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Rotm

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Everything posted by Rotm

  1. This just seems like a misunderstanding of the original point to me. Its not in regards to 1v1 but rather builds without Effusion will run oof after spamming for a couple minutes. Its happened to me often in voidstar or while surviving 2+ repawn waves at an alderaan turret battle. Especially if I had to deliverence spam someone at some point. As it applies to damage I don't see how anyone is killing anyone consistently in under 10 seconds and I think everyone agrees weaken mind is tab target proc filler for both builds since its outperformed by a 2 tick TK channel for the gcd, but you will gain damage by going from 18 to 28 balance theres no getting around that. Also there is point waste in 20+ tk hybrid builds as well either in tier 2 or with inner strength. A heavy balance build will at least get more out of maxing tier 1.
  2. In my experience gunslinger works more like that then assault vanguard. Also I barely even use stuns when I know I will need them to interrupt and what do they have to do with burst anyway.
  3. Assault vanguard has like no utility. Really the only thing keeping me from being more than a body with damage skills is pooning some dude into a firepit once a minute. Also hitting a dry spell on impact bolt and running my clip dry spamming 1k ion pulses is fun. On an aside the resource regen gates are a novel but ultimately pointless and anti fun mechanic.
  4. Every fotm lvl 20 reroll commando alt does the same thing the first time they que up a voidstar. 200k and hitting for 1200 isn't impressive or overpowered. Spiking 3k, 3k, and another crit demo round on top might be with full 500 but thats a gear problem.
  5. 0/20/21 looks about perfect too me. I just wish Blackout was in tier 2 instead of 3. Tier 3 is overcrowded with good must haves and tier 2 is pretty lackluster outside of tk defense. Also OP all I do is pvp pretty much and I doubt I could ever play this class without FIB, Containment, and POM after playing with them. I also much perfer the playstyle of using TK throw as the main attack over Disturbance. Not that I couldn't adapt to the playstyle of a quick cast main nuke, but I don't see the damage payoff that I should expect to see from it. Quite the opposite actually since it underperforms compared to the channel in my experience. Another thing, I don't like the idea of taking a 5 point talent tax on reverb to essentially buff one skill since the increase is pre-balanced into turbulences damage. That seems a little much to boost tk wave that is only going to be used on instant procs from the inferior tidal force and the whole turret and chain weak disturbances goes against my kite spike with Turbulence > Project > Tk Throw with PP > kite vision of most of what I'd be doing with the spec.
  6. I don't care for Ion pulse which all specs will use 100 million times. I don't understand how when they put together the conceptual meeting for troopers they came up with ten meter tazer spam and grav rounds. Troopers shoot blasters the main attacks for both ACs should be blaster fire. Even a shotgun I could deal with better for the guns in melee idea but the lighting is just out of left park.
  7. It would make more sense if vanguard were riot trooper. Maybe then the tazer gun and havoc squad putting down rebels and freedom fighters all day would fit better and go along more smoothly with the capture over kill theme of the bounty hunter.
  8. Everything in star wars is based on something from real life. Part of the reason for its success was that is was more realistic than previous sci-fi. For all we know battleships, tanks, guns etc will be as meaningless in such a world as cavalry in WWII. Really it is minor, but its just another layer on top of the vanguards/commando overall ascetic goofiness that comes from being based(poorly) on bounty hunters.
  9. I would assume hutball and voidstar add to the problem. Hutball expecially is like the reverse idea of a map thats a giant funnel for melee. It belongs in some fps game like quake 3 arena not an mmo.
  10. sorc/sage have a ranged instant snare dd thats independant of tk throw/lightning.
  11. The amount of control on the Sage probably makes it a negative value to try and target them in group settings over other dps. For instance I run into a fight target the sorc and have to burn through pre shield plus reshield, I need to harpoon to counter either KB+root or speed, and I only have one CC break to deal with stun and lift. Sage/Sorc has a lot more tools to deal with people in small scale 2v2 or 3v3 like you see at Alderaan turrets than other classes. I haven't had to kill a good one with guard and heals yet. I imagine it would be almost impossible considering how rarely my alt dies. They are the ultimate self sufficient class that also gains value in group situations. Where as mercs can be rendered useless if a competent player targets them. I'm not sure about nerfs, but I don't think they actually need the 4 sec insta stun they get. That would do something to re-establish the value of stun since its been pretty diluted in this game where everyone has one so they throw them around like candy.
