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ZDProletariat

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Everything posted by ZDProletariat

  1. A few reasons actually. 1. It's limiting. They are in specific places that don't move, that can't be re-positioned, and when an enemy pressures you, you have to leave it anyway. The natural cover in WZs that Bioware included are out in the open, very close to the points, and will make you spotted instantly. 2. You can pop down portable cover right behind the natural cover and get the benefit of it. Roll into cover is largely useless. 3. Cover itself is a very lackluster ability and natural cover is worse than portable. It gives you a 20% chance (if portable cover) to block ranged physical attacks. Natural cover gives you a 100% chance to block ranged physic if you aren't using a skill. If you want to fire back, you pop your head up and will take the hits. This means that only very few mercenary skills and other snipers will even be relevant to your cover. All other classes don't matter. 3a. Since cover does not block tech or force (any yellow damage) it's not worth using outside of just using portable to be able to use your skills. 4.Mobility. Even for gunslingers you need to be moving in PVP to re-position yourself. All battles shift and move. Being in one place doesn't give you the ability to inflict damage as much as you'd want. Portable cover is the only viable thing to use unless you are fighting another sniper. Even in that case, it's very easy to just walk outside of the range of the natural cover drawing him out into an equal fight of portables and only if they are also sharpshooter spec. The middle tree ignores cover anyway.
  2. This does not need to be fixed at all since the offhand already has disadvantages such as the lower accuracy, lower mainhand damage, and the increased chance to proc parry and deflect skills on opponents.
  3. What's with the final bosses 60% aoe on HM? He pulls everybody in, begins ticking for 4ks and wipes half of the party from our experience. We had no problem with all the bosses up to Kephess on HM, we don't even have a problem with the fight up to that point. But when he gets to 60% and casts that giant AOE on himself, he wipes at least 2 people. I haven't been able to find what's wrong. Can somebody who has beaten Kephess on HM please explain exactly what needs to be done when he gets to 60%?
  4. If your gunslingers are doing the same as your sentinel, you need to find a new sentinel. To the OP Sentinels do far FAR more DPS than ranged Sentinels have many more interrupts than ranged Sentinels can offtank the boss for a while if accidents happen with your tanks Sentinels give party damage buff, and party run speed buff which can be invaluable for many fights. Guardians do the same, except for the last two and less DPS. I can't say the other melee classes bring much to the group, but you can always bring them along if they are friends. DPS vanguards still have good damage mitigation because of their armor and can take a few more hits. Scoundrels are the ones that you can probably replace unless they are friends or guildies.
  5. You are indeed correct about our weapons having far FAR too little power. To correct the issue, I already have planned extra war hero pieces. Three to be exact. Two Field Tech Boots, and an Enforcer Headgear. That's over 6000 rated warzone commendations to make up for the insane amount of crit they give Field Tech gear. I guess the developers don't understand that crit is for DF, power is for SS.
  6. I did some tests to confirm what has already been discovered by that mmo mechanics site. If you are in PVP gear (which means your max cunning will be well below that of your PVE gear) then power augments is your way to go. You will get a +0.3 bonus damage with each power augment over a cunning augment. The trade off is -0.10 crit chance. So choose I suppose. But the interesting thing, is if you have over 2000 cunning, you will see absolutely no difference in power trading from cunning to power, but only a loss of crit. Your +9% cunning skill is what makes this happen, coupled with the sage buff even more so. So in short, power for PVP, cunning for PVE. For the people who say you should have surge augments or crit augments, they don't understand how easy it is to get to your 75% surge with enhancements.
  7. You say "brings to light" as if every single person who has pvped with relics for more than 2 games besides you hasn't already figured out this bug.
  8. People are using pvp gear. Expertise isn't a stat that you "stack" it's just what you have to pvp on so why would it be part of the discussion? Also, it's not 3% damage boost. the damage reduction nullifies the damage boost if both people have equal expertise.
