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vantgarde

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Everything posted by vantgarde

  1. yeah I mean Concentration, whatever... this is the same spec for me. Expect for the fact than guardian is much more OP for the discussion at stake. Burst as Watch man?? No, you can "Blurst..." autocrit on the heavy hitter all dot ticking though Zen that it. All this being irrelevant here. Infiltration got the maul autocrit as well, the guy will be immune to Dot's most of the fight. Which kind of Shadow stun from the start? A lot. Including myself. If opening with low slash+crushing darkness+stun then Burst is shooting my own leg I can assure you that no Sentinel, ever... manage to make me notice. Lastly Sentinel do not have the tools too outsmart a shadow. Equal skill means equal "intelligence". Shadow has more tool = shadow is smarter.
  2. This might actually be the stupidiest idea I've seen on this forum, which does say something...
  3. Dev's actually have a hand in this... Better story/ animation/ looks/ The dev's always appear on twitch with Imp tee-shirts, playing Imp character. Even choosing dark side choice as fas as I remerber. PLus the Pvp community is more oriented to the bad guys in general in all games.
  4. Every one got a mobility skill, true. But sorc did not needed one they were already over the top mobility wise. And....euhh I don't know if this appropriate but did you all actualy notice that Sorc has 3 *********** STUN BREAKER??? it's simple: Sorc heals are too strong. They have too much getaways. Period. Force speed cooldown should be unerfed for their mobility and Sin's. Phasewalk get's removed, which means they are still the only healer with two breaker. Overall healing should be reduce to match with the other two healer.
  5. Ok so let's speak the truth... Equally geared/ skilled/ full CD. Watchman as 0% chance to win the dual. Why? A) Infiltration is a PVP, dual oriented spec. B) Watchman is a PVE spec, only good at generating high DPS on group through spreading or on imovable, stupid foe such as Operation bosses. C) Infiltration has two DOT purges + 9 second of immunity to them. D) Infiltration can heal to full, if need E) A good infiltration won't need it Infiltration is still beatable on a sentinel, but not as watchman. Your best shot is Focus. Even then you are more likely to lose. Winning would mean that you are actually more skilled than the guy. How to win? To be Focus spec and to somehow make the guy panic. As a shadow (I speak from experience here) when we open on a lonely sentinel we are pretty much sure the guy will die. You will be white bar pretty much on the open, after the 4 second stun. Break and go all in. You need to be massively agressive, blow all your CD and still be smart enought to not waste Force based attack and Stun on shroud/resilience. If you manage well he will vanish, you need to catch him. Most steathler are overconfident and lazy when vanishing they feel safe and pretty much stay on the same trajectory. So mash the cyclone slash to get him, no force based attack because of the shroud proc. If you get him you have good chance to win, if you let him go this is over.
  6. Agreed. Utilities: Inexorable - Oh yes! Unflincihing Determination - 3 minutes cooldown not worth it, aside from solo ranked (Even then... better go focus to have a 30sec cooldown immunity). Someone say it allow you to place your burst. True! Every 3 minutes... and you wont have the cooldown when needed. Just burst with reliable attacks when you know they gonna slip out of your MStrike. Maiming Reach - This utility goes with the heroic Inescapable; and this is unacceptable to take Two utilities for a so weak control. use leg slash for the 20 healing debuff if you can't kill your target other wise. Better go for Brazen - this builds centering, just take it. Overwhelm - This is just as weak as maining reach inescapable combo, but 1 utility, on a non situationnal attack. Much better! But do not expect to land a full MS to often though. Assuming non retard and stuff, you know the usual disclaimer. The other utilities are crap or PVE. Relentless Yes! Interceptor Good enought. Phantom is your solo utility. Consider strangulate since you play with teamates. Unbound Yes! Blood Ward Crap aside from Solo. A weak heal on a 3 minute CD. I'll take Through victory - One A still marauder is a dead marauder. Two you can actually dodge a lot of damage with it similarly to agent (much less OP though), so