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RG_jhanlec

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  1. I quit the game back in Marchmaybe April with a 79 Valor (marauder) and 52 Valor (Jugg), I played the game really only for PvP at that time and it just became increasingly boring to spend a large portion of every match doing nothing, being chain CCd mixed in with some roots etc. etc. Resolve has from its inception been a great idea terribly executed. If only 2-3 classes had stuns/knock backs/pulls etc it would be fine as it is. However, every class has at least 1 and most have more than 1 form of the aforementioned status dealing skills as well as roots which don't effect resolve at all.
  2. I used Vette until I unlocked Jaessa. I like Jaessa more since she was melee as well and mobs congregated to us both and that required less moving around to get them all. I used Quinn on my first 50 mara and it was fine, but a lot slower leveling. Plus once you get used to your defensive CDs and such Mara can do perfectly fine without healing companion even in big boss fights. 6-7months ago I had timed it doing my daily quest in the northern part of Belsavis 5 days each companion to average. I found I did all my dailies in about 5-10 min less with Jaessa as opposed to Quinn and during the fights with elites even with Quinn I still stopped to heal myself after the fight, although not as much. Its really preference, but i liked the challenge and efficiency of using Jaessa.
  3. I am working on fourth myself now. I have mara/sent at 50 and a jugg at 50. I like warriors the best for fun factor and after returning from 7 months away I forgot how to play them correctly. So I started a Sentinel again and I am having so much fun I will probably take it all the way up to 50. I also have a 50 assassin; it was a lot more boring for me to level and I just ground it out for legacy buffs more than anything; currently have a BH at lvl 31 and dislike its play style but kind of want the legacy stuff for it so I may finish at least up to end of Act II. Since I dont have 1, I may even make a Guardian afterwards... not sure though. Also, as the poster said Guard/Jugg or sent/mara are all equally fun and equally as difficult or easy depending on how you want to look at it. Guard/Jugg will shine during AoE (which is a majority of levling) but mara/sent have great survival skills and in the end less downtime imho, or at least for me. I even used Kara solely for leveling, no healer needed.
  4. It still wouldn't be instant, but if the projectile came from a random spot within a few feet of the target and went from the ground directly to their body at high speed it would be much more like lightning. Lightning has a negligible animation, maybe 0.2 sec to hit target (+/- server/connection lag).... projectile could be 0.4ish based on what I mentioned above. 0.2 sec is not really noticeable at all, even dismissible within the grand scheme of lag/connection time lapse for most players. The biggest issue now is that over a long distance, plus the random mid-air hang can make the skill take 1+ seconds to hit on something that should be theoretically instant to match lightning. If the Projectile always came from a few feet away from target and skipped the rise, hang animation, that would help immensely.
  5. Really? I have been playing the marauder for a while (valor 64, full rakata save my helm which I use crafted with augment and full BM except chest and offhand) stopped playing him weeks/month ago and now a lvl 50 Sentinel (valor 56, some columni/champ, rakata daily). I have to say Undying Rage/Guarded by the Force are probably close to the strongest PvP skills in the game. I have personally been in enough situations where I was able to hold a node, door, Hutball long enough to make a difference countless times due to this skill. On top of that, the biggest reason we can 2 on 1 or if they really suck 3 on 1 people is because of this skill. In my mind, my personal best display of fighting in PvP came when I was able to take mid in CW 1 on 3 against. A Commando healer, Guardian and Commando DPS were defending; I killed the healer fast (bad gear... and no guard on him) then the DPS commando with 20% health left, popped Undying then health pack then Berserk and applied DoTs to Guardian for heals. Healed back up to 50% by the time I killed him. Capped mid about 1 sec before I was attacked and held it just long enough for reinforcements. We won the match 5-0 about 10 sec later. I cant praise this skill enough, and not just for the example above. Stuns... could care less. If someone has full resolve its worthless, 4 seconds only applies to 1 person and they can use skill to get out of it. So many stuns already in the game, too many in fact - dont need any more, thats for certain.
