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Dartagon

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Posts posted by Dartagon

  1. The last skill I mentioned would be an escape if used right.

     

    The only problem I see is that it effects the other player rather then ourselves, meaning resolve would protect them from it...

     

    I'd rather have an escape that can't be neutralized.

  2. Oh wait... hang on. You weren't stating a bug or something, you were stating they had a PvP based WZ event?

     

    Yup, missed it. So I digress on that part of the issue, knock item #562 off the list.

     

    WZs aren't the only place to PvP, try flying off fleet and going to the open world. Why does everything have to give a reward other then the satisfaction of smashing another player.

     

    Why are you so negative? This event, incorporated a PvP aspect that events typically don't do, there was even a PvP vendor reward! I think they did a great job to incorporate pvp players and have them engage in world pvp. You could essentially control the world event area. Control is power, power is fun.

  3. Well if your arguement is that a healer should be able to tank more than 3 people then I think I'm done here.

     

    I think we should be able to tank (self heal) 1 player and be able to effectively heal another person.

     

    We become useless if that's not the case.

  4. You guys have knockback, stuns, **** try and imp op, we only have a stun, we are more gimp than you guys so you don't have a right to complain till we get fixed first!

     

    All of which are useless vs a Marauder :\

     

    Hell I even have pvp grenades...

     

    I dont disagree that OP healers don't have anything to escape marauders either, they are just TOO good at killing healers.

  5. I'll just chip in here being a Merc Bodyguard L50 War Hero.

     

    Pre 1.2 we had survivability AND healing strength for single target. With some spectweaking we were essentially extremely hard to kill, and could still keep our group up. Something that made sense, seeing as we wear heavy armor and our AC is called "Bodyguard".

     

    In actual numbers, I could with CD's and some self heals take 30+secs to kill even if focussed by two competent dps, while still doing useable heals on a dps/tank protecting me.

     

    Total healoutput would be between 300k and 600k depending on which WZ.

     

    After 1.2 I do with the same amount of skill, and now a fully healfocussed spec, survive for max 6seconds if focussed by ONE loln00b mara/sent, and even if left alone half the match only dish out at maximum 400k total heals. Mind you..I dont get left alone much. My reputation from pre 1.2 has stuck with me and I am usually first to get targeted..just now I go squish instead of /tickle random-mara while selfhealing.

     

    Specwise I've tried the following specs in pvp with results attached :

     

    Defensive spec (with some PT gearpieces and a more defensive AC-tree) :

     

    Survivability : 8-10sec when focused by single Mara 1.2

    Healoutput : 210k max

     

    Heal spec (Full BM + some War Hero pieces)

     

    Survivability : 6 seconds max when focussed by single Mara 1.2

    Healoutput : 400k max (if left alone) 250-300k max (if targeted)

     

    How could Bioware fix Mercs ?

     

    The only sensible option : Give us back survivability, make the heavy armor count for something for Mercs aswell. If a self-healing full BM Merc Bodyguard in heavy armor goes down in 6 seconds when focussed by a single Mara...ere is something wrong. Never mind that the Merc shouldnt be self-healing in this example, but its mentioned to give an impression of just how bad survivability is atm

     

    The idea of the bodyguard how I get it, is that we are supposed to survive taking more damage while being useable healers. I dont mind putting out a bit less heals, if I know I can stay alive a bit longer than sorcs/ops so that the tank has a reason to keep me around when the going gets rough.

     

    How would I like to see this implented ?

     

    2 skills added to the Merc

     

    1. Electric Kolto Overload - Activated ability with 12 sec duration. Each meleehit taken has a 50% chance to make the koltochambers jolt an electric surplus through the Mercs heavy armor, making its assailant take 1182 dmg.

     

    This would make us less likely to be chosen first for a melee class to attack, and is a purely defensive skill. In other words, it supports the Merc being a ranged class and makes it less edible for melee.

     

    2. Jet Bash - The merc uses his Jetpack to bash down an assailant in melee range, which knocks the assailant back and on the ground for 3 seconds. This will interrupt any casted abilities the attacker tries to cast during this time period.

     

    This is a knockback/knockdown/interrupt kombo, leaving the target open to be attacked with range attacks for 3 seconds. It is also an interrupt. Mercs need this.

     

    Thank you for listening Bioware!

     

    ~Raz :wea_02:

     

    I still think if they gave us some kind of escape we would be better off. THe problem now is when a Marauder/Sentinel targets us, we have no way to juke them.

  6. 2v2 and 4v4 matches. Small arenas, deathmatch style. Why not in game yet?!

     

    Waiting for ranked WZs first I think. Arena may come but that would illustrate how the balance in this game is lacking.

  7. Least you were upfront that you had nothing to contribute because you didn't read past the first sentence.

     

    Again, the event incorporated a pvp aspect, so I'm not sure why you're still going on about it. It had both a PvE element and a PvP element, if you failed to get the PvP element of it, you missed out on a fun event.