you want to be able to activate it on the fly. (for instance sniper ambush) Now, Ravage, the Dot it got. Whats the point of this? - No point. This bumps DPS a little because a lot of sentinel/ mara cried all of 3.X. this messes with the Burst nature of the spec. No decent stealther will be caught with this. My target priorities starting from highest: Sorc > Sniper > Merc > Mara > Jugg > Sin > Op > PT This is not the way it works in PVP. You will be hitting the target you can reach. From this you can apply priority. If you plan to go through the whole ennemy team to catch that healer with your Mara...You gonna be crushed down long before reaching him. Unless... see usual disclaimer. You play with teammates, on a burst spec, so you should focus a reasonably safe target for you as a first step (your set up for burst). For instance someone that has overextend in your team. PT, sins, other mara, jugg. From there, when you and your DPS mate are ready you gonna use your mobility to place your Awe on healer hardstun someone and burst him down. See, this is why playing bust spec will always be sexier than big bad DOTs. You actually have to think and plan. On the stun immunity for Saber Ward...Will it say immune if someone trys to stun me while i have it up? for the 6 first second, yes. It also work on effect such as pacify (Obfuscate) EDIT on other post: Cloak of carnage so CoP stays active the whole duration more easily I guess, but this is simple enought to have it every time you need it without the utility. Defensive roll because aoe and pvp go hand in hand I know a lot of Mara want to make love all night long with "Refensive Doll" but AOE in itself are actually weak in the current Meta. And 5% internal damage reduction, come on... Expunging Camouflage. Makes the FC much better escape option, try it. Yes, when playing solo. And it make your new defensive mad dash unreliable. I don't take those Saber Ward utilities because they have so little uptime. 100% agreed I suggest trying Annihilation for pvp, you may be surprised by the dmg output in 4.0. DOT spec = Crap, aside from overbuffed sins and sorc. DPS is not important. Killing people is. Anyone can have an amazing damage output in spreading dots on a pack of undying people. Expunging Camo and "Cleansable effects" Is it just snares and roots? or does it include certain dots? Only snares and roots Undying 2m30 CD...
  7. Humm... Are we talking of a Sorc not using his force speed or just step one inch on the side to LOS the flourish of shot spamming sniper??? A Sorc that has no plan to escape? No phase walk, no Bubble??? Unless considering some "1v1" or "I can't do anything else" scenario, Snares have close to zero value in PVP. I do have the same problem with the new utilities distribution. My guess is I'm gonna have 3 masterful utilities and 1 heroic. Probably something like: Heads up/ Lay low/ Reset engagement As for heroic: Hold your ground or Plan B & C with teammates. This is crap since we need to take 3 skillful utilities which are useless for the most part. I do not understand the new pulse screen either... i mean what use would you make to have a force/tech resistance on people that are not there...!!! I mean you just bump them all right... Even considering Resilience or roll it is kind of extemely limited use...
  8. From a PVP perspective. Mastery - irrelevant change. I'm pretty sure set bonus will still be class specific Crit rating - Probably the most important change. I'll wait and see. it might be a nerf to auto-crit spec such as combat though. Power/defense mods - Unless they rework the defense everyone including tanks are going to go for power. Same reasoning for enhancement unless high endurance is specific to "defensive" enhancement. Mostly irrelevant changes to give casual player a hand.
  9. You get 8 rage. But I've never be stunned then knockback.
  10. Yes I do. Inexorable gives you 4 focus with each control, and we get controlled a lot. In team ranked having 30 sec reduction on your CC break is usefull. Not with solo but nothing is better at skillfull level. Cloak of rage gives you 1 focus every 2 second if you get attacked and if your cloak is up. In the end this is not as efficient as inexorable. Clearly Overwhelm is not game breaking, but it is still usefull as it is built into your attack; and force your opponent to do something about it. Maining reach is not that great unless you take the heroic to have the root. I guess it is worth trying to see what fits your playstile more.