  6. For people that have been playing them enough to get it down, then get gear.... they are easily top DPS in game. One could argue many ways if they really are, if they should be. If they are, how much higher than X,Y,Z class/DPS spec should they be etc. Important thing to take note of is that like in all MMO games. Warriors use a primary resource (rage, focus etc) that builds upon using DPS skills and a few other means. Unlike a lot of DPS classes that can run out of their resource if they aren't careful. This means never using auto-attack basic attack for seconds on end while you wait for resources to refill. This is why in end-game MMOs warriors often "scale" the best with gear for DPS. Add to that the fact that DoTs stay on after you die, ignore almost all defenses, almost always (save a cleanse) run their duration and Sent/Mara have a high ceiling for DPS. Usually skill capped/connection capped long before its class mechanics capped. Its hard to balance due to this as well. Lower DPS ~5% for top end players and the other 90% of players start to do 15-20% less due to gear restrictions etc. I dont envy developers in charge of "balancing" PvP or even PvE for that matter, its a tough job with a lot more peripheral considerations than 98% of the player base can see/comprehend/understand etc.
  7. Having a 50 marauder (val 64) and sentinel (val 56) I can tell you that 1 on 1 a sorc/sage will almost never win if the fight starts with equal health and gear isnt really lopsided. To be honest, sent/mara 1 on 1 from start to finish will beat almost any class if fight starts with equal health and gear is not ridiculously lopsided. The only spec really played right now is based on DoTs (bleed and burn which are internal damage). The DoTs heal if they crit, and when secondary utility builds up 30 stacks they can pop a skill to guarantee 100% crit on DoTs plus an extra 1% healing per tick. Your best chance of winning is playing LoS games while kiting to stop charge (obviously hutball is easiest). I have played a few really good sorc/sages that can slow me, root me, CC me enough to keep resolve down while using LoS in between instant casts and CC coming back up. Anytime they are in the open and I can charge in, a CC is usually of CD (usually knock back with root). Equally, I usually just run away when this happens since I know better, now. The classes that stand a chance 1 on 1 are operative/scoundrel if they get the jump, gunslinger/sniper since you cant use charge on a player in cover and they have a huge knock back that roots and then slows. Finally, Shadow/Assassin, jugg/guard tank hybrid specs in PvP DPS gear can win if they are good. Your best defense it to try and avoid 1 on 1 situations. Hard if you're solo defending a node or door, but you can kite while screaming for help. Most smart and good players know 1 on 1 means crap. Even if you have the upper-hand (rock meet scissors...) it is still often best to find help, run to help, or yell for help if possible; after all, if you can yell for help 1 on 1, so can they.
  8. It takes some getting used to if you: A) havent played melee in this game before, or others... B)Need to get used to skill priority, defensive cds C) If you dont use watchman spec, its an immediate self gimp. I made a marauder to 50 first and didnt do a lot of PvP until lvl 40+. When I made my sentinel I started PvP at lvl 10 and did enough WZs all the way up every level until I Valor capped. Since I was already used to the class and my marauder was valor 64 I immediately felt fine in PvP even at lvl 10. By lvl 25 I was almost always top damage done and top medals in almost every match.... so its not that the class is gimped, just takes a lot of practice and sadly the only spec really viable is watchman if you want to do really well. Not saying you have to play PvP, or that you suck etc. Just stating the fact that as much as everyone wants to call sent/mara OP, they aren't necessarily the easiest class to master. In then end, I can promise that it gets much better at higher levels. I recall by lvl 40 and having my top tier talent my WZ damage done immediately shot up 300k+ every match and my PvE got much easier when Merciless Slash crits for 3-4k on normal mobs and 2-3k on silver/elites in heavy armor. Stick with it and you will love it.
  9. Grass is always greener.... My most basic assessment of PvP is this. If a match consists of mostly melee characters, there is less CC, roots, knock backs etc to go around. Therefore, you may CC, knock back into a pit or root 1 or 2 players, but another 1-3 are going to be in your face. Therefore, melee are always around to tear a ranged player apart. If the match has mostly ranged players, you will see all the melee players constantly respawning with full resolve bars and doing crud damage overall while they stand in place getting humiliated by a few players 20-30 yards away. In a balanced match (which do occur often enough), players that have better skill/gear (which often go hand-in-hand, but not always) often float to the top and rule matches. Teams with great healers/protectors start to shine and really make a huge difference. Since the 1.2 notes make a lot of those ranged hybrids seem underwhelming now and melee seems better, a lot of FotM players are rerolling melee. So in the next few weeks/months melee are going to start ruling PvP instead of ranged. The next patch will probably shift that around again... rinse, repeat etc... welcome to the theme park called current AAA MMOs; you can never get off the carrousel of balance, so enjoy the ride.
