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memoriesofprey

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Everything posted by memoriesofprey

  1. We're fine. They just need to fix the resolve system.
  2. I think the only issue is that there really doesn't seem to be a down point to roll with a pre-made that has no dedicated dps. A pre-made with 2 healers and 2 tanks of the appropriate ACs generally comes out on top of one with 2 dps, 1 healer, and 1 tank. I suppose the easy solution is to re-roll Sorcerer/Mercenary healer to add to the pool of available healers.
  3. Are they going to prevent people from using PvE gear in warzones? If not, won't the PvPers just grind ops for Rakata/Columni gear? I think that's really what this thread is about.
  4. So, PvP in Warzones generally comes down to class combinations and how well you work with your team. So I pose this question: what's your perfect pre-made? List your usual PvP pre-mades and what your perfect pre-mades would be. My regular pre-made: Immortal Juggernaut/Darkness Assassin Annihilation Marauder Medicine Operative/Bodyguard Mercenary Deception Assassin The Perfect Pre-Made: Immortal Juggernaut Annihilation Marauder/Marksmanship Sniper Bodyguard Mercenary Corruption Sorcerer Why? The Jugg has good battlefield control, and paired with a Marauder's Predation, that's a lot of control. The Sorceror and Mercenary can guard each other with CC's while keeping their Tank and Dps buddy alive. Alternatively, a Marksmanship Sniper could work, the thing is, it's only really viable in Voidstar, due to mobility issues.
  5. Probably. They took away the Sniper/Gunslinger equivalent, too.
  6. I'm a little worried that this is going to make me PvE for Rakata gear/crafting materials to do well in PvP. Oh well. On the whole, though, it's good to see the possible changes to crafting. I was one of those who was about to drop my crafting skill for Biochem.
  7. The issue is that Marauders still have a fairly bad reputation on my server. We've got one good one and a handful of competent ones, and we're all getting better as we discover new ways to play, but it'll take awhile before we get recognized.
  8. Good god. There are already plenty of groups that will choose Sorcerer/Mercenary/Sniper dps over Marauders for a hardmode op. To be honest, I think I'm the only Marauder I know that does get in them.
  9. Because I'm an idiot who keeps on hoping Artifice will be useful/sell enough to make a tiny profit. Neither seems to be happening. My purples won't sell for more than 36k. My 22 blues won't sell for friggin' 8k. 7999! HOW IS THAT NOT A DEAL? Even the friggin' gemstones don't sell at cost price any more.
  10. Some replies here call for Marauder nerfs. Specifically calls for a Marauder nerf. There are a few more threads here and there.
  11. Now that it's begun, how do you feel about it? There are Mercenaries and Sorcerers out there complaining about how overpowered you are! FEAR THE INCOMING NERF!
  12. Let's see...an inbuilt democratic political system (factions within factions within factions) would probably keep most people playing, coupled with some sort of open world dynamic territorial conflict. The latter is something that most are probably familiar with. Think control points in Ilum, applied to the whole galaxy. Some sort of war effort crafting system. Essentially crafting stuff for your faction, which makes it easier to capture nodes. Elected player-Dark Council and Senate. Elected Jedi Council. Elected Grand Moffs, from players that choose to join the Imperial Navy, Imperial Intelligence, Imperial Security, Slave Traders, RSIS, etc. Give players the ability to join one of these organizations (with tiny perks to encourage certain classes in different orgs) and vote for their leaders, with the Dark Council and Senate respectively calling the shots in territorial conflict. Something like that usually has a longer pull than the usual MMO stuff. There's nothing like plenty of backstabbing politics to keep a game interesting.
  13. Jung Ma goes back and forth. I'd actually say it's pretty even right now. It just depends on what time of day you get in. Edit: I should add that Republics usually control Ilum in the mornings.
  14. This is also an advantage, you know. It allows us to come ahead in sustained fights, against all the heat/energy classes excepting Sage.
  15. Bad OP is Bad. For the record, I play a Marauder and an Operative healer. While the Operative keeps my attention better than my Sage or Trooper do, it's still relatively simple to master in dps spec.
  16. Sage/Sorc still wins, due to the sniper/gunslinger's immobility.
  17. If you're spec'd to get the 6-second interrupt and use it on every other grav round (you want to try and delay them from hitting 5 grav rounds- think of the grav round as their Battering Assault or Choke/Charge for their Smash) you're pretty much settled. Smart ones will push you back and hit you with a 4 second stun, which is when your cooldowns come into play. If you're Carnage, you'll be using your roots. If you're Annihilation and spec'd for Fury, you'll have 30 every 3 minutes or so and you can juggle between Predation/Berserk for anti-kiting and health. In addition, you'll want to work Crippling Slash in to make sure he's always moving like a turtle. The easy answer is basically that you'll be fine once you hit 50 and get some Tier 2 gear. You seem to be doing everything right. Later on, you'll want to rely heavily on Deadly Saber|Rupture/Gore/Prepared Smash depending on your spec to get the armor penetration necessary to rip a Trooper apart.
  18. Once you've got everything down, it's a really flexible class (not Rage spec, which, to me, is almost like playing another class) and that's what makes it fun.
  19. The short answer to how Marauders are in everything: They're fine, they just take complete dedication and some patience.
  20. The Republic on my server tend to run pre-mades with two healers. In addition, they've got more pug healers in general. They work by protecting each other and focusing the hell out of anyone who attacks them. It seems to work well. I've yet to see a pug group take them down. Essentially, I believe the complaints from healers who aren't Medicine/Sawbones are the result of a lack of teamwork. Get a tank and a dps or two who are dedicated to working hand in hand with you, and it's the difference between wins and losses. An organized team with more healers usually wins. That seems pretty useful, to me.
  21. The pull...is...so...strong. I'll probably hold out for the next few patches. See if they release any statements that suggest they might change the current situation.
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