30 meters) for 4 seconds.

    Resource cost: 80

    Cooldown: 1 minute

     

    So these are once again just a few abilities this class could have.

     

    I would really like to see some classes like this on swtor.. Feel free to collaborate with additional new class ideas.

     

    -Orizonta

     

    Adding new classes would require voiced story from the start again and a lot of cash from BW side.

    The only similar idea i can think, is changing the allready "shared trees". like smash tree for mara and jugg.

    If you play smash jugg or smash mara, the gameplay is identical. Its like playing the same class...

    "Shared trees" shouldnt be exist. Instead they could use some of your ideas to make for example a melee-ranged hybrid spec for some classes, like jugg, sorc.

    Sorc new spec would be something like battle mage (more survivability, some melee strikes and some ranged)

    And with warrior would be a more "canon" sith, that would be able to use force lighting too.

  12. Any good stealther would usually keep their force shroud or evasion just before stealthing out, so using smash would be a waste.

     

    I tested out the 6 points in rage already, and specifically for the extra damage in smash, it's not that big at all.

     

    I've also found pooled hatred quite useful in PVP as well. As for Brutality, I assume it's useful for sure, just not worth it in my own spec.

     

    I also don't see the use in deadly repriasal, I don't really need one additional rage point in pvp. While there's often a lot of smashers, this for me, wouldn't constitute getting the extra point. Especially since I'd already have a lot of rage in pvp, to begin with.

     

    Well, they mostly do use shroud before stealthing out, but till now there have been countless times when someone used stealth to escape some ravage last hit or to lose some enemies after him when he was about to die. And in these cases, the only way to destealth them right after they stealth, is with an aoe attack, smash or sweeping slash (And my smash is rage free :cool: )

     

    The 6 points in rage are for 6% force crit (force scream, shatter, choke, push) and 7.5% vicious throw crit (which crits highest of all).

     

    About deadly reprisal, i used to skip it when pooled hatred was useful. After the nerf of it, i switched my talents to deadly reprisal and +1% accurancy. Pooled hatred now is just wasted talent points. I also made a post about it and how much dmg increase it actually gives...when it does. Another thing about deadly reprisal, is that it actually gives quite enough rage, which is never a bad thing with veng spec and enraged defence, since a lot enemy attacks are aoe. (smash, sorc death field, sorc knockback, etc...)

  13. It's certainly a play style thing.

     

    As for usage in arenas, if in down to a last enemy and they stealth out, my CDs reset, so I have a chance to use unstoppable again.

     

    As for point usage, I find that most people spend way too many points in te rage tree (in conjunction with the free smash they might have gone for as well). I'm using 4 40 0 right now and am quite satisfied by it.

     

    Again, if last enemy stealth out, more chances had it that he will "open" melee on you and wont de-stealth in range.

    Which means free smash might come in handy in de-stealthing him first.

    I too have picked some rage talents cause i find the remaining veng ones useless :

    http://www.torhead.com/skill-calc#101MMZfRrRMuddGhoZf00z.3

  14. I've taken both points, and mostly pvp, myself. I've found it to be quite useful (despite what people say that you'll always be in combat). Sure you're quite often in combat, but I've had some game changing moments in WZs because of those skills.

     

    Like for example, you're at east in Novare coast, and you're in combat, but you're team is about to kill the enemies there, when your team calls for back up at south. Say you've just used your force leap, now by the time you get to south and are out of combat again, it's up again, and you've saved yourself perhaps 10 seconds of not being able to use unstoppable.

     

    In huttball I've jumped to targets and killed them, only to be able to jump to another target again. That could be a maximum of 60m and if the conditions are right, and you're carrying the huttball, it's an easy walk to the goal line. (my record is 3 simultaneous jumps in huttball).

     

    These are just two simple examples, what helps is that if there is a skirmish, and the enemy is focusing on your allies, and you're focusing on other enemies near your other allies, once you kill the enemies you're currently on, you can quickly jump to the next set of enemies since they never attacked you in the brief skirmish with your other allies.

     

    If you pick your target carefully and keep to single target damage, it can be a useful ability.

     

    That is to say, I do not include smash in my rotation (only for stopping node caps) thus making it more likely to stay within a single target fight.

     

    About your first example. Ok lets say this scenario happened exactly, and you wasted 1 leap. What so gamebreaking is going to change if you leap 10 second later and throw some taunts or saber throw instead?

    And about 2nd, vs pugs that let you out of combat while you have ball, it will be same out of combat while walking ramps like a boss and scoring. If you were out of combat again it means no enemies attacking you.