  10. when I first started tanking months back on my Jugg I immediately assumed the same thing, guard the healer and he will never go down. Then after wiping on HM BT 3-5x on the robot boss with all the adds I realized that the healer NEVER takes agro and rarely takes damage outside of raids and a few special fights. Guard your highest DPS, this is your off-tank with usually sub-par defense... However, you should have guard easily accessible to put it on someone taking damage. For instance I have Guard hot-keyed to mouse button 5 so that I can click on the name of person taking damage in the Op frame name and then click button 5 quickly. Aside from taunts, Guard is going to be your next best friend in most instances.
  11. I have yet to tank much on a Shadow but I am making one now. I also have a juggernaut at 50 that has tanked a lot of stuff in this game to date. With my limited experience so far I feel like it is OK how it is. It lowers DPS by needing to cycle it in every 12 seconds, but Juggernaut/Guardian probably have it worse as far as a shorter CD defensive buff goes, I cant speak for Vanguard/PT since I don't have one. The skill from juggernaut/guardian requires a proc from a parry, dodge or block allowing them to use retaliation/riposte, which when talented with 3 points (instead of 1) offers a 6% defense increase for 6 sec (instead of 20sec) with a 12 second CD. So basically, a juggernaut gets an increase of 6% defense for 6 seconds by using a skill on a 12 second CD and it requires the proc (which happens often, but not guaranteed at the 12 sec mark). Its not ideal to cast ward every 12 sec, but it could be worse.... or different depending on how you view it.
  12. If you go straight through and level on planets only, it can get out-of-hand quick. Mobs your level and higher slow down leveling a lot since you need to self heal a lot and they die slower. Mix in some PvP and FPs and try to stay 1-3 levels above the zone. If you do zones, make sure you do all the bonus series to try and stay ahead too. Warrior/knight leveling is one of the crappiest in my personal experience (50 jugg, mara and sent/ 3x-4x assassin, sniper, sorc and working on shadow now 2x). But seriously, hit up PvP if you can, it gives a ton of XP at low levels, money without repairs, decent gear at 20/40 and keeps you ahead of the level req for planets.
  13. I just started a Shadow to make a tank; In Act 1 and feel bored with it so far; but I think a lot of Act 1s from what I read and have experienced are similar. my previous toons: 50 Jugg and 50 Marauder Act 1: Mediocre Act 2: Starting to look good, piqued my interest Act 3: AMAZING!!!! 50 Sentinel Act 1: blah Act 2: OK Act 3: Wrapped up nicely enough, but not nearly as good as SW 38 Sniper Act 1: OK Act 2: Seems like its getting good Act 3: ? But I hear its amazing 32 Sorcerer: Act 1: kind of cool Act 2: Damn good Act 3: ? Heard it finishes nicely enough but could have been better Bottom line, I noticed and have heard/read that empire story lines are much better, or more interesting to the majority (obviously some will feel otherwise). I almost feel like the devs spent a lot of time making Empire story, armor, abilities cool and such and then wrapped up Republic side really fast to make it ready for an earlier release date than it should have. This could also be because the Empire in general is full of more political positioning, backstabbing, moral ambiguity, etc.
  14. When I played my Jugg in pvp I found this to be really annoying. In most Hutball matches I could almost guarantee a win with 1 healer around. I would get 3-6 of the scores and usually 0-3 medals for protection. All that and I often got 0 votes; this occurred across at least 30 matches if not more that we win and I score at least 4 times. Objectives don't matter, winning hardly mattered etc. I respec into tank/veng hybrid and start taking in 10-13 medals and then I start getting some votes... MVP is a waste. The system could be set-up to reward extra points for finishing 1st to 3rd in any given category. Damage done, heals, protections, obj, medals. 1st in each gets 3 points, 2nd 2, 3rd 1. Each point could be worth 5 WZ comms and 50 valor... or a tad higher, not that it matters much any how.
  15. Sums it enough well enough. Resolve works absolutely, but it is far from ideal. Dont hold your breath for a fix anytime soon though; Bioware seems mighty proud of their resolve system, even if it is crap. I find times when I am on my melee character and I simply am over standing in place being killed by ranged classes and have 0 chance to fight back; die and watch a full resolve bar go down long before I can get back into combat - then rinse and repeat. Then I jump on my ranged class and remember that LoS is just as frustrating. Any decent melee will access the situation and use LoS when applicable; which is a lot of the time, and this renders a ranged class worthless unless they want to get into melee range to fight... rendering them dead to most melee classes in most cases. Grass is always greener on the other side. While I still feel ranged are at a distinct advantage in this game, its not that big when considering team play, not 1v1 situations.
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