  11. Do you wish to focus on team or solo ranked? In any case you need to know that Mara are not the most recommended class for ranled at the moment. 1) For solo you can use any spec, But the best is probably Fury as you have a CC imunity. For team ranked you need to play the spec that fits the overall strategy of your group. Hardswitch or pressure comp. My personnal feeling is that mara are much better for bursting than anything else. So I would recommend playing a hardswitch comp you being Carnage or Fury. 2) Min maxing is pretty simple on a mara. Go full power/surge on all spec as a basic. Then you can mess around with some alacrity or accuracy, as long as you do not go below 70% surge. As an exemple: I plat Fury at the moment. With the spec you sit at 90% surge. So rather than going full surge to be at 92%, I took some accuracy to reduce the chance of miss of concentrated slice and dispatch. As Carnage I reduced my surge to 71% to have 8% alacrity, which was really sweet in combat. 3) You can mix the weaponmaster and challenger pieces as you see fit. So basically avoid any piece that has crit on it. 4) Utilities depends on the environnement. As team ranked you want to have a lot of controls and discussed of it with your mates. for solo you want max survivability. as a base line my utilities are: Skillful: Brazen Inexorable (which does the same thing that cloak of rage only better. I do not understand why people bother with cloak of rage.) Overwhelm (root on ravage, still usefull no matter what people say) Masterfull: (this is crap because most of those are PVP oriented so you need to chose) Relentless (transcendance on 30sec CD, you will not need it more and it allow to use your centering on Zen/berseker only which is great. Even mandatory with Fury) Next you have to choose between Defensive roll, Interceptor, Phantom or Stangulate. Depends on playstill. but Strangulate is nice for team ranked or if you know you have buddies to watch you over. Interceptor is a just a slow but built into your rotation. it works very smoothly on Sorc who had just sprint. A lot of people say Defensive roll is a godly utility. Well i'm not among them. -30% on AOE is nice but AOE are not that powerfull anymore. And -5% on internal damage is just 5%. Not a big deal. Phantom is great to break focus, mitigate incoming damage (50% damage reduction on the CD), retreat or waiting for an ennemy CD to end. (Resilience as an exemple) Heroic: Unbound is godly, take it nomatter which spec you choose. Undiying as a base line. Blood ward for solo queue
  12. That's silly! I'll rather drop my second lighsaber than droping force camo!
  13. Hello guys, I'll give you my two sents as I do main sentinel exclusively in PVP environnement. While it might be true that you grimped your DPS if you are not using your MS with precision, it is NOT important. In PVE you are looking for DPS. Meaning high sustain damage per second. However with PVP you want reliable high SPIKE of DPS = BURST. You can do 400 DPS and still do your job. As long as you are able to pull off more than 20 to 30k Damage in 1 GCD. Having those spikes as often as possible is where skill lies in PVP, which will ultimately increase your DPS, as a consequence. You want to kill people reliably not having a big number to show off in the end. This is why we are playing Carnage or Fury as main spec for PVP. The point is Master strike is NOT a reliable skill in PVP environnement. Even with the root on it everyone can slip out of your MS. (Force speed, hydrolic override, stuns, bump, dodge, teleport, vanish, someone else interfering...) Dispatch and Blast are reliable abilities because they are instant, so they should be prioratize in relation to MS. Furthermore under ZEN you can fit into pecision another ability like Masacre (Rep name is not coming back to my mind) and spam it for 1 focus under Zen which ultimately does way more burst than the MS + blast. In conclusion in PVE you probably want to MS with precision. In PVP you just do NOT. MS is much more valuable as bait to make a sorcerer speed. then you jump on him an use the real weapon of the spec Blast + Dispatch. It's coming faster, it is reliable, you can be bump and still pull it off. It is an overall better more flexible combination, period.
  14. Hi all, So I was dueling a vengenace Jugg on my infiltration shadow, and when it got bad for him He pop enraged defense and saber reflect. So I vanish and mass taunt... it appears that the mass taunt now unstealth you. So I basically screwed myself and got destroyed... Did you know they would change this?? What's the point?
  15. Dear bioware Pvp community, Were you wondering where the PvP was last night on TOFN? It was not on Denova, Huttball, Civil war Voidstar or Arenas. The PvP was on Yavin 4!! Please find below the stream of a PvP night, initiate by the Dog’z and the empire player Shigere. http://secure.twitch.tv/selectdogz/b/626493698 The party started around 3hour 15 min of stream, and shines until around 4h20min. Thanks for all PvPer who took part into the evening. Do not hesitate to share comments and enjoy the video! Peace PS: comments are in french.
  16. Cher Bioware et communauté PvP, Vous êtes vous demander où était le PvP sur TOFN la nuit dernière? Il n’était pas sur Denova, Huttball, Guerre civile, étoile du néant ou dans les Arènes. Le Pvp était sur Yavin 4 !! Veuillez trouver ci-joint le twitch de cette nuit de folie à l’initiative des Dog’z et du joueur impérial Shigere. http://secure.twitch.tv/selectdogz/b/626493698 La fête commence après 3 heures 15 de vidéo et se termine vers 4h20. N'hésitez pas à commenter et profiter la vidéo. Peace
  17. To be honest, i don't even see the point to go ranked anymore. The best team seems to be 4 hatred assassins or 3 hatred 1 healer. No strat. No mind game. No tank required. Just farming pretty much like solo Q. But maybe the casual atmosphere will encourage people to go ranked. so good luck.
