Jump to content

Drunkasaurus

Members
  • Posts

    42
  • Joined

Everything posted by Drunkasaurus

  1. I think force users can cleanse force dots and ops/smugs can cleanse tech dots, so it makes sense. What doesn't make sense is why mind maze fills up 90% resolve, whereas tranquilize fills up 100% resolve.
  2. On Infinite Empire, Republic wins probably 75% of warzones
  3. Agree with this. Delaying the opponent and capping any 2 is worth more than being picky about which 2 you cap.
  4. I think the devs said they're fixing this with 1.2: Merc/Commando Kolto Missile/Kolto Bomb will be brought up to affect 8 targets. Kolto Cloud healing will be front loaded to act as an emergency heal Conveyance/Force Bending will be fixed so they can't double dip the effect Small buff for Merc Large buff for Scoundrel Nerf/Bug fix for Sages To bring all 3 healers into line. http://www.swtor.com/blog/community-qa-feb-17th-2012
  5. If nobody capped the middle turret, the game should have gone on for at least 2x the time of a normal game. So that'd be comparable to a 500k healing normal game.
  6. I second this. I play in Infinite Empire and I win at least 75% of my games solo queueing, and even more than that if I queue with my friend. I can see how some undergeared/bad players would lose the majority of their games, though.
  7. This is more of a problem with Guardians being incredibly underpowered, than scoundrel being OP. If you played a powertech or merc, you'd see a world of difference.
  8. THIS ALMOST NEVER HAPPENS THOUGH. I've only seen this happen once, which was yesterday around 9pm server time. Infinite Empire, too, btw. Is it me, or do you guys Imps to lose the majority of your WZs against Republic? My win rate is probably 75%. Imps seems more geared, but we always have at least 2 healers to your 1 or 0.
  9. Republic Smuggler. I probably have 70% win rate solo and 80% win rate when I play with my friends. Never leave. Usually takes 4 games to finish the daily. Kek. Sucks to be sith.
  10. Mythic wouldn't nerf sage/inquis. They are the bright wizards of SWTOR
  11. The only real problem is that Operative/Scoundrels don't really have much utility in Huttball. They don't have any knockbacks or pulls so they're pretty much useless in organized teams. On the other hand, scoundrels have such a short cooldown AOE, that I feel like they're above average in usefulness in the other 2 wzs for stopping node caps. So it's balance as long as they don't implement specific wz queues.
  12. this. vanish is garbage. they need to do what WOW did and put a 2 second damage immunity after you vanish. vanish fails 80% of the time i use it.
  13. If my guildies aren't playing, I always MVP the guy who stands at the door that isn't being attacked or at the empty alderaan node.
  14. I think sawbones only needs a large buff when compared to sage healing. In reality, we only need a few tweaks to a few talents: 1) Disappearing Act kinda sucks. I'm almost always knocked out of stealth immediately after I stealth and I'm useless for 10 seconds. I pretty much never disappearing act unless it's to stay alive for 5 seconds longer to interrupt a flag cap. 2) Kolto Cloud is really really bad. Like, really bad. Give us some better talents for it or have an insta-heal portion on it when applied? A lot of Sawbones don't even get it considering how little it heals for and how much it costs. I think if all healers got buffed to sage levels, nothing would ever die in WZ. It does suck to be a sawbones in Huttball. The utility of grenade in Voidstar and Alderaan kinda make up for it though.
  15. lol at operative holding off an entire time by himself while stunned in a fire
  16. I play sawbones smuggler. The only operative I was afraid of in warzones respecced from concealment to some sort of hybrid sawbones/dirty fighting build. I think he didn't think it was viable anymore. I was really sad.
  17. I love that sorcs are saying "but we die to tracer missile spam, or juggs have much more utility in huttball" to justify their incredible utility. 1) Tracer missile is also overpowered. It needs to get nerfed because it's 1 dimensional play. 2) AFAIK, Juggernauts give up a lot of damage for their utility. They don't have the all around utility that Sorcs/Sages do.
  18. http://www.torhead.com/skill-calc#701MffMdhoRdsZMIZb.1 My pvp build. I find that for warzones, Sneaky in the Scrapper tree is immensely useful for running between Voidstar doors or Alderaan flags. Diagnostic scan talents are garbage for PvP.
  19. Huttball is fun, but scoundrels get SHAFTED in terms of utility for this map.
  20. Infinite Empire Republic here. We tend to lose or go 50/50 before 9pm PST. After then, it's more or less a rollfest where we stomp Imperial face in the 50s bracket. I think my main advice to you would be to gear up. 50s pvp is vastly different from 1-49 pvp and you need a decent set of gear to contribute. With the way BW currently has gearing, a fresh 50 is a HUGE drag on his team. So you gotta grind out your pvp gear then you'll start to see some wins. Pvp videos are also decent if you wanna get better at your class.
  21. Good lord. 1 whole extra medal from the 300k healed medal that you should have gotten anyway on any non-huttball wz? Nerf!
  22. Vanilla WoW was buggy as hell. You had to, like, 10 man scholo. Warriors were terrible until they got an arcanite reaper. Rogues could 100-0 a warlock because there weren't diminishing returns on stuns or they were on a separate diminishing return. Servers would be down all the time. No battlegrounds. PvE servers were even more imbalanced than SWTOR. I think you have a case of rose colored goggles.
  23. The smuggler one-liners are hilarious.
  24. I play on the same server and Jayess is the best Republic healer on our server I've grouped with. The man's legit. He averages 400k+ healing every game. Healers deserve far more medals.
×
×
  • Create New...