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Scoloplastic

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Posts posted by Scoloplastic

  1. Operatives, Snipers and Marauders can do as much if not more burst.

    Snipers maybe. Maras only as carnage and if someone is stupid enough not to interrupt their gore rotation (i.e. - their burst is avoidable). Operatives? Don't make me laugh

     

     

    No that's Marauders.

    Wrong! Powertechs provide better sustained in pvp - their overall damage numbers are much higher...

     

     

    Our only main attack that completely ignores armor is flameburst. Railshot only ignores something like 73% of armor. You are aware that Marauders & Juggernauts also only have instant attacks apart from Ravage?.

     

    You continue to post false information. Railshot as a pyrotech has 90% arpen - so if I have 50% armor damage mitigation - Railshot treats it as if it's 5% mitigation - which is completely negligible.

     

    As for instant attacks - are you seriously comparing a real melee class like a marauder or a jugg, that has to be at 4m for almost all their attacks, to PTs? Which have just one attack at 4m, one at 10m and the rest at 30m?

    Melees always have instant attacks - otherwise it will be impossible for them to compete with range - same as why range need to be based mainly on cast\channeled attacks (or to a degree, dots) - otherwise they get a huge advantage being able to cast on the move at range - which is what the case is here, and why it's being nerfed.

  2. I think the range tweak is the best possible rebalance to Vanguards/PT's. The only problem is that we are MUCH too squishy to be a frontline melee class. Frontline melee DPS are Sentinels and DPS Guardians. Both of which have much higher survivability than a Vanguard. We need one more CD to be able to survive because with a 4m Ion Pulse, we cannot kite melee and ranged classes can kite us easily, resulting in more damage taken to an already squishy class.

     

    I agree somewhat: Even with the nerf, PTs will still do by far the highest pvp single target damage in the game - as long as that remains, they should remain very squishy - same as what Rage juggs have to endure (being the best aoe pvp damage class) - so perhaps something along the lines of buffing their self heal to a 20% instant. Nothing more major than that.

  3. They should never, ever, touch the ranged aspect of the class as it is what makes us unique to other classes also in other games

     

    Really?

    I thought it's having the highest burst in the game, or the highest pvp sustained dps, or having two main attacks completely ignore armor, or having all (but one that is seldom used) instant attacks.

  4. Hey guys,

    just sharing a short video of hybrid sage healing PvP gameplay (22-19-0 spec) on Tomb of Freedon Nadd EU Republic with footage gathered over the past 2 weeks. Added some highlighting and explanations for more convenient viewing.

    Enjoy...

     

    Good stuff.

     

    I pugged some WZs with you in the past - you're very good :)

  5. Friendly pull is the only thing they can do that is unique. Other classes bring more to the table.

     

    There are very few "unique" abilities other classes bring. Sorcs as a class has one unique ability (one of the best utility skills in the game IMO) and many many great additional utilities skills.

     

    Say what now? What sort of argument is that?

     

    Sigh... Auto-attack is mostly used by classes to fill one of these two necessities: 1. Generate your resource (maras\juggs). 2. A filler between attacks to avoid running out of resources too soon

    Your large force bar, that can easily last for a good amount of time negates the need for it...

  6. That video is the best you could do? Honestly?

     

    Sorry mista' - I'll try harder next time, it's important for me to impress you.

     

    Last night I played a match that had a sith tank, a 'meat shield' killing me, full battlemaster almost BiS, in under 5 seconds.

     

    Seems like you got racerolled by a WH geared rage jugg... Not to deny they hit hard - but even though they are wearing heavy armor, they're an extremely squishy class - without healer support they die a LOT compared to other classes (taking gear and skill out of the equation)

     

    If it was the other way around in terms of gear - there is no problem at all for the sorc\sage IF they know what they're doing

     

    Yet, your saying that a sage to do 3k damage is overpowering? Now that's ******** if I ever heard it.

     

    I said sorcs are overpowered? perhaps you should read again...

     

    If you claim that sages do not need a DPS boost, then you don't play a sage in PvP in the 50's.

    I don't play a sage\sorc in 50 pvp (if I had the time to level another toon to 50 - it would definitely be a sorc) - but I know the 2nd highest rated team in my server has 2 dps sorcs. I fought against them in the past and they do TONS of damage.