  18. Did then get a resistance or something? Thanks
  19. The title is misleadding on purpose. I knew people would say "this guy is insane!!", and come to read what I have to say. I think that Serenity/Hatred Sin are OP in the current metagame, but get rid of the dot spreading and it will be barely good. No matter that we (because I main shadow infiltration) got the vanish + heal to full or 12 sec immunity to stun on deflection. maybe some adjustement needs to be made like the 12 second immunity, but IMO the dot spreading is the main issue ATM.
  20. The main issue is that Bioware has done two major errors: 1) Dot spreading. 2) Uncleansable DOT. I am not in the mood to write a text-wall of explanations, but I am sure you can all see the benefit to just remove the "dot spreading mechanics" to all dot's spec. No dot spreading = nomore heavy pressure from stacked Sin. In 4v4 no team would win by simply got 4 Sin or 3 sin+healer. So 4v4 issue check In solo Q no AOE pressure = a significant bump to the survivability of everyone. So the combo vanish + heal to full of assassin becomes more a liability to the rest of the team that has to fight 3v4 opponents which have not burned their DCD as fast. Solo Q check 8 man, the spec will pretty much go back to were it was. Decent but not great. Now Vengeance Jugg, Hatred Sorc, annihilation Mara, Lethality Sniper/Operative, and Pyro merc/PT would be tuned down aswell, but Jugg and Sorc needs it (for the same reason). And the other needs survivabilities buffs not DPS. On the whole I think we would have a much better balance by simply removing the DOT spreading mechanic. Peace!
  21. Hi fellow sentinel / marauder. Hard time for us in WZ now. Sentinel is not my main, but I do enjoy playing it a lot, so I would like to ask a couple of questions to more experienced player than myself to try to fair better in WZ. Please avoid answer such as reroll assassin, PT,.... 1) What is you opinion on the most potent spec for WZ? 2) What utilities do you use? 3) Min-maxing? Still full power surge with 105% tech accuracy? 4) what about alacrity? We have so much on the exhumed gear. This is my current setup as a Combat / Carnage Sentinel (mostly exhumed some augment missing): 1) Melee damage: 1016 2) Force accuracy: 104,26% 3) Critical chance: 20,38% 4) Surge: 70,12% 5) Alacrity: 5,07% 6) Utilities: Defensive form/ Debilitation/ Defiance Defensive roll / Force fade Fleetfooted / Enduring What do you think? Thanks
  22. Interesting thread! One that makes me assume I’m not the only guy, who develops an intense hatred for the 3.0 Sorc. They are easy to play, pain in the arse to kill, have almost all the tools the game has to offer at their disposal and pull out indecent damage… But anyway, back to the topic. (if you want to jump to conclusion, see 4.) First thing, it’s pretty rare to find a Sorc all alone out there. Those parasites are used to live and reproduce spamming their two abilities at 30 meter range behind a strong first line of brave men, near a healer and a LOS object. So… if you wandered against a lone Sorcerer, assume he has geared his character accordingly. Meaning he has taken ALL the tools to deal with his biggest threat: the robust close-quarter DPS. He is madness, he has root on overload, stun bubble, force speed root immunity, moving cast… to cut short all the nasty business. So how to take him down 1V1? 1 ) No ranged DPS. A smart Sorc will be close to a LOS spot. He will DOT you, HIDE, HEAL, take a cup of coffee, rinse and repeat. If you are a DPS that can heal like a Merc you can do it but it will take a LOONNNNNNGGG time. This is not an acceptable solution to destroy the **cking King of WZ. If you are a DOT range but can’t heal, you are screwed. If you are a Burst range that can’t heal you’re screwed even more, unless you caught him in a wide opened-space without LOS object, which means you can kill this guy with a smuggler. Joking… but you get the idea. 2) Juggernaut and Operative To me this is kind of the fifty / fifty, surrounding’s dependant match up. Sure they do enough damage, but the Sorc still have much tool to kite and DOT you to death. The root beaker on the operative is good but works only on activation (45 sec cooldown), the stun bubble will break the initial pressure; and play an operative DPS in WZ is a much higher skill cap than what you actually need (to take down the Sorc). The Jugg is a major threat to the Sorcerer but he can’t pressure enough to prevent the coward to fly off to call for help. Assuming there you are Vengeance. If you play Rage you got the burst but can’t reach your target. As said before he can kite all day long one finger in the nose, one finger in the ***. 