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Ryotknife

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Everything posted by Ryotknife

  1. you realize just how much of a time sink it is to level a class to 50, and gear him at least in champ gear in order to get a decent understanding of pvp to determine if the class is indeed op or not right?
  2. i dont mind gear progression per se, but swtor gear progression was just asinine as to how long it originally took to get full BM. now they have gone to the other extreme, which is equally as puzzling.
  3. well, the pve fights so far are extremely easy, i havent had a single fight that was the equivalent to lady vash, archimonde, or yogg saron (and those are just the ones from wow that ive done, not necessarily the hardest ones either). some of those fights tooks months at ~7 hours a week to down him. lady vashj alone took my guild 2 or 3 months to beat.
  4. actually, after awhile pvp fights turn just as mundane as pve ones. it just takes longer.
  5. true, damage done is vastly different from dps. in pve, damage done is generally more important, but useless as a tool to evaluate your performance. course thats a whole other can of worms when talking about damage done and dps in either pve or pvp.
  6. ? my dps/tank hybrid pt (as in a spec that goes halfway down the tanking tree and halfway down the dps tree) does easily 30% less dps than full pyro, so im pretty sure pts are exempt from this "tanks outdpsing dpsers"
  7. okay...but in your example enhancement shamans were utterly neutered for years after the windfury change. was triple windfury bull? yes. it rarely happened. but it was literally the spec's saving grace. granted enh spec talents did not revolve around windfury like pyro does for railshot. what they are doing now, if we were to put it in wow terms, would be more like a destro warlock (a nuke heavy spec) who had all of his nukes be half as effective after he uses conflagerate. what i would have liked to see is scrap the whole proc idea entirely, make the talent reduce railshot cd to 6 seconds, and buff incendary missile and flameburst. incendiary missile is a complete joke right now, none of the other damage abilities ive used on any of my alts can compare to how crappy IM is, and its a talent. as for flameburst, it crits for under 2k, so buffing that wouldnt be a big problem so long as they dont go nuts.
  8. sad as it sounds, my biggest crit was around 3.7k. highest ive seen was 6k from an op (post nerf), i have no idea how he managed to accomplish it as no other op has managed to crit me for that high (even geared ones struggle to crit for 5k). to this day i sometimes believe that my eyes were playing tricks.
  9. A. shieldtech pts are worthless in pvp B. windfury is passive, you do not spend all of your resources trying to get a triple windfury crit. C. 50% of enh talents did not revolve around windfury D. enh shamans were utter crap for the rest of the expansion, and for the rest of wow really with a few exceptions. i have no problem with removing the burst, the issue i have is that the entire pyro tree revolves around railshot and getting railshots, meaning that for 6 seconds after i railshot, my entire spec is nearly worthless. most of the pyro attacks are CRAP by themselves, their only saving grace is that they are useful towards railshot. the entire pyro tree needs to be redesigned if they really want to keep this change to move it from away from a proc dependent spec. and yes, a pyro can achieve 400k in voidstar, but the easiest way to do that is with gaurd or heals, otherwise the pyro will be spending most of the match in the spawn area as he is one of the squishest spec in the game
  10. juggs lose all of their rage when they change stances.
  11. because one costs 50 force and the other costs 20 energy, that would be my guess at least.
  12. if you have full resolve when crossing the firepit, chances are pretty good that by the time resolve fades, you will be close to 30 M away. if someone tries to grapple you at that distance (and keep in mind you will be elevated as well) there is a better than 50% chance that grapple will not send you into the firepit, you will either land well outside it or slightly behind the grappler. the only way to counter this would be for the grappler to stand in the middle of the firepit, killing himself in the process but vastly increasing his odds that grapple will pull you into the pit. grapple is a terrible ability if you try to use it someone below you above you. force push is infinitely more useful than grapple. can do everything that grapple can do with slightly more work, AND has a plethora of other uses as well that grapple does not.
  13. are we talking about pts having their damage spread out, or mercs?
  14. no, what im saying is that in wzs getting a 1v1 with a merc is not easy unless the merc is either an idiot or you are ignoring objectives/not playing the role you should be playing considering your class......or if his team are a bunch of jerks who left him to solo defend a node. ill admit that 1v1 mercs are pretty weak, but unless you are a stealth class 1v1 means nothing to objective pvp. i much rather fight a merc than a mara, shadow, or op. ill usually win the fight with 30-40% hp, although next patch who knows seeing how pyro pt dps will plummet. although if the AP changes pan out, then that will be even worse for mercs
  15. in which case you should be escorting the ball carrier....not hanging out in the middle..... there are plenty of other classes that can control the mid better than a pyro pt can. the pt should be using taunt, aoe stun, grapple, and possibly gaurd if there are no other tanks around to defend the ball carrier (or not enough tanks for the healer to get a gaurd, even though it drops the pyros dps)
  16. good luck killing the merc/commando in the back when 3 of his MELEE friends immediately tag along for the ride and kill you in 4 seconds. mercs are (usually) not stupid enough to try to solo cap something because it negates their biggest advantage. only time you can reliably get 1v1 fights with mercs is in huttball....in which case you should be escorting the ball carrier, not going around picking off mercs.
  17. errr no playing 2 hours a day, even with a 100% wins, would take close to 2 months (more likely 3) pre valor change. i havent pvped on my main much since the new valor change, but before then i spent about 15 hours a week pvping since mid january, my main is only at valor rank 50. i have put in hundreds of hours of pvp and he is not battlemaster, the new valor change was a good idea. now, ill admit that they are going from one extreme (you need a full time job for a month to get full BM) to the other extreme (1000 WZs per piece of gear). ideally they should have settled somewhere in the middle, like 2-2.5k WZs per piece. EDIT: did some math, it takes roughly 500,000 valor to get from 0 to 60 valor rank. pre valor buff that is roughly 500 WZs, or 125 hours assuming no queue times, 100% wins, and 8 medals per game. now it will take roughly 41 hours assuming 100% wins, 4 medals, and no queue times.
  18. okay....you realize that grapple can not be used from melee right? meaning that the pt will have to run AWAY BEFORE the merc starts casting in order to grapple him. soo....why is the terribad using tracer missile if the pt is clearly running away in order to use grapple to interrupt? only time that should happen is if the merc creates a gap. not saying that mercs are hard, but your rotation is beyond laughable. as in a dead monkey can play better on that merc. and even if you could pull off that rotation against someone who is afk or has no arms, the merc can still get in....3-4 tracer missiles
  19. besides the ability to jump around the battlefield like a jack@#$? also your stun deals damage AND gives you resources. force push is also an amazing ability. in huttball its a great way to push a healer into the acid pit or push a sorc to prevent a ball carrier pull. in civil war and void star force push is an amazing ability to create opportunities to cap a node. lets also not forget about the aoe snare. thats just the baseline stuff.
  20. or because of the fact that healing scales better than dps? you can also just focus the tank. most tanks dont actually tank very well. although i will admit the anti gaurd ability has merit.
  21. healing will probably have to be nerfed with every new set of gear due to the fact that healing scales faster than dps. or more specifically, a healers ability to survive scales faster than dps ability to take them down.
  22. i think you are confusing vanguard/powertech with commando/mercenary on the bright side (for us) you are the only class which we can actually tank.
  23. (isnt ajunta pall the server that imps get horribly crushed in pvp everywhere?)
  24. macros would be nice, so i can have more control or i can buy a 80$ mouse and do the same thing i suppose. and all of the macros i used in wow were simple ones, most of which were just targeting macros for pve.
  25. so what you are saying is that the other 7 classes merely need to be buffed up to shadows "balanced" level.
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