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orenjee

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Everything posted by orenjee

  1. I think sorcs might be looking at a slight buff when Makeb comes out. I don't think our burst is high enough when compared to other classes. Most of our stuff is cast heals/attacks and other classes have more instant. But in terms of survivablity, I'm not gonna lie, It's horrible if you are new to kiting but sorcs can be beastmode if you know what you're doing. You have to learn the maps and figure out how to kep yourself out of range of other classes. It's hard to be good at sorc unless you understand how the other classes in the game work. I.E: PT/VG: don't let them get within range to apply their big dots. Sent/Mara/Jugg: Slow the **** out of them and figure out if they have the immune to knockback/stun upon their jump so as not to waste ****. Basically to survive them you gotta slow and run off to a LOS location. Sniper: LOS and slow can annoy the **** out of any sniper making them constantly reposition, attack them when they are moving. Stealth: Use you knockback(hopefully it has the root) on them instantly and use cc breaker to escape any stun. Also you should ALWAYS keep bubbled in case stealth is coming and if you supect something use an aoe around yourself to prevent surprise attacks. And most importantly of all... You need teamates to peel for you. So when in doubt pull someone over or kite back to the group. And for healers at 50 that are getting flattened.... You need a *********** tank. At 50 no healer that's decent should q without one. You are basically asking to get your *** beat at 50, people pile on heals that's not a class issue, it's reality. xD
  2. Hrhm... I play mainly heal sorc at 50 and have and op that's about level 38. So I'm mainly familiar with sorc. The things I notice that haven't been mentioned are the general issues present at level 50 pvp. Big things that irritates me as a sorc healer: 1. You are far more targeted than any other healer because people target both healers and sorcs as a class in general. They are seen as easy kills in comparison to other classes and get a lot of attention. 2. If you even think about perching somewhere even remotely strategic in huttball you'll be focused down thanks to that pull. 3. Casting revivification vs competent players is pretty freaking hard. That's the heal everyone wants to interuppt. 4. The burst of other classes is not even cute at level 50. When folks stack on you the pressure is rough making the idea of an escape seem like an unparalleled ability. Everyone is entitled to their opinion but as a long time sorc healer I think I'm going for a level 50 OP for now. Being able to re-position yourself every two minutes is valuable. Also as a final comment. When running with a tank as a sorc under pressure you cannot spare heals to your teammates, mainly cause they are cast heals and your hot has a cooldown. Ops can easily drop hots on surrounding dps as they fight to keep both themselves and their tank alive. Which inflates their numbers over time. Energy management is also a lot more effective. I'd say the big con's to OPs lay in utility. Ops are a true healing class and when I play one I miss the table turning abilitys I have on my sorc. As an OP you can keep everyone up but don't expect to do anything game changing on a regular basis. xD
  3. I support. This sounds really fun and could work to diversify classes more. Like balanced teams will be more necessary vs hordes of derpsmashers. Pulls and speed bursts would be huge here.
  4. I'm sorry that healer was a dick. I play almost exclusively healer classes and if anything I kiss the floor my tank walks on. Tank is just as important as healers. I give my mvp to good tanks over good heals. Don't ever want them to stop rolling. xD
  5. Concealment ops can kick *** in lowbie pvp when geared... But.... That is all. Any good concealment op is ten times better on any other char... Except Mercs. :3
  6. I'm a dedicated healer usually and I always MVP my tank when we q together. Idk if I'm just a snob but I don't really take to rando tanks in wz's unless we pre-agree to be a tank-heal duo or end up alone and take out at least 3 other players. Trust issues I guess. I hate putting heals into a tank who doesn't know how to taunt. xD But when I see good tanks I MVP them over high dps. It's harder to find the discipline to guard than it is to kill alot.
  7. When a spec require an entire team to work together to counter it is unbalanced. Swtor isn't balanced 1 vs 1 and I've never wanted it to be. But the smash monkeys need to be adjusted. Smash is like knights/warriors version of grav round. "-smash- -stand- -jump- -smash- -stand- -smash-" sounds alot like "-grav round- -grav round- -interrupted- -stand- -grav round-". My only problem with smasher at this point is it's easy mode and it's frustrating to have to have such a high skill level to counter some bad that just runs about pressing two buttons and the best part is not only are they destroying everyone, they get top damage. The big pain in the butt is on my server I see smashing twinks queueing up in lowbie wz's, mainly on reps but imps have em too. C'mon... It's bad enough lv 50 is all smashers but now there's no were safe. Makes me just feel like I should give on my sorc and join the smash train. Maybe if analyctics reported everyone was now rage spec jugg and mara they'll change something jeez. =____=
  8. Wow okay. I agreed with everything till you hit the WoW bit. Have you played Wow recently? At least in swtor you can q in lowbies and hold your own as any class. There's no one-shot rogues or unkillable disc priests. Or hunters at can kill you with pet alone. Swtor might have 7 k smash right now but no one has ever been one-shot in the this game. Or if they have it was a one time thing. And Wow end game balancing is a nightmare. 300 k crits. No. Just no. Swtor has nothing to learn from WoW. What sucks about any MMO is people don't play the class they like, they learn to like whichever class most see as OP. Most PVPers don't care about which class they have to play if it means high dmg which is why everyone is lolsmashing. The problem is if any class is overplayed it leads to the same irritation. Smash's cooldown is far too low for the kinda damage it does but I think the reason nothing has been done is they are trying to avoid the next zergfest that'll happen after smash is riled in. They are trying to balance the game not quiet qqs.
