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SicNNasty

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Everything posted by SicNNasty

  1. I mean as in scamper, proc entrench, pop out of cover proccing 50% move speed bonus with a root and snare immunity then once again using scamper, proccing entrench, out of cover, proc 50%move speed... I mean this as a MM, so you'll still get the balistic dampers, the 20% range defense upon leaving cover and all that. btw not saying this is OP... Sniper ball carrier is a fun notion to say the least
  2. Why has no one mentioned Portable Bunker and Seek Cover?
  3. Not to discourage you from the marauder which I find to be a very rewarding toon, the fact remains that if you are not sure you can handle a minimum of 26 key binds to be used every battle, then perhaps look into the Assassin. If you are not looking to top the dps charts, I would suggest going for a Tank specced Assassin, they make Marauders and Snipers life difficult, plus with your guard, taunt... etc you can reap medals fairly easily. And the damage seems farily decent though I can only give the impression felt playing against them and not my own experience with them.
  4. Just for a second let's imagine that Juggs/Guards smashes do hit for 6k. You are complaining about 6k every 12s (specced), because the burst damage can actually throw off your healing. (Spike damage as opposed to consistant damage) Okay, so let's see, I'll only use the two DPSers I've played, well the two real damage dealers of the game: Marauder and Sniper. (I say real, because damage is all thay can do contrary to other classes) Over the course of one GCD over lap, understand by this: the use of an ability, triggering a GCD, then a second ability used at the end of that GCD. So over the course of one GCD over lap a sniper can max out about 12k, a marauder 11k. The mrauder would have laid down rougly 6k damage before getting to that burst, the sniper can obtain that burst as an opener. Lets exagerate things to make them in favor of your argument: smash is to much. Let's say after a 6k smash, the guard/jugg could finish his GCD over lap with a 3k hit (not possible but hey, trying to argue your cause here!), that would mean that the jugg/guard can lie down 9k on one GCD overlap, but has to use a combo of skills in order to reach that (impossible) burst. Even then the Jugg / guard is laying down 2k less than a marauders spike, 3k less than a Snipers. So my point is the following: Why do you consider smash, even if it did crit at 6k, needs to be looked at, rather than the sniper's Ambush (4k) Explosif droid (2.5k) and followthrough (3k) all ticking at the exact same time.
  5. I sometimes get the impression it's trying to target "stealthed" players. I've got 1 ennemy in my sights, but it takes three tabs to select him. If this is the case though annoying it could be an excellent cue to spam AoE, but I'm not sure if this is actually what is happening. I also tried the target friendly player that just cycle randomly through three or four of your team mates even in the WZ starting zone with 7 friendlies around you. I'm guessing the mecanic used is the same, and therefore is just as bad.
  6. Someone really needs to limit the number of threads this guy can make... Allready this morning he's cried for a buff on snipers, wondered what is the point of playing melee solo (in an MMO I know right ^^), Now he QQs about his Sorc that he is playing because the level 50 sniper (he supposedly deleted) was nerfed through surge rating. (What you mean surge ratings were nerfed accress the board? really?) So you just noticed that Sorcs have no spike damage? Why not ask a sniper friend to help you out? Oh that's right, that would entail using tactics, and tactics mustn't be taken into account when balancing a game, sorry I forgot about that
  7. Correction, you are visibly trying to fix the game around your lack of skillz and understanding of the game. I don't even think this thread deserves any argument. This is an MMO! Why are you worried about playing a melee class solo? If you are ending up in war zones solo against 8 players I think this should be fixed rather than making melee classes able to solo a war zone PS: I can't remember the last time I tunnel visioned a target and didn't kill him on my Marauder, execpt perhaps the first 2 WZs I played when I hit 50.
  8. Powerlol Playing with your line of sight is a tactic... So... er... Well, I guess the class is fine then. Please stop trying to balance out classes 1v1. A sorcs burst is **** but he has extremely good sustained damage. The sniper has no sustained damage but scandalous burst damage, put them together and what do you get? This game is balanced around team play not 1v1s. And forgive me but if you can't kill a Marauder / Sentinel or a Jugg / Guard then you have issues with your gameplay as you have all the tools you need to kill these. On my marauder I know not to brush up against good snipers because I'll just die having hit them at best three times. However, seens as you obviously want me to agree with you, the only thing snipers could do with is a quicker annimation on the root. I mean like it being instant, that way as soon as your oponent pops into your LoS, you root him, burst him, kill him. As it stands, the root takes affect way to late and you will nearly allways root them out of sight. What you mean like the 3 stacks of 30% damage mitigation when entering cover? The 20% from the big bubble? The 20% extra defense when in cover? The -45% accuracy on your target? Yeah sure most these are things specific to marksmen but still, they're there. And I don't believe a class being less represented shows any sign of it being underpowered or what not, then again, if people actually read these forums before rolling, most would stir clear of the sniper because of all the bad viped they get. Personnaly this is why I rolled Sniper, to see if it is all true, so far I'm thinking to myself that: a. Most people are hopeless and can't see the potentiel this class has at being over powered in the right hands. b. Most people are hopeless c. I would dearly love to believe that it's just that I'm over powered as a player, but I lack the will to think so highly of myself, so it must just be that most people are Hopeless.