  8. lol, I will say I'm glad I missed out on that one.

     

    The event is PvE because nothing you do PvP based can help you deal with it. If it was an overall event that was for both PvE and PvP, then their would be an avenue of approaching the event via PvP and there is not. (unless getting knocked out of stealth or stun locked during PvP is Bioware's idea of an avenue of approach, which if is it, I digress)

     

    You can get all the vendor rewards by strickly pvp'ing. Not sure what you're talking about.

  9. Mercs were already one of the weakest damage dealing classes pre-1.2. Even more than sorcs, they are only scary in a low-skill pug environment. Melee shut them out so badly, and ranged can dot/interrupt/LoS them. At least the healing spec is still good (despite lowering their sustained healing output).

     

    The healing spec needs some sort of escape. Other then that, everything is cool beans.

  10. In PvP, you need the blue stims biochem makes because you will inevitably die. Adrenals might actually be overpowered (actually, they are, the devs have said so), since the reusable ones require Biochem to use, and boost your burst DPS by insane amounts, and the non-reusables cost so much money for such a short buff that they're just not worth it in the long run.

     

    Vendor medpacs are fine in PvE, but you'll want Warzone Medpacs for PvP.

     

    I want my gear before I start wasting my comms on medpacks (since I'm a healer). I buy the exotect stims, so they persist through death.

     

    The vendored medpacks to the trick in a bind.

  11. I hear ya. In order to PvP without being effected by the PvE event, you have to participate in the PvE event by buying the antidote.

     

    Bioware, are you getting this?

     

    Why do you consider this a PvE event? This is an event end of story.

     

    You should have capitalized on it since some of this was in a pvp area. You missed out on being zoned in to wz 24/7.

  12. Great post. Well said. The reason is because of expertise terrible ratio gain to healing. Just from changing gear as a healer you can tell that PvE gear is better for healing

     

    If you wear your PvE gear as a healer in a wz, I will laugh in your face and watch you get melted over and over by marauders/sentinels just waiting to leap to you the second they see you.

     

    They may even dance/tickle emote you before they smash your face in.

  13. Seriously even on my PvE server I've had open world conflicts throughout the world event, I sometimes wonder at the unfortunate PvP servers without conflict that people mention on the forums.

     

    There was a few decent battles, I mostly have epic battles vs people cause I'm a healer, so killing a level 50 takes time. I always find it funny that nobody targets my companion that is doing most of the damage.

  14. In preparation for 1.2 I put synthweaving on a characte, which has unexpectedly since become my main for PvP. The profits from the synthweaving are just far too much to go swapping at this point, but at the same time I miss the tremendous utility of reusable stims, adrenals, and to a lesser degree medpacs which I have experienced from other toons - and of course the general consensus has been that these are the best for a PvP toon.

     

    Short of swapping my crew skills all around, is there anything of a somewhat viable way to "make up" for the lack of these consumables? All I'm aware of are the regular consumables which, though I do have the money, would get to be very quickly very expensive.

     

    As far as I know, this is really the only option, but I wanted to check in and see if there were something I am just not aware of or missing.

     

    I just buy my stims, I dont waste money on adrenals cause..well they are ridiculous prices right now. I buy the regular vendor medpacks. I use cybertech for the extra stun.

  15. when was the last time you saw someone in the open world to kill?

     

    Haven't been to tat event lately? Its a cool place to be and stomp pve players.

     

    The amount of rage that comes out of pve players being killed on a pvp server is enough to fuel my spaceship.

  16. Black-Orange color crystals and Black-Purple crystals are avail thru PvE new Operations Denova and i have seen one on the fleet. Gratz

     

    Now for the bull crap part.

     

    For PvP Black-Orange Color crystals are available thru PvP for 200,000 creds and 1,500 Rated WZ commendations, no problem, oh wait it also requires 1500 RATING in which they have removed our ability to acquire this due to bad planing on BioWare's part and removing Rated WZ's for the foreseeable future with no set time to come back except SOON™

     

    Bring on the "well you can do PvE to get it" or what not, that is not the point.

     

    I PvP, i have raided for years in that game, I ran guilds, 40mans from vanilla and till the last expansion, I hate raiding, tried it in this fail easy PvE boring crap, wont do it.

     

    Now counter argument, imagine the QQ that would erupt if the Black Core - White Rim Crystal was only Rated rank 2200 and no option was avail for PvE cupcakes who want scripted fights with no element of skill or adaptation.

     

    PvPer's have another reason to revolt on the crap falling on us .

     

    PvEer's the general forums are that way, G T F O of my house --------------------->

     

    The nice thing is, when you see them in open world you can kill them.

  17. This problem would be solved if everything added resolve. IE: Snares/slows etc would add minimal amounts BUT it would add some to the bar.

