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eyaku

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  1. I'm just wondering where everyone thinks all the different specs are at the moment on a 0-10 scale with: 0- Useless 1- Very Underpowered 2- Underpowered 3- Semi-underpowered 4- Slightly too weak 5- Perfectly Balanced (where is should be) 6- Slightly too strong 7- Semi-overpowered 8- overpowered 9- Very overpowered 10- God-like This is not based off of data, just how you feel when fighting different classes and the general consensus of how powerful each class is.* My personal opinion: Sentinel: 5 Watchman- 5.5 Combat- 4.5 Focus- 4.5 Hybrids- don't know any Guardian: 4.5 Defense- 4.5 Vigilance-4.5 Focus- 4 Hybrids- dot know any Sage: 6 Seer- 5.5 Telekinetics-5 Balance-5 Hybrid healer damage- 6.5 Hybrid tele/balance- 6.5 Shadow: 4.5 Kinetic combat-5.5 Infiltration- 4 Balance- 4.5 Hybrid Balance kinetic combat- 5.5 Gunslinger: 4.5 Sharpshooter- 5 Saboteur- 4 Dirty fighting- 4 Hybrids- don't know any Scoundrel: 4 Sawbones-3.5 Scrapper-4.5 Dirty fighting- 4 Hybrid sawbones scrapper- 5 Hybrid dirty fighting scrapper-4 Commando: 5 Combat medic- 5 Gunnery- 5 Assault specialist- 4.5 Hybrids- don't know any Vanguard: 5 Shield specialist- 4.5 Tactics- 4 Assault specialist- 6 Hybrid shield tactics- 5 Hybrid shield assault- 5 Hybrid tactics assault-5.5 Overall: Sage hybrid specs need to be ones down slightly and scoundrels could use a small buff IMO. Let me know your opinions!
  2. I'm just wondering where everyone thinks all the different specs are at the moment on a 0-10 scale with: 0- Useless 1- Very Underpowered 2- Underpowered 3- Semi-underpowered 4- Slightly too weak 5- Perfectly Balanced (where is should be) 6- Slightly too strong 7- Semi-overpowered 8- overpowered 9- Very overpowered 10- God-like This is not based off of data, just how you feel when fighting different classes and the general consensus of how powerful each class is.* My personal opinion: Sentinel: 5 Watchman- 5.5 Combat- 4.5 Focus- 4.5 Hybrids- don't know any Guardian: 4.5 Defense- 4.5 Vigilance-4.5 Focus- 4 Hybrids- dot know any Sage: 6 Seer- 5.5 Telekinetics-5 Balance-5 Hybrid healer damage- 6.5 Hybrid tele/balance- 6.5 Shadow: 4.5 Kinetic combat-5.5 Infiltration- 4 Balance- 4.5 Hybrid Balance kinetic combat- 5.5 Gunslinger: 4.5 Sharpshooter- 5 Saboteur- 4 Dirty fighting- 4 Hybrids- don't know any Scoundrel: 4 Sawbones-3.5 Scrapper-4.5 Dirty fighting- 4 Hybrid sawbones scrapper- 5 Hybrid dirty fighting scrapper-4 Commando: 5 Combat medic- 5 Gunnery- 5 Assault specialist- 4.5 Hybrids- don't know any Vanguard: 5 Shield specialist- 4.5 Tactics- 4 Assault specialist- 6 Hybrid shield tactics- 5 Hybrid shield assault- 5 Hybrid tactics assault-5.5 Overall: Sage hybrid specs need to be ones down slightly and scoundrels could use a small buff IMO. Let me know your opinions!
  3. Copying and pasting this from a thread I recently made: I, like alot of people, believe that Tactics tree needs help. I believe the best way to fix the tree would be to give it a small increase in damage, a small ammount of self healing, and a unique debuff that could be very helpful in pvp. I suggest: Change gut to tick every 1.5 seconds *for half the damage that it currently tics. Increase the base damage done by the bleed by 30% Gut now has a 7.5(not sure exactly about this number) second cooldown Switch position of kolto recharge and combat tactics Kolto recharge now heals you for* 1% max health if you critically hit Serrated blades now increases critical chance of gut by 10/20/30% and has gut apply a debuff to the target increasing the targets casting time by 5/10/15% This would also build alot more synergy in the spec. And wouldn't buff the survivability of tactics to much (for example if someone has 20% crit, using gut and 9 other abilities over a 15 second period, you would crit on average 7-8 times (depending on combat tactics proc) for 7-8% of your health over 15 seconds). The cast time debuff would also help the spec have a real reason to be brought to the upcoming rates warzones without being to Powerful. The cooldown on gut also limits the potential self-healing that would be caused spamming gut on multiple targets. These buffs still may be slightly too much (or even to little but I highly doubt that) but I'm not sure. What does everyone think?
  4. I personally don't feel tactics needs buffs to its damage that are as large as ou suggest. I also don't think switching storm and harpoon is the way to go. I deffinately prefer harpoon in most situations. I'm also not sure about focusing changes into HEC. I feel that HEC is strong enough as is although the cd reduction idea does sound interesting.
  5. I, like alot of people, believe that Tactics tree needs help. I believe the best way to fix the tree would be to give it a small increase in damage, a small ammount of self healing, and a unique debuff that could be very helpful in pvp. I suggest: Change gut to tick every 1.5 seconds *for half the damage that it currently tics. Increase the base damage done by the bleed by 30% Gut now has a 7.5(not sure exactly about this number) second cooldown Switch position of kolto recharge and combat tactics Kolto recharge now heals you for* 1% max health if you critically hit Serrated blades now increases critical chance of gut by 10/20/30% and has gut apply a debuff to the target increasing the targets casting time by 5/10/15% This would also build alot more synergy in the spec. And wouldn't buff the survivability of tactics to much (for example if someone has 20% crit, using gut and 9 other abilities over a 15 second period, you would crit on average 7-8 times (depending on combat tactics proc) for 7-8% of your health over 15 seconds). The cast time debuff would also help the spec have a real reason to be brought to the upcoming rates warzones without being to Powerful. The cooldown on gut also limits the potential self-healing that would be caused spamming gut on multiple targets. These buffs still may be slightly too much (or even to little but I highly doubt that) but I'm not sure. What does everyone think?
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