  9. It is... till you hit 50. At 50 snipers are support class at best. They don't have great survivalbility (pretty squishy and easy to track down) and alot of their damage can be mitigated by defensive cooldowns. But they're a blast in lowbie pvp. So you usually see alot in lowbie and few in 50 pvp.
  10. Something I notice alot of on the forums is the strange idea that most teams are coordinated and even understand the mechanics of every wz. The only time you get teams like that is when you are q-ing in a pre-made (which many thread feel is ruining pvp) or you are on a tight knit server where there's few new players. In the average pugging experience, three people maximum are even attempting to communicate or bother to type in general chat. I feel that this particular warzone is favoring pre-mades highly if it truly requires a high amount of communication and support to win. PUGs are classic for not providing this kind of support and it's a total fantasy to expect it. Not saying it doesn't happen, it's just if you walk into a pug expecting that kind of interaction you're going to be sorely disappointed often. In reponse to comments suggesting you call for help when mezzed... The distance for mid to the polons is far too great to expect reinforcements within 6-10 seconds. Also the biggest concern I have is the cooldown on cc break. It doesn't refresh upon death so it's not even a guarantee that the person or person guarding will be able to counter a mez/stun at all. I just feel that the playstyle of this warzone is going to lead to many exploits and make it hard of the well meaning pvpers to make up for the lemons on their team. There's a reason why it's so hard to stun cap on all the other warzones. It makes it unfair and exploitable. But if this is bioware intention with this particular wz than I guess my complaints will fall on deaf ears. I just wanted to know if that kind of gameplay is being encouraged intentionally or if it's some kind of detail they overlooked.
  11. Okay so. I'm very happy with the landing of a new shiny warzone. But I am kinda in shock of how Bioware made the cap time of the node to be less than that of an average stun. I mean... Come on, no other node in any other wz can be capped in the time it takes for a 1 mez to run out. An pattern I am noticing already is sins and ops stealth to the enemy node and stun cap without any trouble. If you use cc breaker to interuppt: They cloak, re-sap and you watch in horror as you are the weakest link. Is Ancient Hypergate supposed to be stealth version of Huttball where they are insanely op due to their ability to solo cap? Furthmore, stealth's guarding abilities here is better than any other class by far seeing as they are the only ones that can avoid the stun cap initially. As a sorc I can use electrocute and bait the cc break, whirl and cap. This is like Alderaan back at launch. Please fix the cap times to prevent this kinda issue. It's really annoying and is backtracking the progress of all the other wz's.
  12. AHAHAHAHAHA. This made my day. I like how they are sith. N'sync is pure evil. LOOOOOOL
  13. As someone who has never played a dps op and always plays a healer which means ops often try to kill me.... Dust mites bite harder. I can kill ops without much trouble as a heal spec sorc. and which one on me I can heal my allies without fear of dying till about half health... which can take awhile. xD I don't miss stunlocking monster ops of the past but they are pretty sad right now. Callin them op is trolololol.
  14. I just want to say.... Cross server pvp is something I NEVER want to see in this game. It'll ruin everything. Pvper's need to try pvping on a pve server. You think bads are bad. PVE server are super bad. And the community will be blown to hell. No one will be familiar with top guilds or players for their server ever again. I don't think swtor has a problem with horri-slow q's anymore so pleaseplease don't ever implement that ****. xD
  15. Okay As someone who runs pre-mades and solo queue I'd like to state that pre-mades usually go against other pre-mades. (And no I don't run them to faceroll pugs. I run them to save myself from being destroyed as a healer. You can't survive long in 50 pvp without a good tank) From when ranked wz's were implemented I noticed pops changed for regular warzones. If you q with a pre-made during an unpopular time you get q's hyper slow because the system is trying to match you against another pre-made. I thought that was pretty cool. But what's ****** about the pre-made preference system is it doesn't try to match even skilled or numbered pre-mades. So basically, You probably have at least one mini pre-made on your team, 2 casual players or so, which is why you end up facing a massive four person war hero lolsmash fest. I believe the true solution to this is to expand ranked warzones to really carrying more weight and proof of one's epeen. If ranked warzones could be done with smaller teams more like wow's arenas and there was a reward system visible to all players that indicated wins and losses and "ranking". I'm pretty sure alot of the premades would see the reward to regular warzones as insignificant and time wasting. What about the mean spirited lazy pvpers who get stomped in ranked pvp and go back to regular? I've seen pugs beat pre-mades many times before and 9 times out of ten it's the ****** pre-mades who lose to all the other pre-mades. My biggest fear of seperate q's is... This isn't a huge game. If we start dividing players into groups and those lines don't blur we simply won't have anyone to pvp with. Yeah that's my take on it. In short: Don't isolate the pre-mades just make it easier for them to make a name for themselves by making smaller warzones allowing 6, 4, and two man groups. Offer special titles, vanity item to express ranking. Leave stats out of it if possible. It'd make the problem even bigger if they only did arenas to roll pugs even harder.