  9. And if he is playing with your LoS and you are well placed for the objectif that your team is trying to accomplish, you have a small victory. Since when is killing your opponent the only way to acheive victory? As a sniper your role is the exact same role as those held by Marksmen (or is it sharpshooters?) in modern day warfare: holding a position. So long as your LoS covers anything of importance, anybody leaving that line of sight is failing to accomplish what needs to be done. Special Tatics as WhiteRa would say
  10. If the Guards CDs are up, then assume the Snipers are as well, and he will use entrench making his immune to CC.
  11. Here I was thinking this class kicks poney arse! What you gonna flame me by telling me how I'll start the QQing once I reach the 50 bracket. Well nah, I'll probally do the same as my other 2 50s, just put them in the closet whilst yet another reaches 50 I hate this expression but learn to play, or at least practice and get better. From the sheer amount of Nerf this Nerf that nonesense the OP comes up with, I can't help but think this is a pretty poor player who want's to blame inbalance rather than practice practice practice!
  12. IMO, it's just that the resolve bar depletes itself way too fast. Example: a marauder pops on my sniper, KB with ambush, and root him to place, the grip lossens he starts to walk over, KB (with build in root), again the root wares off and he starts to walk over, stun him. Now his resolve is full, whilst he is stuned I move over a little and just as the stun finishes root him to place. By the time the root finishes his resolve should be almost empty, reduce his accuracy by 45% whilst I wait for his resolve to fully empty, KNOCK BACK! root... rince and repeat as they say. a. Roots should affect resolve, or at least have their own immunity system combined with snares for instance. b. The resolve bar needs to deplete itself much slower, I don't mind not having diminishing returns, as long as I can only end up getting locked out of combat once a minute, not every 20s. c. IMO all stuns in the game should have their duration reduced in favor of MEZZes. A defensive lockout that breaks with damage is really needed for most classes to survive, but there just seems to be to many offensive lockouts allowing for you to be minced to pulp unable to do anything but rage on how badly you've been focused. My personnal choice would go for 3 seperate immunities: 1. movement impairing immunity: roots and KBs 2. Stuns (should be quick to fill and slow to deplete). 3. MEZZ immunity. Seperated there would be a lot less problems controlling the ball carrier in HB. Defensive mezzes as an escape mecanisme would work against a target that was just stunned offensively. All round I believe it would feel more pleasant for all. But I doubt we would see this system in SWTOR, it took long enough to show its face in WAR
  13. I think it's an assassin thing. And I too get the issues, but class seems to just be completely irrelevant, I've noticed it against all classes personnaly. And yes it can be "game breaking" in the sense that I walked up to my target to make sure I had my leap ready for when I ate my knock back, leap on to him and not only do I land just shy of the 4m melee range but he just keeps on moving. To me that is game breaking because that is a kill that I set up, and is denied because of a flaw in an ability. Also just to confirm, roots do not effect resolve. I can root a guy with fulll resolve on my sniper, killing melee is stupidly easy because you can using roots, disable them from the entire fight.
  14. Giving players power is BAD! On another note though, how could the game tell the difference between someone AFK, and someone bored to tears guarding one of the side nodes in Alderaan? I still feel that the easiest solution against AFKers, is to pull the ennemy on to them
  15. As a DPS specced sorc, using my non specced heal in combat meant that I was going to die. DPS vs DPS, every GCD counts, and more importantly, every damage tick counts. Just for argument sake, I'm hitting my sorc with my marauder, my sorc reaches 25% HP, shield up and start casting my 3s heal. Now again, just for argument sake, let's say my marauders interupt is on CD. If I crit I'll get 3k health back. Now that was 3s for 3k HP. Do you honestly think my marauder will do less than 3k damage in 3s? Oh hang on, 3K? Heal debuff! -20%! 2k4... 2k4 is a none critical annihilate... Yeah healing was a BAD IDEA! The only time it becomes really annoying is Vs a Sniper / Gunslinger who is rooted to place, and by the time you make it round that corner, your target will be back above 50% hp. But then with a 12s (telented) root, tell me again how he made it round that corner?
  16. Tis beside the point. Why would some win 3 matches and get a Champ bag whilst other get a Champ bag, 2 adrenals, 3 health packs and a green item worth 2k. Neither of my lvl50 Characters can take the 1 win daily.