  7. So you're saying that sorc dps is in the same tier as powertechs and marauders...? I sometimes like to pretend things aren't the way they are, but the illusion is often so quickly shattered....

     

    Sorcs have numerous failings as a PvP dps spec.

     

    1) No defensive cooldowns and the worst armour. Bubble is too weak. Force camo should be a sorc talent, and they should have shroud like their sin cousins. (lost their level 46 ability after all)

    2) No execute move

    3) No burst - Chain lightning wrath proc removed.

    4) DoTs are a joke now HPs have been inflated - they need to do at least 15% more damage in half the time. (just look at a powertechs CGC dot or an anni mara's)

    5) Force management is atrocious for madness ( especially as apparently we're supposed to bring all this "utility" like off-healing and bubbling). No way to restore force comparable to BHs and Agents every 1.30 mins.

    6) Sub par utility. Maras, PTs and Assassins all bring more. Only thing a sorc brings is a pull in hutball. Big freaking deal.

    7) 31pt talents are barely worth it in either spec.

    8) No basic spammable filler attack - since willpower doesn't add melee damage.... using sabre sorry statstick is kinda pointless.

    9) Tree synergy is horrid - instant whirlwind that breaks on damage... on a DoT spec. Awesome.... parasitism is worthless, and should be a DoT buffing talent.

    10) Force speed on sorcs (since we're touted as the 'kiting' class) shouldn't be so easily countered.

     

    Madness sorcs need the top tier parasitsm talent changed to a damage reflect bubble, and DoTs buffed and unpurgeable.

    Lightning sorcs at the very least need thundering blast made instant and buffed in damage.

     

    Ah whatever, it's not like Bioware read or even care about these things... suppose I ought to start over and roll a powertech and bbq people mashing 3 buttons.

     

    1) No big defensive cooldowns - that's true - but a sorc that knows how to keep max range and los well - barely ever dies in WZs - force sprint + self heal is an ability many classes would want.

    2) In general I'm against execute moves for ranged classes, I think it should be reserved to melee only - The only ranged class (correct me of I'm wrong) that have it are snipers - and they are pure DPS.

    3) You say no burst because sorcs don't have 5k crits - but a target that has crushing darkness & affliction ticking on him plus a death field & lightning strike - can take a huge amount of damage in a very short time.

    4) DOTs have scaled the same as every other damage ability in regards to the HP inflation

    5) If you have a healer around you - you can continue to cast consumption and get more and more force. If you don't, you still last a much longer time before going dry, than the classes that do have the 1.5 min refresh CD.

    6) no no no. You can friendly pull, you can knockback, you can save your teammates lives with bubble, you can off heal if needed. If madness you have an amazing instant 8 sec mez + 2 sec stun. If you're lightning you have bubbles that mez, you have a knockback that roots. Sorcs are one of the highest utlity classes in the game - what on earth are you talking about??

    7) true

    8) Yep - no ranged auto attack - comes together with the extremely high initial force pool you get.

    9) I disagree - first of all, the instant whirlwind has two goals: take an additional enemy out of combat - which if you don't just tab dot everything you see - should and can work out extremely well. In addition, you get another stun on a relatively short CD. Also - the sorc hybrid, while nerfed, still provides a very good skillset and can easily compete with PTs for highest damage on WZs - they just took out the OP chain lightning wrath combo - but you can still get this combo - 1.5 force lightning into insta lightning strike - into chain lightning - into death field

     

    by the way, I search for some recent times sage\sorc hybrid videos and found this:

    http://www.youtube.com/watch?v=Mh6S531MWNo

     

    While his play isn't perfect (he backpeddles a bit mostly) - he still positions himself rather well and manage his force well also - checkout how hard he is to kill and how much damage he does compared to the rest of his team.

  8. Match making is the biggest problem in WZ right now.

     

    to make a PvE analogy, you get to pick whether you do story mode, hard mode or nightmare. Typically you chose based on both your skill and your gear. In level 50 WZ you get randomly put into HM and NM WZs with recruit gear all the time. This makes the game not fun.

     

    Of course we need larger player pools (e.g. cross server queuing) before better match making algorithms can be used without getting intolerably long queue times.

     

    Bioware knows how to fix the problem. It is simply a matter of them prioritizing this part of the game. Let them know you want better match making.

     

    Match making in regular WZs? These are noncompetitive matches - why should there be match making here?