     

    The problem is, you dont get those seething hatred talents for free. You chose them over others. So its not either seething hatred or nothing, but seething hatred or some other more usefull talent.

     

    About pve, totaly useless talent.

    Also in 4v4 arenas, when are you going to be out of combat?

     

    And those examples you gave they prove exactly how useless seething hatred is. (I can leap 10 second faster in novare once, like this is gonna change the course of game.

    I can make you an example of a talent that would be more useful than seething hatred.

    +1% dmg in saber throw. Cause, you know... You can be in huttball, enemy ball carrier close to death, but close to score too. So you use saber throw while others are on you and root you, but ball carrier survives wih 10 hp and scores. Now if u had that 1% dmg talent, your team would have been saved!!!! Plus + more dmg on scoreboard!!

     

    Ok, im joking about my example.

    But still sounds more useful than reseting cd of leap when you going out of combat within 15 seconds after u leaped (which means you just entered combat) and then having the need to leap instantly again on an enemy that been in leaping range but hasn't touched you yet, instead, he was w8ing for you to go ooc.

  15. Current effects of Seething Hatred:

     

    When you exit combat, the active cooldowns of Force Charge, Enrage and Saber Throw are reduced by (50%)/(100%).

     

    In an operations boss fight, this is useless. Usually in a operation by the time you exit combat and are ready to pull the next group, your cooldowns have all reset anyway. At present I only have 1 point (50% reduced) in this ability due to its lack of utility aside from PVP. (& Vengeance really can't compare in PVP right now with Smash spec.)

     

    My proposal - to change this so upon killing a target (similar to an Operative's TA) the aforementioned abilities are reduced by (50%)/(100%).

     

    Since it's my idea I don't see any problems with it. What do you guys think? Maybe when Guardian questions come around.

     

    PS: Why did we ask the devs about being squishy? Seriously?

     

    In PVP too. With all this time it takes to go out of combat (especially in small wz rooms), the cooldown has reset by itself

  16. On the contrary, Vengeance spec's balance of damage potential and survivability, coupled with its unique playstyle, will shine through even more in a 4 vs 4 arena. Forgive me for not posting the obvious information such as spec info, and layman's applications of said abilities. If readers of this are not juggernauts, or have no idea what Vengeance is, then hang on. I will continue playing juggernaut vengeance, and in 2.4, will especially be filming how effective and efficient it can be.

     

    going off-topic here.

    The argument was if pooled hatred is a useful talent and if there is any visible difference in hits while they are are powered by it. Also how often it stacks to full potential (5 stacks) in pvp. Cause till now, this talent barely triggers and almost never (or...not almost, never) reaches 5 stacks, and if it does, you spent them all in 1 hit (if the hit is retaliation, all stacks get wasted cause of the insignificant dmg of retaliation).

  17. I agree with your idea for Shatter. There is no valid reason why they can't condense the duration of the bleed. For being a top tier talent, it does appear silly to simply couple the benefit procs with Impale. It should have a unique effect in addition. Here is where I'll suggest "Shield Break", for in essence that's what Shattering something should do. It has a nice ring to it.

     

    The proposed Shield Break mechanics, would include a 6 second window, that would enable the vengeance jug's attacks to bypass the target's applied shields. I think this is the perfect addition to our attack Shatter.

     

    Can I get a "hell ya"!!!

     

    Shatter is fine. It has the highest dmg among other veng spells. And the fact that its partially dot, allows it to increase the burst dmg when u land an impale next, added by the dot of shater + a off-cd retaliation.

    Also, the dmg of shatter is internal, no need to say more. As for being top tier talent, i dont see other classes getting something more overpowered. For example, madness sorc gets an internal dmg dot, with no initiate dmg, and that sucks if it doesnt get boosted by death field.

  18. Vicious Slash, Sweeping Slash, Shatter, Vicious Throw, Impale, Retaliation,

     

    We have plenty of abilities that cost rage, and boy do they cost rage. Big issue of Vengeance is Rage management. Sure the refund is nice but still.

     

    Shatter is force dmg, it doesnt get affected by Poolsed hatred.

    Vicious trash (slash). I dont think any vengeance jugg has it still on bars.

    sweeping slash, again i dont think anyone uses it in pvp, and in pve u dont take pooled hatred.

    Retaliation is indeed an attack but i didnt mention it because what sane person would use it when they got pooled hatred instead of impale or vicious throw? The allready low 4% dmg increase on a spell that has allready low dmg, is nothing but waste.

     

    And now that you mentioned sweeping slash, pooled hatred also isnt at all viable for pve, like many other talents in vengeance tree. Which makes me wonder. Why so many pvp-only talents for a talent tree that doesnt seem to be quite effective for pvp in future arenas, compared to full tank or smash.