  9. Decide on your crit (32-35% is fine buffed). Get surge to 74-77%. Get accuracy to 100%. Then basically you have to decide between power and hp. That's the trade off. ideally, for full BM you will be looking at around 17k hp to stay with good enough power. War Hero from what I've seen will probably want to sit at 20k hp.
  10. What do you mean it only helps our channeled/long-cast abilities? It also gives you 50% extra regen. from 6 to 9 energy regen if you are in the top energy bracket.
  11. Because most DOTs when applied do not tick initially, but only after an initial second or two. So having the initial tick interrupt would defeat the purpose of DOTs nothing interrupting captures. Was that simple enough of an answer?
  12. I assume it's based on server lag.
  13. Try it sometime. Be attacking a ranged that needs to die, throw your burst then cast your knockback then instand charged burst. It adds fast burst. In PVP it can help overwhelm the healer trying to heal himself (have your healing debuff on him) and in PVE operations it gives you the same as going in and out of cover but only needing to press a button. Either way it's a DPS increase if used right.
  14. First you say stroke of genius is a waste of points, then you say the sniper needs burst. You fail to understand that stroke of genius IS burst. Especially if you use it specifically to cast an instant snipe instead of only saving it for throwing melee off of you. It gives you more choice, and more burst if you need it.
  15. Tera will have BGs. But atm it has world pvp. Problem?
  16. i'd say it's worth it for pvp. Maybe stick with 2 points for pve. Then again, your rotation may depend on absolutely having it up every 30 seconds, and honestly, what 1 points could you put elsewhere that would be so much better?
  17. It's a lame pun, it's been so overplayed it's not funny at all. It wasn't even funny the first time, all it warranted was a very slight scoff. I hope Bioware does nothing for it. Just to piss you guys off.
  18. Since we have an offhand that also can proc it, every time you attack and your offhand does not miss, you have a 30% chance of proccing Burst Volley with 3 points, only 20% with 2 points. If you do the math over time calculating the 45% miss chance of the offhand (relevant for ops), it ends up being about 20% chance to proc burst volley with 3 points, 15% with 2 points.
  19. I assume the OP actually mistook two marauders for one. He was so indignant that he was being attacked, that he didn't see the bait and switch. The first marauder ran off to target some sage while another innocently pranced into the middle ring and jumped to him, then jumped again. then the first marauder used force camo to sneak up behind the OP, and knelt behind him so the first marauder could push him down and trip him! Sneaky jerks.
  20. Yeah as it stands I only log on to get my daily 3 wins. then log off. It's too grueling even doing that, but I persevere. My guild's raid night is friday. If this isn't fixed by friday, I doubt we will be completing Denova HM, which we hoped since it will be a hit to the DPS of the two gunslingers in the group. Thanks Bioware. We appreciate it.
  21. if I could only buff one? Dodge needs to actually dodge everything. As it stands, Tech, Force, and even some physical get through (I've been hit by 3k hits from knights through dodge. Not sure what skills they are) 3 seconds is far too short for a skill that only blocks some things. It needs to either be 6 seconds, or remain 3 and dodge everything.
  22. You are hurting the people making legitimate arguments against marauders. I watched your little video. The first time you died it was a juggernaut on top of you with a sniper behind him destroying you. Snipers always destroy sages. The second time you died to a knight it was a marauder plus the rest of their team. The third time you died to a knight it was just their entire team ripping your face apart. The marauder in it was irrelevant. Also to be fair, you have no gear (only 50 for 2 weeks) you have no hotkeys (you are a clicker) and of course you backpedal thinking it actually helps you. Also the list at the end showed two knights, one of them was the juggernaut. Your video does nothing to show anything about marauders, good or bad. It's meaningless.
  23. I didn't save it so I know people won't believe me, but I crit on some sage that I assume wasn't even wearing any recruit armor for 7k without even using relics or adrenals. It was his own fault anyway
  24. What bug? I haven't encountered any Kephess bugs on my runs. Could you elaborate?
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