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Shaggggy

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Everything posted by Shaggggy

  1. I have no idea what BW were thinking hitting Sawbones DPS as hard as they have
  2. We vote for node guards who call incoming before they die
  3. How about said opener triggers 2.7 'God Dodge' (slinger/sniper varient) for 2 secs plus the root
  4. Agreed but an awful waste of a CC break for 2 hits
  5. No you won't, it's just that you will see it coming with smashers
  6. It is a loss of functionality! It will not stun for 1.5 secs it just immobilise the target allowing them full funtion without movement. Therefore the scrapper will now have to go toe 2 toe (melle class) with whoever they decided to start combat on and we will not have the defense to survive that....if this goes live
  7. The problem is as soon as a Scoundre/Operative starts combat the victim will stun/knockback, move to a safe distance (ie more than 4m) and hand them their ****. Or, if you are melle, lay waste to them as they try to go toe 2 toe, which is NOT what the class is about Removing the knockdown is gamebreaking for the class!!
  8. Sustained DPS is good, a boat load of defensive CD's, no position requirments and stealth with DR...easy street tbh
  9. Lol, I must give this ago...does it annoy them?
  10. It's roflstomping premades fault that bolster was introduced....or was it the gear gap....wait wait....was it pugs only wanting to play with pugs
  11. How about a 10% increase in healing with those who are shrouded rather than damage reduction?
  12. Would 'squishier' level out the 'healing' issue where alot of ppl are screaming nerf, wouldn't hurt PvE??
  13. Don't want smashmonkeys hogging the top of the board
  14. I enjoy it sometimes for the only reason of watching those numbers spew from everyone everywhere but I nearly always run as Scrapper as she puts a bigger grin on my face, especially those (rare) magical games when everything just lands right...i'm going to miss crit But I am going to look into it if getting near all the snipers that are apparently on their way proves difficult as lol rolling in and out of range DoTing them should get them to break cover, could make us even more popular for ranked
  15. Some items do bind on equip, like Rakata implants yet the Rakata earpieces are bind on pickup for some odd reason :confused: Sry I cannot help but it's been so long since I levelled and equipped mine
  16. I love my scrapper, they are limited on sustained damage but as long as you are aware of that and play them accordingly you will cause some serious stress to healers coming from spawn and those pesky snipers/slingers
  17. Agreed...give evryone a button so they can play amongst themselves with no premades allowed if thats what they want, at least then they won't be annoying those who want to get on with it and have a game
  18. Lol, spoken like a true Pug. Do you not think t will help generate gr8r numbers for ranked PvP?
  19. Truth is...premades love stomping and if BW introduced a group queue and a pug queue, all the stomping/farming would be finished...Premo's will be happy with better competition, no more L2P argument and the Pugs would be happy as there is a lot less chance to getting rofl stomped so their happy...EVERYONE WINS!!! except those in it to stomp
  20. I have a 50 shadow but not geared her yet and won't be having read about it. We had a good chance of hurting snipers alot but now they will totally rinse me before i can get away/kill them....Say i do sneak up on 1, SF/FR then BB as it will be the only time i will get chance to get behind them, they will then roll away 18m. Now either I try to close the gap but being the squishiest out there that is not an option, so run at what will be 50% speed due to movement impairs or roll for 6m (now 24m total) roll again (now 30m away with no energy left due to opener)...DEAD!!!
  21. Scoundrel A new ability, Scamper, has been added. Scamper will roll the the player forward up to 12 meters. When slowed, players will only roll forward 6 meters. While rolling, defense is increased. Scamper does not break stealth, costs 25 Energy, has no cooldown, and is trainable at level 51. not as useful as the slingers version A new passive ability, Street Tough, has been added which increases Energy regeneration rate. Goes a little way to help us increase damage in sustained combat Lucky Dodge has been removed from the game. This effect is now incorporated into Dodge by default. Blaster Volley is now trainable at level 12. Kolto Pack has been redesigned. This ability now heals for a moderate amount up front in addition to a moderate amount over 9 seconds. Nerf Pugnacity is now trainable at level 16 and has been redesigned. This ability no longer requires and consumes Upper Hand. Instead, this ability now has a 2-minute cooldown, grants Upper Hand, and increases alacrity for a short duration. Nerf Upper Hand now causes the character to giggle the first time it is applied if Upper Hand is not already active. Diagnostic Scan is now trainable at level 18. Smuggle can now only be activated while Stealth is active. Additionally, Smuggled group members can now use Sneak and Blackout. Smuggle now provides a visual effect that shows the stealth field projected around the Scoundrel. Smuggle now reduces movement speed by 15% (down from 30%). For a toon that completly relies on stealth, movement, crut and high burst I think i just got shafted...again. You give Snipers stealth detection so I can no longer sneak up on them and burst them (crit going to 20%) and their 'roll out of there' goes further, removes all movement impairs and pops them behind their shield. . Not sure if pugnacity is only available every 2 mins or you can still use upper hand as well. No one will want scoudrels for any part of this game Doesn't look too good for me
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