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Agooz

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Everything posted by Agooz

  1. I really have no idea what you are complaining about. Mako, the first 30 lvls or so, is the most efficient way to level. After that, either Gault or Torian, will speed things up alot; assuming you know how to use them and have them well geared. Being able to solo Heroics is part of leveling fast. By the time someone else is spamming LFG to form a group, you'd be done with it.
  2. Maybe in the lower brackets, but at 50, it is still extremely rare to see 2 PTs in the WZ, let alone 2 pyros.
  3. Yea because PTs have and always will be FOTM lol.
  4. Never really bought into that argument. I use IM, RS, FB, RP, TD, RapidShot, FT(less often than AP, but quite often), ED, DFA, Carbon, Energy Shield, Electro Dart, EF, Adrenal, relics, Grapple, Quell, Neural Dart, Sonic Missile, Determination, Vent Heat, Stealth Scan, TSO, KO, Medpack, and even Flame sweep sometimes. So that's at least 25 buttons. In comparison to AP, Immolate and RB are a wash with IM/TD (although AP will use RB more than Pyro use IM), so really the only extra button AP uses is HO. I wouldnt say AP requires more thought, but more "setup" for the PFT. One the other hand Pyro requires more heat management awareness.
  5. It's basically 3 planets. Belsavis, Ilum and Corilla. Then you also have a couple or so Space Mission dailies, which I never did. I found this guide http://www.swtor.com/community/showthread.php?t=409021
  6. I never thought min/maxing was important for PvP. Unlike PvE, you're not up against a timer and static combat/rotation. I am running with "defensive" set bonuses, unlike most DPS PTs, I dont feel I am lacking in burst at all. What I lack in crit bonus (Eliminator) or damage (Combat Tech), I make up for it with an extra 6sec of Energy Shield. Because I am constantly going against marau/Sent/Snip/GS/Tanksins, so it benefits me more. Min/Max dont help when your opponent blows his CD and you cant do much damage, or when you are stunned, etc... PvE however, min/max to your heart's content...
  7. This has been a trend in this dev team... The pet caused targeting issues in WZ and PvE group environment?? Logical solution is to have players unable to target pets. Instead, removing the feature entirely was the easy solution. So hopefully we can still keep our pets on the fleet. Who knows, that may be removed too if they think the pets are causing too much lag.
  8. 2pc Combat Medic (PvP) + 2pc Super Commando (PvE)
  9. For the OP, I would just say assassin for no other reason than seeing a new story. PvE wise, PT tanks are beasts. They take the least spike damage and tons of cool animation. DPS PTs in PvP are the 800lb gorillas. But like others said, if you want to tank in PvP, then go assassin. Even if they get nerfed, which I am no too sure they will, I'd still give them the upperhand. If anything, I would like to see PT tanks be as effective in PvP as assassins.
  10. Agooz

    Bioware on HUTTBALL

    I think it should go to the OTHER team, close to the goal line, and anyone from the opposing team that is not in the center when the ball spawns, cant interract with the ball carrier or anyone else, until either they themselves get attacked, or run back to the middle first.
  11. Agooz

    Bioware on HUTTBALL

    Apparently you are not aware of the grapple LOS issues. Unless you have a clear line of sight, and even then it can glitch, you're not grappling a smart Sorc, especially if he sticking himself deep inside the endzone and will only come out when the ball carrier is close. You might as well run to the endzone yourself and fight him there. People consider grapple/pulls as something OP simply because they only see the times where it is effective. For ever good pull into a hazard, or out of the scoring line, there is 1-2 other bad pulls that just either glitched, or were delayed by lag and hits a capped resolve. Friendly pulls/jumps however are FAILSAFE. You have to go AFK for them not to work properly lol. Again, I myself am not complaining about the state of huttball. I run most of the time with a good premade, and even as solo queue it can be fun. However, I wouldnt mind it at all if they made friendly pulls/jumps also check for resolve bar.
  12. There is no quick answer really, that's why I linked these threads.
  13. Agooz

