Jump to content

thekillerbean

Members
  • Posts

    15
  • Joined

Reputation

10 Good
  1. Was the commando in that screen shot really trying to remain anonymous? I was, admittedly, lost for a moment but was saved by the failure to redact the name in the group frame. From there one can deduce from scoreboard which name is not redacted. Furthermore, the name over the toon's head is visible through the scoreboard itself. The only mystery is why AKERFELDT (who resides on the NW corner of 602 St James Place) bothered redacting at all.
  2. No, the fancy lads jump around incessantly because either they are giddy with excitement that they are stomping pugs and they think they're sooo good, or to clown people. Like, "Hey, look at me! You can't kill me because of my two sorc healers, haha! And it's the type of HA HA! Nelson from the Simpsons would do. Feels bad man. It makes me want to log out, and eat Crunch Berries and watch Powerpuff Girls.
  3. Dear premade fancy lads As you dominate WZs, must you also jump around like kangaroos? As my toon lays dead, to see you jumping around, feels bad man. Please stop the jumping! Please stop the jumping! PLEASE STOP THE JUMPING! Yours truly, J.P. Butternubs
  4. I always drop diversion on them, but sometimes I forget to precede it with PP. Otherwise they just walk right out of it since I don't have the utility that adds a slow to it. I use my interrupt on their channels and heals. I even toss in Shatter shot for the heal debuff. What I do forget to do, though, is roll + debilitate. And I've never really thought about using cover pulse as another interrupt.
  5. I've been PvPing on my engineering sniper lately, and it seems no matter what I do, 1 vs 1 against dps sorc/sage I can't beat them. They bring me down much faster than I can them. Is this just the way of things for this match-up, or can there be another outcome? On my gunnery commando, I can usually make them barrier and run away, or kill them out right if I have Electro Net up and time it right. But I'm finding most of the time on the engineering sniper, I can't even make them barrier before I'm dead. I know ENG is less dps than gunnery commando, or marksman sniper, but I didn't it was too far behind.
  6. True, that's why I said it's "essentially" a stance, and that's also why I said Diversion wouldn't be so bad if it didn't work against Entrench/Hunkerdown.
  7. Sniper utility: Vital Regulators Item: PvP versions of Relic of Ephemeral Mending. Both of these heal for correct amounts out of combat. Once in combat they both heal for 100-150hp per tick less than they should.
  8. IO doesn't do any better than Arsenal under pressure. You make it seem like IO is the only spec with insta casts. Arsenal's whole burst sequence can be done on the move, as well. The main difference is the target is more likely to be dead after an Arsenal rotation than it is IO.
  9. It wouldn't be so bad if it didn't work on Entrench/Hunker Down. Cover is essentially a stance. I don't know of any other ability in game that can drop a stance thus causing the loss of the offensive and defensive benefits of being in said stance. I can understand the concept of having counter-play, but it's the only one of its kind in the game. Imagine, for example, if Juggs/Guardians had an ability that they could use on other Juggs/Guardians to make their tanking stance drop, causing not only them to become more vulnerable, but also immediately dropping guard from their guarded target because they can only guard while in tank stance. Or if VGs/PTs could force a stance drop on each other screwing over Cell Burst/Energy Burst by causing energy lodes to be lost, or not build in the first place. That would be stance counter-play, too, right? Why is that Diversion has attached to it the only stance counter-play in the game?
  10. Make sure you have a cell active, and haven't accidentally clicked it off.
  11. I've only done some rough testing, so it's not precise. But it's over 9000.
  12. Move to Harbinger on Pub side. Pubs fight Imps all day and all night. Every once in a while there will be a Pub vs Pub match. But I'd say a good 80% of the WZs are Pub vs Imp when you're fighting on Pub side.
  13. Seems like a no-brainer that both Operation and Warzone training dummies should be available for guild ships.
  14. When comparing Gunnery and Assault, I often hear that one of the negatives for Assault is having to switch targets. From my newb perspective, I can't see what the issue is. I've only recently started playing a commando. It seems to me, for both specs, if you are forced to switch targets, you've already spent resources and CDs that won't be available for the next target. I don't see how Assault is drastically worse off than Gunnery in that respect. My only concern is for PvP. The only PvE I do is for class story.
×
×
  • Create New...