    And what do you think is motivating people to get better gear? It's the opportunity of facing lesser geared opponents and facerolling them. Take that away (since there's no open world pvp) and you lower the motivation for the gear grind - which is not a good thing for an MMO.

     

    The place where matchmaking is missing is ranked WZs - which is why all the top rated pvp teams got their 3000 rating by grinding hundreds of matches against pugs - with no real sense of competition. Of course, it would be impossible to have a functioning 8v8 ranked (or non-ranked) system with the current dwindling population and no cross-sever queues, so it's a moot point - as you noted.

  9. so, you agree with me that the person playing with 4 buttons is terribad then?

     

    since playing with 25 buttons is easy mode, playing with 4 must be mouth breathing mode.

     

    Well - playing with 4 buttons would be bad, you have no argument from me there - but I'm pretty sure I could make a 4 button video with my PT and top the damage board

  10. which is why i say he must be one of the horribad ones.

     

    • quell is used ALMOST on cooldown, since i'm generally shutting down a healer.
    • cabonize is used very often, as part of shutting down a healer / saving my healer
    • electrodart - same as above
    • 2 taunts, to save my healer
    • grapple - peel for the healer, usually coupled by carbonize or electro dart.
    • stealth scan - for mauraders and operatives - i guess the baddies just scratch their heads and keep hitting flameburst
    • flame sweep for node capture interrupt
    • DFA for ranged node interrupt
    • energy shield just about on cooldown, since i'm always getting focused
    • kolto overload - generally used the same time as energy shield.
    • determination - i guess the baddies just stand there and wonder how to break out of CC
    • rocket punch - you know, the high % attack that resets rail shot?
    • vent heat
    • explosive fuel - just about on cooldown
    • thermal sensor overide - just about on cooldown
    • rakata medpack

    every - single - one of these abilities are used in every-single-wz.

     

    so yeah, if you're only using 4.. :rolleyes::rolleyes:

     

    You're playing the easiest DPS: rotation wise, positioning wise, everything wise - face it.

  11. wait til you get a WH geared sniper on you.

     

    at least with a pyro, you get the "beep beep beep" warning from the thermal detonator to let you know the pain is coming, with a sniper, your first sign that you're about to die, is that you suddenly went from 100%, to 50% hp.

    .

     

    I love how you try to paint a picture where sniper's are more dangerous than PTs in this scenario :rolleyes:

     

    By the way, don't know if you heard about the little target icon that pops on you when a sniper gets ready to shoot you - then you can LOS before the shot goes off. On a pyro you hear the beep beep beep and you have to hope you have some defensive CDs available.

  12. the patch notes say they removed the crit bonus from the skill points which means to me those 3 points people have in it will do absoultly nothing? am i right in thinking that ?

     

     

    If so why not just remove it from the skill tree and give us back the points?

     

    read carefully:

     

    Sever: The critical damage bonus this skill applied to Ataru Form was not functioning correctly, and we have opted to remove it, as Carnage Marauders are performing within expectations. This change does not affect the current combat effectiveness of this skill.

     

    Only affects your Ataru form damage, the crit damage buff still affect Massacre and Force Scream

  13. go dual a pyro with the rule that they have to stand at 20m away. come back and report your findings.

     

    while they CAN dps from 10-30, that damage is all on a 15 second CD, and REQUIRES the pyro to be in 10m range to be able to reset the cd on railshot.

     

    you want the counter to pyro? any class that can snare.

     

    i am highly skeptical of you having a WH geared pyro.

     

    I am highly skeptical that you don't play a pyro, or that anyone can actually kite you.

     

    If there are players that can kite you as a pyro, then you must be the worst pyro I've heard of

  14. Against most classes a Pyro PT can win easily but there are always the counter classes.

     

    Plus a lot of people, who play Pyro PT at the moment are FOTM reroller who don't really understand their class.

    (Yes, I was one of them too until I got bored by dpsing like I always do and go tank or heal)

    My PT was Pyro for a while as well and so I can say I'm laughing at the Pyro PT's who come up to me and channel unload or flamethrower.

    In my very first WZ as a Pyro PT on LVL 16 I broke the 300k dmg mark.

     

    A counter class means a class that has abilities that specifically counter the other class's main role, or where the classes skillset simply fits well against the other class's defensive and offensive abilities and creates a significant 1v1 advantage..

