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ROMUBOTHUGORUGOR

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Everything posted by ROMUBOTHUGORUGOR

  1. If you tried Juggernaut you would also be stuck with Quinn. But what's worst is that you don't lay out enough damage like a Marauder.
  2. How would anyone make the conclusion marauders are overpowered if they didn't try out the other classes? The fact of the matter is other people have tried other classes and have come to the conclusion that marauders are neither overpowered nor underpowered. Marauders are not squishy or underpowered. You just haven't tried other classes. People that cry nerf without any valid argument are people that get rolled in PvP and never try to examine other classes by playing them through.
  3. So what's a good build for PvP?
  4. Is that God of War Star Wars? Wah wah wah, you lost against a DPS Juggernaut? Pathetic.
  5. You guys serious? Try a Juggernaut/Guardian and find how useless they are and how their heavy armor means nothing. Try and Sniper/Gunslinger to find melee up on your *** the whole time. Sniper/Gunslinger has one oh shi- button and it only lasts 3 seconds.... 3 *********** seconds.
  6. Try a Sniper to a certain level then come back and see if Marauder is weak or not.
  7. I thought Vengeance was intended to be used for tanking as a means to deliver more threat over survivability and put out some damage in the process.
  8. Two words for how to PvP as Marauders that can't follow their targets. Obliterate and Force Crush. Marauders do ridiculous damage, Juggernauts have solid survivability. Hmmm they should group up to complement each other. To say they're not self-sufficient... people want them to be homogenized? Make Juggernaut reach a standard of survivability and damage that is the exact same as Marauders? That kind of destroys the line that differentiates the Juggernaut from the Marauder. If you compare those two with the Assassin. Juggernauts have better survivability than assassin, Marauders do more damage than an Assassin. In other words Assassins have balanced damage and survivability but does not excel in either.
  9. Because some people are trollophobic. They're worried saying anything will put them in a flame war.
  10. Trooper/Bounty Hunter. You can really abuse your enemies with tons of firepower at a time. Before they get back up you're putting mortars in their faces.
  11. Biggest issue everyone will face is having to find a healer. For this reason tanking and healing companions could receive a little buff or ways to improve your tanking/healing companions through gear/presence could be updated a bit.
  12. Assassins are due for a Dark Charge buff. I'd say try about 170-220% armor increase or so and maybe 6-8% damage reduction overall.
  13. I'm sure it's because people think a tank needs to be melee. Which is ironic when the term tank comes from a heavily armored vehicle that has a cannon that can be fired a mile away.
  14. What this says is Snipers need a buff. The lowest on the scale are snipers.
  15. Cloak of Pain is good enough. Saber Ward doesn't need a buff 50%/25% reduction is plenty.
  16. Marauder isn't the weakest it just got the biggest fanbase.
  17. I would trade heavy armor for 20% damage reduction that lasts 30 seconds with a 1 min cooldown and medium armor. Juggernaut aside which I decided to leave on the shelf for now. Assassins have to dps in melee in light armor... with no 20% damage reduction. So the only way they can survive is use Dark Charge... but that really collected threat when they're not the main tank.
  18. Far as I could see the Guard/Jugg needs to do more melee damage than the Vanguard/Powertech. It's kind of an insult that they can't do that much damage in melee... where they're supposed to dominate.
  19. My biggest gripe with my Sniper is that I have yet to have gotten my second companion and I'm in Alderaan now (I don't count the droid as a companion). So it's been Kaliyo the whole freaking time.
  20. Coming from a Juggernaut, after I begin a new character and made him a Sentinel I got this ability from the get go called Rebuke. The Empire version is the Cloak of Pain but has anyone ever felt this ability might be just too good? 20% damage reduction against all attacks and lasts as long as 30 seconds, that's half it's cooldown time. And it's not like Sentinels/Marauders don't get Saber Ward which is a 50%/25% damage reduction ability. In PvP it would be even better to be a Sentinel/Marauder due to the fact that armor is not that important but damage reduction against all types of damage is more important. And let's not forget Sentinel/Marauder does more damage than Juggernaut/Guardian. My Sentinel goes through enemies alone and comes out with at least 80% of his health still intact without a healing companion. On one side he kills fast enough to not take too much damage and that 20% damage reduction prevents him from losing too much health. Sometimes in Flashpoints/Heroics my Assassin (Dark Charge) and Juggernaut take more damage than the Marauders.
  21. If you're trying to finish 3 to 4 planet missions skipping out on all story in one sitting you're playing the wrong game.
  22. Isn't species and races different in that species are populations of organisms that can't produce offspring together but different races can produce offspring together? How is it that they have children? I know this is space and all and highly unlikely the Chiss, Twi'lek are humans that went to other planets but different races but my mind is befuzzled. It's like if I met any lifeform in outer space, a space octopus or a talking half elephant half wolf thing we could mate with them and have children.
  23. I'm sure I had some but I vendored them thinking I couldn't upgrade them and replaced with a different orange chest piece. But with plating/enhancements they were possible. Is the Black Talon one a robe?
  24. People tend to leave taunt on their tank companions, they might have them out to tank as well, if you don't want them to do that ask them to turn taunt off their companions and put them in a dps role. A smart dps would not taunt a target off of the tank for any reason whatsoever. If they had added threat into this game which I think they did, it's more of an invisible stat that you build up among the enemies. Mind you aggro and threat are two different things. Aggro means that the target's attention is on a particular target, threat is the potential to draw attention. Taunting will completely override threat meters and will take aggro regardless of how much threat you built up. If my memory serves me right in other games taunting usually duplicates the threat levels of the one with the highest to the taunter. Here's an example it would be like this. These numbers are nothing but measures not the actual numbers in the game. 1. Tank built 500 threat on the target, a dps built 200 threat on the same target. 2. DPS taunts the target. Now the dps has 500 threat as well. Tank still has 500 threat. And the enemy is now attacking the dps. Over time the dps will drop back to 200 threat. 3. Tank taunts the target back. He has 500 threat on the target the dps continues to have 200 threat on the target. These numbers will always fluctuate, the dps can get the same threat level as the tank through a taunt but his threat level will decline eventually as long as he avoids using threat gaining abilities and the tank continues to perform threat gaining abilities. So what's the point of threat? In case nobody did taunt (and most smart tanks leave their taunts as an emergency backup), the tank, dps and healer will be building threat but as long as the tank has most threat he will keep enemies on him as long as nobody is taunting.
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