    Bioware on HUTTBALL

    My friend, check my post history. I am THAT powertech. Powertech is my main, and I do pretty well in PvP. In fact, in our premade, we do just as well in Huttball, and I often carry the ball and score, even as a Pyro. I know all the advantages and limitations of PTs. Still, I stand behind everything else I said in previous posts.
  14. http://www.swtor.com/community/showthread.php?t=447742 http://www.swtor.com/community/showthread.php?t=449613 http://www.swtor.com/community/showthread.php?t=446938 http://www.swtor.com/community/showthread.php?t=444960
  15. Agooz

    Bioware on HUTTBALL

    I think you are playing a totally different Huttball game. Yes, BY FAR, friendly pulls are probably the SINGLE MOST effective and abused strategy in the entire huttball game. I dont understand how you are even arguing with simple logic. A ball carrier with a capped resolve (which lasts a LONG time) can NOT be pulled by foes. Yet, regardless of his resolve bar, he can be friendly pulled 2, 3 even 4 times straight into the end zone. What huttball world are you living in?
  16. Agooz

    Bioware on HUTTBALL

    Dude, stop with the rare scenarios. For every 10 PTs, maybe 1 is a shieldtech. Because aside from huttball, they are way behind other tanks. Even then, I will take a Tanksin or a Jugg over a Shieldtech in huttball. And while Grapple is a good ability, it is still WAY behind Rescue/Extrication/speed boost and friendly jumps, simply because of its limitation on resolved capped players. Friendly pulls/jumps have no such limitation, another proof that this game favors Force users.
  17. Agooz

    Bioware on HUTTBALL

    I think you're just arguing for the sake it. It is clearly obvious that the field design of Huttball favors, by a big margin, force users. Jugs/Marauders/Sorc/Assassins, the team who has more of them 75% of the time will win (skills aside). BH/IA (and their pubs counterparts), just need to learn that their role is to control the center. Without controlling mid, you cant win. While this is true, it doesnt really matter to me, because in the other 3 WZs, these advantages disappear.
  18. Yea especially in Huttball, Sorc/Sages just completely suck in that game
  19. Agooz

    Bioware on HUTTBALL

    We are all really glad you are doing just fine against a "lower skilled team". LOL
  20. Agooz

    Powertechs aren't OP

    Yea because class balance should be based ENTIRELY on damage/burst output. Because PTs can speed boost over hazards, and can friendly pull someone, and can intercede, or push someone off. Becase PTs have immunity bubbles, can heal themselves, purge their dots, and have marauder's defensive CDs. Because PTs can stealth, and CC like no one else. Because PT tanks are as as effective as Tanksins, or can stance dance like other Tanks. Seriously? You lost your pre 1.2 supremacy as a Sorc/Sage/Merc/whatever and now you're upset about it?
  21. Agooz

    Bioware on HUTTBALL

    There is a much simpler solution to this. Make Rescue/extrication/intercede/whatever friendly mobilities, also be affected by Resolve bar. If Resolve bar is capped, then you cant rescue them, you cant jump to them. Also if the person uses an ability that makes them immune to movement impairing abilities, they also should not be able to be pulled or interceded to.
  22. PvP is not about highest sustained damage, but about the biggest bursts. And there is no way a non-TD spec would do the same burst as a TDspec. For PvE you can run anything you want. In PvP, 31 points in Pyro is superior. There is no point distribution that can compensate for the 4-5k burst of TD.
  23. Sniper forum is ----> that way. We all know that you guys think tanks are great because of how sniper damage type plays out. We however, and the majority of the other ACs dont have that issue. I killed quite a few STs without even targeting them. Let them put that guard on the healer. 2-3 dps on the healer will only take them 2-3seconds longer. A dps PT running with a healer, is however a much bigger threat. And people often make the mistake of trying to take out the healer first, while the dps is CCing them and melting them one at a time, or sometimes 2-3 at a time. Running 4man premade, our healer hardly ever dies. We NEVER have a tank in the group. In fact I will take 2 healers in my group ANY day, over a healer/ST. If they tweak STs to be as effective as Tanksins, I'd respec ST.
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