     

    Anything that causes you to be pushed/moved/pulled/flung/crying/dazed etc would add to your resovlve.

     

    Being a merc bodyguard with zero escapes. if someone wants to stick me, I have zero ways to kite. This is probably the number one reason Marauders/Sentinels slam mercs so hard.

  18. I have this theory that the reason people think that Mauraders and Sins are OP is because they are the only classes with defensive cooldowns that grant immunity to damage (however briefly).

     

    In this patch TTK went way down. So, given a TTK of 10 seconds (that's without any research at all, or any hard data) 5 seconds of damage immunity (guarded by force and resilience) is a 50% game change. Where as if the old TTK was 30 seconds, 5 seconds isn't as high of a percentage.

     

    Just a theory. Although, to be fair I personally thought the tank spec was too good pre 1.2 (though not game breakingly so).

     

    I agree with this theory...even my merc bubble is borderline OP w/ the current TTK.

     

    People gang me for 5 seconds and somehow im still alive so they rage!!

  19. I love how every Marauder is now "a bad player that had to re-roll as FotM class". Being that I have played a Marauder since launch I don't see how I could be "FotM" however what I can see is that the class hasn't received all that much of a buff and quite frankly hasn't changed much since launch. Hell, Annihilation received a NERF this go around, but everyone still acts like they were buffed to the heavens. The biggest "buff" that the class has received thus far was when they did something to address ability delay/stuttering, which still happens but far less often.

     

    The vast majority of the tears are coming from people who can't even pretend to be "good PvP'ers" because they don't even understand the basic class mechanics outside of their own. Ranked warzones can't come soon enough, then people will actually see how few "solid PvP'ers" there really are and stop considering themselves to be part of that group. They might even stop acting like they are knowledgeable enough to essentially say "It can't be me I don't need to change anything or learn anything, I understand everything about PvP, here is how it should be balanced".

     

    The biggest buff to Marauders is that they weren't nerfed. :p

  20. Marauders/Sents are not OP, they do alot of damage but that's about it. Usually if the other teams are stacked with them it's a win for my side.

     

    They are squishy and not as good as other classes at objectives.

     

    You haven't seen any good marauders then. This statement is so far from the truth. They don't need a major nerf, but they do need to be tweaked "slightly". Nothing major.

  21. HAHAHAHA! :D

     

    I can dig up so many posts that claim mara is the hardest to play class, and also a class that will never be nerfed, yada, yada, yada...

     

    I bet they didn't see this coming! Of course it was back when everybody was crying about grav round/tracer missile and hybrid sorcs etc.

     

    Now, low and behold, people are crying about maras/sents! What's next? Shads/assasins? Then juggs/guards?

     

    I really hope the developers don't shoot themselves in the foot by listening to the people on these forums that they call a "community" when in fact, it is the outcast of the real community! In fact, the real community does not visit the forums until AFTER a patch/nerf happens. But, when the game gets screwed up, they have no where else to go accept these forums.

     

    Anyways, good luck with the nerf calls. I tell you what, you guys are doing a great job at driving this game into the ground:) Have fun witnessing that... :D

     

    The problem stems from the development taking drastic turns up and down. PVP balancing will always suffer when things are changed drastically.

     

    So right now,healer performance was reduced, that's a given. Marauder/Sentinel performance was increased. Because both were changed at the same time the effects are felt twice as much.

     

    1 Marauder pre patch could solo me in a reasonable amount of time, post past, 1 marauder cause basically laugh at me, neutralize me and take away any benefit I would bring to the team ( I play a bodyguard merc, full pvp spec, 1061 expertise, BM gear didn't get the buff). This is coming from the standpoint that the Marauder is a good player and knows what he is doing.

     

    If a marauder comes on here and says he can't kill a specific class, it really should be another Marauder. Given the skillset, survivability and the damage that a marauder brings, the only real challenge would be your mirror.

  22. Problem is, (and this is probably were a lot of my anger comes from, sorry that I've been taking it out on you) that on a PvP server the imbalance of Imperial Battlemasters vs Republics makes this an uphill struggle that I'm not sure will ever even out. My server has a nearly 3:1 Imp:Rep imbalance. Imps took full advantage of Ilum when they could. A good night will see a 40% roughly win ratio, bad nights, well if you see one win you're lucky. I'm looking at months to replace my PvP gear at the rate that I can play of a couple hours a night.

     

    On my server we have a massive imperial pop vs small republic pop and the republics dominate us all day/night the same players play all the time. Were on average have 1-2 fresh 50s a game. It becomes a mute point.

     

    Population isnt your problem.

  23. The problem is, it forces PVP only people to go do PVE dailies...PVP people dont want to go do dailies every day, they want to PVP. And when you force PVP people to do PVE things, they just desub in the end...

     

    I don't do dailies, I DO use my crafting and I DO play the GTN while waiting for a queue instead of AFKing.

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