     

    Here are some examples, including from old days of wow (apologies for that):

     

    Sniper - Juggs\Maras: Snipers counter Juggs\Maras main gap closer with cover being immune to charge. They also have the ability to prevent them from doing damage using their two excellent 5s roots (one coupled with a knockdown)

     

    Concealment Ops - Snipers: Opening from stealth allows the Operative to close the gap the unchargeable sniper creates. Self cleanse can remove the sniper's roots immediately. Los + heal to easily exploit sniper's turret based damage.

     

    Mages - Warriors - Mages counter warriors charge with a lower CD blink that immediately creates the gap again. They can also directly counter warriors' ability to do damage with their endless amount of roots

     

    Deathknights (first versions) - restoration druids - DKs initially had the option of completely removing resto druids' dots - this proved too powerful and was eventually nerfed.

     

    ?? - Pyros - Is there any class that can counter Pyros ability to do damage? All their attacks are instant, their main attacks are 10m and 30m range and their dots are spammable (while cleanse isn't). Fact is - except for stunning them, (which you can't consider a counter as it affects every class the same way ) - there is no counter to them. Focus fire is a claim, but as a healer, if they pop their 25% damage shield (on a very short CD) - this puts them at over 50% mitigation, and they are very easy to keep alive at this point.

     

    There is no counter to pyros, that's what makes them overpowered, and that's what, in my opinion, makes them boring to play (which is why i shelved my WH geared one).

  15. they give new players a full set of recruit gear already, which gets them to ~75% of a fully augmented WH set.

     

    sure, they're not anywhere near equal footing against WH, but that's part of learning to pvp. if you keep choosing to pick on the biggest, toughest opponent, and you insist on running into the midst of things, you'll continue to die horribly.

     

    recruit gear teaches you to work on your own survival, which is a very valuable pvp skill no matter what gear level you're at.

     

    to complain about dying in recruit gear, simply means that you really haven't gotten the grasp of the whole pvp thing, and no amount of gear is going to help with that.

     

    Well, gear grinds exist in MMOs for a reason, and that's not going to change obviously.

    But, I don't think getting the gear is the same experience for people who just dinged to 50 now, as opposed to people who hit 50 when 1.2 came out and no one had WH gear at all.

     

    The now very large headstart veteran players have, creates a very unsatisfying experience for new players - the problem is not the time it takes to grind the gear, but the fact that as a fresh 50 you get your butt whooped by most players now for a very very long period of time until you gear up to WH. At this point the gap is too big IMO - that's what new tiers of gear are for - so all the ppl with full WH can have a headstart with grinding the new tier, and the newbies can get to full WH relatively faster.

  16. It's like 9 months after launch the people who get left behind do not have the sympathy of those who pushed ahead front eh beginning. That is all. For all the whiners and complainers out there everyone had to grind their gear to the top and asking for a shortcut makes me think of you as entitled brats.

     

    When more players like him - new (a rare thing) players, jump into WZs to get rolled and learn they have months of grinding losing WZs to catch up -all stop playing - And you are left with a free 2 play ghost town, I wonder if you'll still think the same.

     

    Edit: Not to say I'm opposed to gear grind, but it's time for a new season, a new pvp gear tier, and making the current War Hero items available with normal comms.

  17. Rotation difficulty is the same as other classes. I have all classes except operative and see no difference. PT are strong because have all their attacks instant on the move and ranged with high burst. You can kite and dps at the same time. If you start kiting on sorc or commando your dps is going down drastically always.

     

    If you think the rotation difficulty for PTs is the same as other classes, then you are either very skilled, or very bad, :rolleyes:

     

    I quit playing my PT because it was such a shallow thoughtless spec.

  18. rebalance how? if someone is spamming cleanse, they're not doing anything else. talking about taking off the cooldown, but not off the GCD. they can't heal themselves by spamming cleanse every GCD.

     

    It would render dots specs useless when a competent healer is nearby - as we've seen in the past in other MMOs. You would need to adjust balance\madness, dirty fighting\lethatlity (which already got a semi anti-dispel talent because even the 4.5 sec CD cleanse was an issue for them) and annihilation\watchman in pvp and give those specs some sort of dispell protection (that is assuming Bioware even cares about pvp balance)

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