  17. Healers in god mode? I see no Disciples of Khaine nor any Warrior Priests! You lie!
  18. SicNNasty

    10-19 Bracket

    Did a 300k in Void Star when my Marauder was level14. The bolster system, as it works, actually makes some skills more powerful at very low levels than higher up. Just annoying to see lvl10-13 running SO SO SLOWLY into battle
  19. Agreed 100%. Seems stupid in a group orientated game to encourage "Solo kills". To encourage a Healer to DPS. The only good thing is that it makes tanks use their taunt alot, and that I like
  20. Forgot to take that one out as well, that's a juggernaught ^^ And the second leap thing is for Rage specced Marauders, and only a Big Number AoE loving noob would play a rage specced Mara in pvp. (especially since the rage spec is actually better for juggs) Oh yeah, I said I was going to get off this board, bored at work?
  21. I'll just say it one last time, then I'm off this board: Sorc DPS sucks! (don't go show me some AoE spam fest to prove I'm wrong, it won't work, AoE fluffing through Force Storm will kill no one, but will give you sick DPS scores. Sorcs CC in hybrid max CC build, is Over Powered. So many defense mecanisms on a single class is just wrong, regardless of if it's wearing cloth of paper. (And no I'm not saying I know it all, nor am I saying everything I say is the utmost entire tuth and you should believe only me. I'm sharing my opinions, if you don't know how to read or just want to put words in my mouth, fair deal. I SAID THAT THE SORCs DPS SUCKS, I REROLLED BECAUSE OF IT!! Jesus, get to specsavers guys ^^) Yes I KNOW, read the sgnature guys, jesus christ, I put math to show that yes the Sorcs DPS sucks compared to Mrauders and peeps feel the need to tell me ^^ And don't confuse Def Cool Downs and Crowd Control (CC), marauders have 2 CCs at lvl50 one of which also roots him. 3 if you count predation as a speed. Def CD wise they 5 if you count the vanish. I'm talking about a well played sorc that is only seeking to incapicate in order to ignore you and go about their business, and yes they can do this whilst as a melee class you will just have to endure it. If it makes you feel better I'll say it like this: IMO, having played the hybrid sorc to valor 54, the full Crowd Control build is on the Over Powered side. And I'm not stuborn enough continue this one way conversation, I say one thing, and you get excited and say the same thing with a twist. So one last time in it's simplest form: BUFF SORC DPS NERF SORC CC Enjoy your ranting on at people without listening to them peace
  22. You've both just proven the point I was trying to make. 1 He will run, you will not die, he's not doing to much dmg, and if he stops he dies. It was the point, it's a form of balance even if it isn't a very fun one for the melee chasing him. But what? Should that melee just let him do his thing and notice he did top DPS at the end of the match? 2 I voluntarily over shot the dmg of the sorc in my calaculation to prove my point: the sorc has no spike damage capable of killing a healed target unlike to marauder or sniper. (cf signature) The dmg is constant but lacks that extra "pow" to finish of the target. 3 Check my linked sorc spec which I used to reach valor 54. Yes it is the heavy CC, never OOM build, that's why I linked it so that peeps wouldn't feel the need to tell me what build uses it 4 Yes I do beleive Chain Lighting shouldn't proc on wrath. I feel Lighning Strike should have a 10-15% dmg increase to compensate. AoE dmg is just to high, when you end up using AoE skills on a single target (normal hybrid sorc rotation uses CL and DF even on single targets), then you know the AoE is doing to much dmg. Thoug what I would say is that I've come to laugh at sorcs who play this build vs my marauder: Kick the Force Lightning to reduce his chances of procing wrath, and when i does, I mitigate 30% of dmg from AoE, so he's using the extra 16 points of force to do the same dmg approximately as Lighning Strike would do, without proccing the Force Regen boost. 5 I personnaly don't care what anybody says, I know my own worth in a pvp enviroment (lol at the guy thinking pvp is of lesser quality on RP servers, come to daddy ^^), and I played sorc hybrid to valor 54, so yes I do know what I'm talking about when I say that the hybrid build is over powered in the following sense: it gives more: CC, DPS and Force management than any of the "normal" builds. It is my firm belief, and this since day one playing a sorc, that they are far to tanky for a Ranged DD. Anyway, whether Bioware think that this makes sense or not is up to them, I think it's too much when in good hands, but then again, so is any class when it's well played. Have fun and happy hunting!