3) Assassin Assassins are definitely good to kill Sorc, but you have to gear utilities specifically for the task and take him alone (as explain before it never happens). Taking all immunity control, purges and be hatred yourself. And even then, very good Sorc can defend themselves. However, … 4) In my opinion the best solution is by far, the Vanguard. Tactic or Plasma is not a big deal as you don’t need to pull out massive burst to kill a Sorc, only destroying his options, and Plasma has the bonus of damage reduction on DOTs. With Vanguards you fight from 10m range, which means you will never be messed up by the bubble. You slow them for 50% on your basic Ion pulse. He will try to root you, you don’t care either. “Hold the line” gives you 75% bonus speed and immunity on roots for 10sec (when specced). If this is not enough to take him down, let him speed away. Once he is tired running grap him back (spec to have a 3 sec roots on this aswell). After all that, make him hit your stun, then your 2 sec stun. If he is still alive, man you’ve messed up somewhere, but guess what your “hold the line” is right back. Assuming the worst case scenario: he puts all DOT’s and hides in his bubble. If he does this maneuver despite the ruthless pressure that you can pull off with Vanguard he is better than the average Sorc (or you are lower than the average Vanguard). But still, as a Vanguard you can take it, /dance when he bubble (make him feel you are not going anywhere). Then pop your adrenaline rush and unleash Hell when he gets out. Keep DPSing, kill him, clean your heavy trooper boots on his face and go **** the next one. As a matter of fact, I have though many times since 3.0 launches to make a whole pack of Vanguards with my mates to wipe out all those Sorcerer from WZs. Problem is, when those parasites pack up, it is a different story…
  23. Yes you forgot that I play every other class and specs, including madness. You do forget that while I play lethality, madness, Assault or Surveillance; I just don’t understand why people asking more buffs. First, thanks for your argued answer. Now down to the subject. 1) I’m pretty sure they meant that the dispel of non healer will work on CC as well. And even if I agree about your argument on 8vs8, good team will make use of this in arena and this will break the hard switch tactic unless you do it so perfectly that no one has a chance to react. 2) What I meant is that from day one, Tanks can’t rely on their defensive stats. They are more and more a target of choice in arena and 8 men and simply do not have the tools to defend themselves. For internal/elemental damage I did not make any math to precisely know what should be shieldable or not. But let’s take a few exemples: Powertech does pretty much only elemental damage, same for all the Dots, the smash, Blade storm, Force in Balance all this goes right through everything (and much more). Am I the only one to find this weird? 3) Same idea. 4) I think sentinel should not be as resilient as guardian/juggernaut. But using a Cd should give you only edge in battle, no backslach. 5) I would love to think this is not the way it is done… To be honest I don’t mind that Dots are uncleansable. Sniper & Powertech that already does amazing damage will do a little more. My main concern is about the hardstun. If I follow you reasoning you want to buff the spec that already does the most damage: the dot spec. And at the same time weakening the other that already does less overall damage. That is called unbalance. Scoundrel doesn't need a damage buff. Furthermore this would be a buff to dirty figting and Sniper just does that 100 times better than scoundrel.
  24. Disclaimer: • My point of view is PVP based. • Those are all my opinion. • I’m not use of claims on forum, but I hope that Bioware would read this and at least explain their decision if they decide to maintain their changes. Key points summary: 1. The cleanse changes are wrong. 2. Tanking stats needs to be buffed. 3. Do not come back to the old focus spec. 4. Redesign “guarded by the Force/undying rage”. 5. The scoundrel’s DPS survivability still needs to be buffed, since 1. something. Reasoning: 1. The DOT spec has always been the one that deals the most overall damage! Just look at the overall DPS of Madness Sorcerer and Lethality sniper (even though the DOTS of a Sniper can still be cleansed!). The cleanse should limit the ability of those spec to do sustained damage. This kind of spec is supposed to be a support DPS class that weakens the enemy team in order for the bursty class to make the kill. We are kind of used to the fact that Bioware is making all the DOT’s uncleansable, even though a lot of the people I know just don’t understand the concept. However making cleanse working against hard stuns is a nonsense to me. Skillful player tend to use team effort and coordination of CCs to create the necessary time frame of burst to overwhelm an enemy team. This is making for a dynamic and skillful game play in PVP, which I personally love. With those changes about cleanses, DOTS and CCs you actively encourage player to boringly sits at 30 meter range and Dot’s everyone to death, especially the Tank. This is where I translate to the second key point, the failing of defensive stats. 