  12. I have a bigger problem with getting stunned/rooted 3 times in ten seconds.
  13. Arsenal isn't even the spike spec. Pyro can land Thermal Detonator, Power Shot, and Rail Shot all at the same instant with the potential to do even more with a CGC proc. Tracer is just easy to use and so its over used.
  14. Mercs give the group nothing but spike damage on controlled targets and only then when they are free from pressure. A lot of other classes can do the same without the mercs disadvantages. Even in 1vs1 situations a jedi knight, sorc, vanguard etc can completely lock out tracer for 10-15-20 sec+ Elemental shamans worked similarly in wow vanilla and BC with high spike damage on 1.5 sec cast nukes. That class was very powerful in warzones and open world pvp but it failed hard in organized group vs group because the class was largely useless when focus fired. Even then Shamans had more utility then a merc imo with spammable interrupt, snare, purge plus it didn't suffer the tor merc fast resource depletion and had a much better heal. Tor merc is just overplayed and has a low skill floor.
  15. Good idea OP lets nerf sorc/sage into uselessness like daoc smite clerics. Also Sorc like wow rogue and tor operative are a class scrubs can do well with and great players do great with. In my experience most other classes excel to a similar degree with a good player behind them.
  16. Does mental scarring effect TK Throw? Also about TK Spec they would have to add disturbance to reverb as well as changing tremors into tk momentum makes next mind crush instant to interest me in giving up containment, pom, and fib. Even then I'd still only be willing to consider it. I've also heard psychic suffusion does nothing for tk wave? That should change as well.
  17. That merc video is supposed to be impressive? He gets dumped on at the 5 min mark like hes useless.
  18. I'd rather not bring the other shadow specs into it as they achieve other things, have their own problems and are less directly comparable. For the shared tree over a sage all you get for all you lose is DS with the crit bonus and from playing my alt, granted sub 50, I don't think it edges having range, and being able to use Project every cooldown, vastly expanded force pool etc. The whole point of the tree doesn't fit with the Shadow I think is my main gripe. Its weak ranged dots for a melee class and yet it mysteriously only has two talents that actually buff the two base dots, one of which seems broken. Also I suspect using Weaken Mind isn't even worth the GCD on a Sage over even two of the four ticks of a TK throw alone so I really doubt its worth anything on a shadow. I would much rather a tree like the Trooper Assault spec to bridge the gap between a melee/range hybrid. Btw I also think their whole execution of the dot concept is failing for both ACs as shown by Sages specing balance for burst with few opting for the 31 pt talent and the Shadows who do so are mostly only for utility of having an extra ranged CC. Really I almost have to call into question the entire shared tree concept itself since it seems like the only class that actually specs into it is the Jedi Knight, the class whose two brances are funtionally almost identical.
  19. Whats the point of balance shadow over a same spec sage. The only melee attack you have is weak double strike.
  20. Healing is really inefficient where dps spells won't even move your force bar. Often if I try and spam heal someone dropping to a marauder/op I'd be a better help to my team if I just dps the guy down and roll the dice with the targets life because I'll be oom and useless otherwise. Also a 2.5 sec cast time even talented is rotten in pvp and benevolence sucks. Deliverence is only useable during a lift/stun/root or after LoSing and feels very weak without saving the crit cool to get a twin crit double cast. Tier 5 of the healing tree is chock full of filler talents. 2% crit and a useless snare for 4 points. Really most of the healing talents are trash imo and you end up spending at least 17 points just to make heals efficient enough to actually use.
  21. Disturbance being suck gets at the heart of this issue imo.
  22. still looking for moddable pants, would suffer the expertise loss when I get there if I had some.
  23. Vanguard is faceroll really. I find sage to be the most compelling so far. Having to choose when to kite, stun, interrupt, burst etc while balancing shield and heals on allies requires a lot of twitch and situational awareness. Playing some of the other classes feel like slow motion in warzones afterwards.
  24. 95% of droolers focus fire knights anyway
  25. I think theres something wrong with bolster. Seems like 50s with gear are hitting far harder then 10% or less from expertise, and as I myself have leveled fighting the high teens and 20s players feels like a joke. Taking my 20 alt commando into a wz for instance I get around 1.2k charged bolt shots while every hit off a geared merc on me with tracer is 2.5k with a 6k+ burst in one gcd with tracer+heatseeker. Even his rocket punch was hitting for 2.6k.
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