  16. I'd have to agree. Most seasoned guilds like playing on the underdog faction and most individual pvper's enjoy playing on a warmongering "evil" faction. One of the key reasons Republic suffers as well is sheer numbers. Empire continues to outnumber Republic by far on most servers. So that kinda leaves most rep teams with very few options if they expect to win often since they will be continiously q-ing with the same bads with little hope of escape. What happens is: A. The decent players re-roll imp out of sheer frustration. Making the situation harsher. B. The player who want to win start getting to know each other well and *********** stupid amazing teamwork happens and republic starts rolling faces all day because every team has at least four player who can count on each other to get **** done right. (I've seen this happen on servers before mega-merge. Reps made up for small numbers with effort and communication that Imps never could compete with) Most would assume that Imps has more bad and should lose more often. While we definitely have more bads we have more good player to make-up for bads and variety cause the bad are bad for new and exciting reasons. Republic has the same bads who will never guard a turret over skirmishing causing repeated loses for similar reasons and if you're trying to win you can't do it all alone... unless it's huttball.
  17. This isn't normal. See it as an isolated event. Bubblestuns are basically the only thing that makes sorc/sage OP at the moment. And BW has agreed to look into it for a better solution so in the meantime, relax and be patient. I've since full stealth wz's like twice since launch and if you thought 8 sages suck? It's not likely to happen again. So chill. :]
  18. I've experienced this glitch alot myself on Ajunta Pall server. It seems to happen in the favor of Republic players most often. It's a nasty little glitch that makes voidstar very frustrating.
  19. Urm. Has anyone read the 1.2 notes? They are indeed nerfing healers.
  20. I would like to say I really respect the well thought out response, it's a pleasant and rare sight on these forums. I'm speaking from a view of another player, I have yet to roll a trooper, though I have a level 20 healing spec mecenary. My primary class is a sniper, fresh 50. Each server is different. My server, Infinite Empire, has a high concentration of commandos and sages. I play in premades and I'm a high ranking officer in a guild with 300+ members... Whenever we face commandos it's a challenge. They do massive damage and can heal back to full life when taken down below half. They don't go down easy and make it hard to win at voidstar when they are on defense. (It's all about how fast you take them out) I've be in matches with six commandos on the same team. I would like to say I only wish for the game to be balanced and have no interest in seeing classes ruined. Since I don't play commando myself I cannot say if this is too much or too little but I trust BW to try and make things run smoothly. And as a side note, I don't think that not being able to perform optimally in a pug group is something to count against a class. Only time you can expect to be supported is if you work in a voice program with a balanced team. And I can say from experience, Ops and teams only judge by class on a very surface level. Ability is what really counts so don't worry about commandos being cut out. Also some of my guilds top heals/damagers are mercs and they aren't worried about the patch. If it's not right I'm sure it'll change again. Sorc's on the other hand... They seem pretty upset. xP
  21. I honestly feel that if you have a high understanding of you class then you make it very hard to beat in pvp. But in all honesty.... I am very happy with the nerf to commandos simply because no class should be able to dish that kind of damage by spamming one attack. And this thread actually surprised me. Commandos are the class to beat on my server and make life very difficult for us Imps. When there's several of them around it's a nightmare. You can't interupt three commandos. Also in regards to mercs... The only ones I've seen with low mobility are the ones who spam tracer missile and overload the whole wz. Commando's and mercs were in serious need of a nerf. I wish it was coming sooner rather than later.
  22. Okay... I'm so tired of seeing ppl hate on snipers. I get top damage all the time with my sniper with "omg it's so unfair" marksman tree. I took out lv 45 players at lv 28 before they even get close. It rocks for strategic defense. I can cc three incs with flash bang, take out at least one before it ends, and seriously **** up the other two before dying. I agree the sniper could use some lovin' but it's not a bad class at all. It's just not an easy class. Only things I would srsly complain about are the defensive, push attacks, and cc. I think evasion should boost defense/absorb damage and the push should slow the enemy down some. It's not fair mercenaries wear heavy armor/have an absorbing shield/can knockback a character and slow them down. Let's not even complain about the fact they heal as well. Our best cc is leg shot which leaves us vulnerable to attack, flash bang is okay but one attack breaks the spell, and debiliate... If you can use that you're already in srs trouble. (As a marksman snipe anyway) So I think BW should certainly balance that out. I'm not just raging cause of bad pvp experience either. I have a mercenary at about lv 23 and I think the range of skills are pretty unbalanced in comparison. I can do damage just fine, what I need is more ways to protect myself if I'm discovered by enemy players/mobs. How come every other class has an escape measure/protection but snipers just get *****? And no... Cover does not count.
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