2. Now, Tanks are already suffering of tank tunneling strategies, which you are going to encourage with the 3.0 changes to cleanse. All those uncleansable dot’s are internal or elemental damage that simply goes through all the protections (defense and absorbption) of the tanks. Since day one, Tanks needs to gear toward the highest possible amount of Endurance because of the failing of secondary stats. Since you are powering up the dot’s (uncleansable, dots tics faster through alacrity, no pushback, maybe critical rating potency increases and the like that goes thought shield as well) and at the same time weakening the skillful method of hard switching, you are effectively making the Tank the primary target in arena and 8-men. The Tank has never be the undying wall that he should be, and is effectively becoming the easiest target to kill in PVP!!! This is much easier to just focus the Tank to death with damage that he and his team just can’t mitigate rather than team working to control and properly hard switching the opponent. Right now the Tank is only collapsing a little less quickly than a DPS. The Tank basically has just 10k more health on average, with close to useless secondary stats. 3. The Focus spec was the only spec that was completely unbalanced before his nerf. It was the only spec that could hurt a whole teams for 10k on a roughly 10 second basis. Focus spec was the spec that can do sustain and burst not on one target but everyone at the same time. People will complain that a lot of other spec do a lot of damage, but those are singled target which can be handle by a healer. The Smasher as it was before was overwhelming and healer could not handle there damaged on the whole teams. Furthermore since the spec was OP, everyone was playing it making the teams with the more smasher wining every time. As it is now, the focus spec is still very potent and does still have an amazing output; but this is manageable for good healer. In short the spec is balanced. As a last argument I would like to point out that the juggernaut smasher is the most represented class in solo-queue arena at the moment, which does say something; They are hard to kill and overwhelming without the proper support of your team. 4. The “guarded by the Force/Undying Rage” defensive cooldown has gone to a lovely panic button, life saver CD, to the “Oh crap I guess I have to use the screwed by the Force CD”. “Guarded by the Force” is the only CD in the game that backstabs his user, this is the only CD that has this feeling while using of “I’m screwed anyway!” While we are using it we must constantly look at the timer to use the medpack right when the CD ends, in order to get full benefits of it. This means that during the whole CD we are not or at least less DPSing. And this is a perfect time to CC & kill us since we get 50% of life riped off by the “defensive” cooldown. You might argue that this is the same with endure pain of the Juggernaut, but no they can be healed to full while they using their cooldown. Why should healer bother healing a sentinel up knowing that he is going to lose 50% of his health at the end of the cooldown? A sentinel that is using “guarded by the Force” is now basically doomed, unless he flies away or receive massive team support. 5. Scoundrel DPS despite the fact of being a melee class has the weakest set of defensive cooldown in the game. The changes on CCs are going to weaken further more his position. The only team oriented skills of a scoundrel DPS is his Flash grenade and the 30sec cooldown hardstun, which will be cleansable. There was simply no valid argument to explain the takedown removal on the opening. We are supposed to be a dueling class, but assassin/shadow simply do everything we do only better. They do equal damage, have much more survivability, much more team utilities (taunt, bump, low slash). They even easily beat us on the run away move with the phase walk and a more secure resilience/vanish combo. On the top of that when a scoundrel is dueling an assassin he can only open from behind while the assassin can open from the front… But this is when we are caught in big scales combat that we prove our complete uselessness. Everyone knows the scoundrel DPS is the ultimate glass canon so we get focused and destroyed in seconds after we opened. Shield probe and dodge being near useless. In short our DPS is good, but we desperately need survivability buffs. As proof of our flaws, I think Bioware should just count how many Scoundrel/agent DPS they see by playing 2 hour a day for a whole week of BGs. My opinion in short: • Going back to the day one cleanse, which was much better balanced. • In any case, the cleanse should never be able to free a Hardstun target. • Shield should work on any kind of damage. Internal and Elemental included. • % of Defense should be bump easily at the same % than the critical of DPS, to really make any difference. • Focus spec should remain as it is. • Guarded by the Force should go back to health sacrifice at the beginning, or at least keep memory of your health at the activation of the cooldown and ripe 50% of that at the end of the cooldown. • Making shield prob reduce damage taken for the whole duration, rather than disappear after taking 5K damage. Make Dodge similar to Resilience. Allow scoundrel to open from the front somehow, or buff your stealth in comparison to shadows. Give us back our takedown. Make the stealth buff (hide) to also break roots and give immunity against them. Maybe adding an unique teamwork ability like a AOE mezz on our vanish, or kind of a smoke screen defensive cooldown to actually makes the scrapper/dirty fighting more appealing as a DPS buddy in PVP.
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