  19. Has anyone gave thought on this vengeance talent and how it works in battle?

    On first look it might seem like 1 average skill, since it gives +20% dmg. But the truth is, it doesn't even get near this.

     

    The talent gives +4% dmg to ONE only melee attack that costs rage and ONLY when your movement gets impaired.

    And can stack up to 5 times.

     

    The problem is that the jugg has only 2 melee attacks that cost rage. Impale and Vicious Throw. And both of them are in main rotation of dps, which prevents this talent to reach full effect (20% dmg). In more depth, Impale has 9 sec cd and vicious throw has 6 sec (when enemy under 30% health) or can proc randomly in fight. Lets take the worst case that enemy is above 30% hp and it wont proc in battle. So, after you hit your 1st impale, the enemy must apply slow to you 5 times (5 gcd) so your pooled hatred will reach 5 stacks. And then, after u hit 1 impale, in order to get again the +20% dmg bonus, you must get spammed with 5 slow spells.

     

    Atm, within those 9 sec, you get barely hit by 1 slow, which is +4% dmg, or when more than 1 enemy, might be lucky and both use 2 slow spells on you and give you +8% dmg on 1 impale or vicious throw.

     

    At most times, during 1 fight, that you use almost 3 impale and 3-4 vicious throw, this talent will give you 2 times a +4% dmg boost on 1 impale or 1 vicious throw (and if enemies are focused on you and using their snares on you and not on others. Now considering an average non crit impale is arround 3500, this talent with 1 stack, gives it a +140 dmg extra, making it 3640 dmg. And in most fights i had in wz till now, i used so many impales and vicious throws, and only 4-5 times in a whole wz i had 4 impales/v.t. powered by a mighty +4% dmg. If this talent was a permanent +dmg boost to impale and shatter, it would barely translate to a (+0.5 / 1% dmg to impale and vicious throw).

     

    So what you guys think about this talent. Those who use it, have you seen/felt some dmg difference when it procs in battle?

     

    In my opinion, this talent should have been more useful if it worked like this :

    "Each time your movement gets impaired, you gain +4% dmg to all attacks (or all melee attacks,including shatter, ravage), for 10 sec. Stacks 5 times."

    I make it to all spells, cause in those 10 sec, you can use 1 or max 2 impales, since it has 9 sec cd.

    Also, the +4% dmg will remain for full 10 sec after you get hit by 1 slow and not dissipate after use of 1 spell. (so it cannot get wasted by some minor attack before it can stack more than once)

  20. Post after post of people that want to complain about SWTOR. For whatever reason.... why can't anyone realize this game is in it's infancy stages still. WoW has years of working out bugs and fixing issues, but people still want to compare.

     

    To me this game rocks. It may have it's problems but what new software doesn't? The subtle nuances in the cut out scenes, the story lines. To me it's all pretty great. Sure there maybe issues, but like I said. This game is comparatively new in the MMO world.

     

    You're not going to get 100% of what you want 100% of the time. You can't get it in real life and you're sure not going to get it here. Relax and enjoy this game for what it is. A chance to be a part of a awesome story. That fact that I get to walk around on my Sith Warrior like Lord Vader makes waiting on bug fixes and growing pains of the software very palatable.

     

    This wasn't meant to be a shot at anyone making complaints but more about realizing we do have a great game. To me it's better than sitting around with 20 sided die trying to figure out if I got a saving roll or not. (no offense to table top gamers). This is great fun and great entertainment. Just relax and enjoy the ride. They'll get this stuff lined out sooner or later.

     

    Good luck, and have fun!!!!!:wea_08::wea_08:

     

    Funny post...

    It reminded me 1 similar post i read on warhammer forums.

    After months of no upgrades on it, after only 1 English speaking server left, fanboys kept saying : This game is still new...just give it time.....WoW had been arround for 7 years, this is ONLY 2 years old... Plz stop whining and let us enjoy (ROFL) this wonderful game.

     

    When there are barely 10 lvl 50s on fleet on prime time on your server, what more u can enjoy in this game? Can u do flashpoints? NO. Cant u enjoy WZ wthout having to alt tab for 20 min while u w8 in queue? NO etc...

     

    Also. I made an mmo too. The only thing that is completed, it the desktop icon. But...u know what?? ITS 1 DAY OLD!!! ONLY!!! Its on INFANCY STAGES STILL!!!!

    PAY ME to "Play" it now and then w8 till more things added on it...its an 1 day mmo...give it time....but first, give me your money.

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