  23. First off great post that for once isn't just a compilation of assumptions of the sorc / sage. And you do tap it on the head to coin a phrase, The AoE stun on the shield and the root of the knock back, are in my opinion what makes the hybrid sorc so annoying. I would like to suggest that Chain Lightning be removed from the Wrath proc. AoE does far to much damage in this game and I do believe that the hybrid spec (which I played to valor 54) is extremely powerful solely because of this. I also don't think this post stresses enough on the hybrids Force Management: a good Hybrid will never be OOM. (oof ^^) Well talented, force lightning will regenerate 10 pts of force over its duration. That's worse than free spamming, you're actually regenerating whilst dealing damage and procing Wrath. Plus trowing in a lightning strike from time to time will up your force regeneration rate, so yeah, a Hybrid will not only have all the utility you rightly stated, but will also be done with any consideration to energy management. Also, I don't think you put enough stress on the power of Electric Bindings against a melee class. This 5s doesn't affect resolve and therefore is in every aspect to a pure melee class a 5s lockout with no possible immunity. A simple example: As a marauder I pick out a sorc. A good marau / sent knows not to blow force leap strait of the bat because of KBs. So you approach, battering assault, rupture, assault, annihilate will break the shield so: 3s blind, the sorc then throws down an instant whilhwind, for another 8s lock out. I then run back up to the target who still hasn't used his KB, he then does. Now I'm at full resolve but I'll still be locked out for 5s by the root effect on the KB. So far I've been locked out for 16s. He uses Force Slow and Force Speed to widen the gap, by the time I get back in range of a force leap, he is no longer locked out of his Shield and my resolve is empty. 3s blind, into whilwind, into KB root. All this time I'm constantly locked out of combat, and he still has electrocute if I trinket out of CC without full resolve. A sorc is a prime target for a marauder if the marauder can catch him, the sorc is also often a priority target. Yet if as a melee you go in alone, you'll spend 90% of your time looking at him without being able to deal more than 2 GCDs worth of damage at a time. I would however like to come back to this point. A 4k crit on chain lightning would be the equiivalent of a 5k crit on Annihilate. On average I noticed CL criting for about 2.2k 2.5k, I would argue that I didn't get the 2.5k medal every game, so it doesn't crit above 2.5k every time. On my marauder I do get the medal every game, on average, Annihilate crits for 2.8k 3k. Also, The marauder has the capability of stacking over a 1GCD overlap (1) the following: The last tick of Ravage: approx 2.7k (A canalised ability, it doesn't spark off the GCD) Annihilate: 3k Retaliation: 1.2k (Off GCD) Deadly Throw: 3k (if your target is at -20% hp, if not it would be Force Shout for a 2k crit) + DoTs that tick on every GCD, so 2x900 for Deadly Saber, and 2x400 for Rupture. So we've got: 9.8k on the overlap of 1 GCD (2) As a sorc you'll have the following over the same period of time: The last tick of Force Lightning: 1000 (Canalised so no GCD) Chain Lightning: 3k (I gave it a higher dmg than the one I've seen it do most of the time to prove my point) Death Field: 2k + DoTs, CD ticks every GCD, but affliction is an extremely slow ticking DoT, so it would only tick once on a GCD overlap, so 2x400 + 400 So we'll have: 7.2k on the overlap of 1 GCD. As I was saying to my guildies last night, the problem with the sorcs DPS is that it is very very constant and in that sense fairly high, but you really lack strong Spike damage that would take out a healed target. In a way, I'm inclined to say that the Sorcs role in a battle isn't a main DPS role, they are utility in it's purest form. Their CCs mean that as a melee, you'll just waste your time if you choose to target one that plays well. But on the other hand, he'll not kill you without making himself vulnerable to you. Understand the following: I've lost count of the time I've wasted running after a Sorc that just CC + ignored me, but I've killed every sorc that chose to stand and fight. (1) By 1 GCD overlap I mean as in, you use one ability, the GCD starts, you use a second ability. This is 1GCD overlap. In both these examples I play on the fact that only instant abilities start of the GCD, so the first part of the GCD is in actual fact 2 abilities dealing damage simultaneously. (2) Feel free to re-do the math if you think these values (that are those that I generally see) are incorrect, the fact will remain that the Sorcs potentiel spike will allways be lower than that of a pure DPS class like the Marauder / Sentinel or Sniper / Gunslinger. (bare in minde also that in order to get to this spike, the Marauder would have allready laid down around 5-6k dmg) But +1 all the same, as a sorc the "Run Hide Heal" is far to easy, a full CC based Hybrid can run from one side of the map to another pulling along multiple melee classes that would be lucky to get him to 50% health before he can sprint out away, bubble up... My Sorc spec FYI
  24. Make medals a non rewarding achievement, you get them, but don't get extra valor + commendations, problem solved for: - people farming medals instead of objectifs - Healers feelings robbed - people farming medals instead of objectifs - OPs problem - people famring medals instead of objectifs Nah but serioulsy, STOP FARMING MEDALS INSTEAD OF OBJECTIFS! "I'm just gonna quickly run of by myself, don't come and help me I want my medal!" Random Player 1 - Hey Random Sorc, why are you running into the flames? Random Player 2 - To get my medal of course
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