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torhent

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  1. You can still take people down without having to revert to double tapping. About the only ones I have to regularly double tap are healers due to us having a fricken 12 second interrupt and other players on our team gives healers a full resolve bar rather than using their own interupts.
  2. Actually a good scrapper will have high numbers and low kill counts, because they kill players 1 on 1. You come into Alderaan, you tranq one, kill the second guard then kill the other guard, that is two kills. You go to Huttball and kill stragglers/healers/ball runners, you will get a large number of solo kills. Voidstar on the other hand, is the only zone where you you should have a high kill count due to XS Freighter Fly By, Vital Shots and switching more to a backblast/sucker punch routine to defend doors, while switching to a stealth and move ahead when attacking. Waiting for the bads to come in and say how this isn't possible for them because they can't play scrapper, 3,2,1......
  3. Haha, so many bads doing the replies man. Good job dude. You really need to have good healers for scrapper to put out those numbers now.
  4. You put out good numbers but you have the absolute worst survivability and 1 on 1 in the scoundrel family. You can put out 400K damage with the class in warzones if you play it as range. However, when you have a 3minute disappearing act, you can't heal in stealth and you don't have surprise comeback. You also can't stop a ballrunner in huttball like you can with scrapper. The huttball part was the part that made me drop the spec. I will definitely use shrap bomb for Voidstar for dual spec when it comes out.
  5. http://www.askajedi.com/wp-content/uploads/2011/08/Screen-shot-2011-08-27-at-8.23.00-PM.png You see that sandbag there, you fight with your back to it and keep the jedi/trooper in front of you, so when they push, they knock you into the sandbag. http://www.askajedi.com/wp-content/uploads/2011/08/Screen-shot-2011-08-27-at-8.24.00-PM.png You see that walkway down the middle in the left hand side of the image? Again you fight with your back to the walkway going up so when they knock you it slams you into walkway going up. There are a number of ways to handle with knockback. Do they always work 100%? No they don't. Does playing ability help you to avoid knockback more often, yes it does. I'm not stating that we don't need a gap closer, we actually do. However I am saying all the posts crying about how bad we are at Huttball is a disgrace to the Scrapper community as a whole. There is no way there are that many bads posting on the boards right now crying about how bad we are. Let me put it this way, if there are a scrappers posting in the 50 bracket and they can't break 250K-300K in warzones reliably, they might want to rethink what the heck they are doing. A low dps/clicker scrapper is going to have one heck of a time in Huttball.
  6. Again that goes to where you are in the engagement chain. I go after whoever is at the rear of the ball handler chain and kill them and keep going up the chain till you hit the ball handler. You also have to rely on your team members to kill other support. However, if its just you at the goal line and there is a healer + the ball runner, you shoot first the ball runner, drop a flash bang on the healer, and then reengage and tendon blast the ball handler and hope the rest of the team can get there. There is this thing called teamwork in Huttball. You as a scrapper or sawbone bring a huge amount to a game of huttball. If you guys don't realize that, sorry about that.
  7. If you have a guy with knockback don't you make it a point to fight them with your back to box or an obstacle to prevent them from knocking you off the catwalk? I'm going for a 1 on 1 encounter where you are in stealth and they aren't aware you are present. I don't know man, generally I don't have that much of an issue gong for the quick gank in huttball. If you are trying to kill the ball runner and there is a huge swarm of red with him, then yes there is an excellent chance you are going to get knocked out.
  8. You can run to the corners and hide to catch the ball later, you can usually do it one time and it works. You can then restealth, a poor to average team might not catch you doing this two times.
  9. Here is an easy way to set up your abilities for quick changes between specs: http://i.imgur.com/SsF4V.jpg The bottom row uses SHIFT + ability. If you look, you will notice that the 5 and the SHIFT 2 keys are set up to be changed for your specs. If you go dirty fighting, you replace 5 with wounding shot and you replace SHIFT 2 Hemmorhaging blast, in addition I generally replace the - key for blaster volley with Shrap Bomb. If you go Sawbones, you replace the 5 key with emergency medpac and you replace the sHIFT 2 key with slow release med pack and you again can replace the - keys blaster volley with Kolto Cloud. For me personally, I know the - key deals with my AE abilities so for either spec their AE ability goes there. The 5 key deals with abilities that use the Upper Hand buff so abilties that use it go there. The SHIFT-2 key deal with special abilities for the spec that don't require the upper hand.
  10. They have armor that is reducing it. After you get fletchette round, you get a 30% armor penetration buff.
  11. I listed the final value at 12K to 16K, the 16K is with all all crits and the 12K is on the low end. For me after poping relic+ adrenal plus double tapping is what I do to the average player. You don't do this attack in the first minute of huttball, you do it later in the game after players start blowing their cool downs. For a ball runner, a lot of times they have to blow their cool downs to get to the goal lines as long as both teams are playing the game and not going after empty kills, you often have a very good chance that their main CC breaker has been blown to get to the goal line.
  12. Shoot First Should have a 10 second recast. K.O. should have had either a 30 second cool down or it should have been removed from the game and instead replaced with a buff that is applied to your target that you apply a shoot first attack to such that if they die in 20 seconds there is a 20%/50% chance for disappearing act cool down to be immediately resolved and all of the damage nerfs done to scoundrels would be removed. But hey, its not like Bioware's internal testers actually are decent at all of their classes. Whoever is the internal scoundrel tester at Bioware blows at his class and has no idea how to run PVP with it. If he did, he would have stated the issue was with Scrapper CC and not Scrapper Damage.
  13. Comments in yellow are all the things that scoundrels can do. Shadow or Assassin do not have the burst capacity and the ability to completely control someone into a death spiral that scoundrels have. Shadows/Assassins do have great damage but they don't match the Scoundrel death chain. I routinely have to tell Shadows who partner with me to wait until they hear the shotgun blast before they fill up my targets resolve bar. Shadows and Assassin have nowhere near the CC death chain ability Scoundrels have its called: -Shoot First 4K+ crit 1 1/2 sec of stun and no resolve + Fletchette Round for 1.6K damage in 6 secs -Back Blast 3K+ crit -Disappearing act -Shoot First 4.5K+ crit (thanks 30% armor pen) + 1 1/2 sec of stun no resolve -Blaster Whip 1.5K+ -Dirty Kick 4 secs stun 500 -Vital Shot 2K dot 18 secs -Sucker Punch 2K+ -Sucker Punch 2K+ The target can now react after taking up to 12K-16K points of damage from that rotation -if you got any procs to grant Upper Hand you can do another Sucker Punch for another 2k to finish them off. Assassins/Shadows do great damage, however and let me reiterate this again they don't have the stun lock to death spiral that the scoundrel has. Nor do Shadows or Assassins have the ability to heal, which frankly partnered up with DPS should make it where you hardly ever die if that. Tanking is no where near as useful as being able to heal whenever and whomever you need to heal for huttball.
  14. -Use your crowd control to break up spawns -Use dirty kick + cheap shot to quickly clear out the mobs w/o using energy -Turn off ALL AE abilities on Corso -User Corso's Harpoon to pull in a mob to use to do quick damage before they can come to you -Kill one of the mobs to break the spawn and if it looks bad, pop disappearing act and come back and finish it
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