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MrFosters

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  1. Regardless of Dual specc systems, as a dedicated player I respecc for whenever we raid, and when I just chill and PvP. So in theory that's about 2 times a day. I believe the 6th respecc is 98k something. A respecc shouldn't cost that much, there isn't an MMO I've ever played that's had such a stupid mechanic like the respecc system that ToR is running with right now, the prices are are to much.
  2. Yes tank assassins going for a bruiser like sustained type of damage, I see what your mean and you are right, but saying that they are the same threat like vanguards / powertechs in my eyes, yes they are deadly I'll give you that. But better balanced and easier to control
  3. Well removing the rage cost on various abilities makes it way easier to use damage abilities doesn't it, and having vicious throw useable at 30% instead of 20 I'm now whinning cause OH MY CLASS IS KILLING ME MOST BE OP. The double lightsaber classes are making cheese out of everything. Mercenaries, Sorceres, Snipers, Assassins, Juggernauts... They are currently too powerful. Really? Shadow's and Assassins seems fairly and well balanced after the death of hybrid speccs. I mean, their shroud of force negates Tech and Force attacks, but not weapon damage.
  4. So here's yeh olde whine thread! So 1.2 launched, and I'm sure we've all had our fun with it. Especially sentinel's and their empire counterpart Marauders. Its a classic problem, and my all of my thoughts about the current sate of the double lightsaber class So what is the problem with the current most powerful assassin class? Simple, it's got way to many tricks up its sleeve. Lets sum up some of the fun things and cool downs classes have for the lol's! Marrauders. Saber Ward = Instant Cool down 3 minutes Raises a lightsaber ward, increasing melee and ranged defences by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 1 second. Situational, and perhaps a little underpowered considering how useful it can be Intimidating Roar = Instant Cool down: 1 minute Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids. Group CC with a 6 sec duration with a 1 minute cool down. This used to cost something to use, now it doesn't.... What's the point of a rage resource if they don't even have to use rage. Cloak of Pain = Instant Cool down 1 minute Reduces all damage taken by 20% and deals 134 energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. Handy, and with a 30 seconds possible duration it's great isn't it, best part? 1 minute cool down. Predation Instant Cool down 1 second Requires and converts 30 stacks of Fury to issue Predation to you and your party, increasing movement speed by 50% and melee and ranged defence by 10%. Lasts 10 seconds. Handy group buff buff, costing fury though. Obfuscate Instant Cool down: 1 minute Range: 4m Obscures the target's vision, reducing its melee and ranged accuracy by 90% for 6 seconds. Cannot be used on Operation bosses. This ability does not respect the global cool down. So lets shut down an enemy's dps so he can't hit for ****, used to have a rage cost doesn't any more.... Force Camouflage Instant Cool down: 45 seconds Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, and increasing movement speed by 30%. Lasts 4 seconds. Dealing direct damage ends the effect prematurely. Disappearing out of sight for a second to end preventing a guy from finishing his cast, sneaking up on a guy and then force leap to him when knocked down only to have a lot of resolve so that if he used a stun you'd have full resolve. Its nice, its good for fleeing, its great for attacking, and with only a 45 sec cool down its loved. Undying Rage Instant Cooldown: 1 minute,30 seconds Spends 50% of current health to grant 99% damage reduction for 5 seconds. And here we have it, the haha ability rendering the dual lightsaber class practically immortal for 5 seconds reducing damage by a whopping 99% with only 1 min and 30 sec cool down you are VERY likely to win. This is a last stand skill, people are healing when this one is used only for them to laugh and spit in your face, they will win 3/4 if they get a heal while they where low during this. Bloodthirst Instant Cool down: 5 minutes Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds. Again its a buff costing your 30 stacks of fury, but considering not only will you deal 15 % more, you will also get healed for 15% more. It's got very balanced skill and I have problem with it, in my opinion the cool down should be reduced to 4 minutes instead of 5 Frenzy Instant Cool down: 3 minutes Enters a furious frenzy, immediately building 30 stacks of Fury. Fancy thing, great for starting the game with giving your team-mates the speed buff. And lastly Gore Instant Cool down: 15 seconds Rage: 3 Range: 4m Gores the target for 1135 - 1387 weapon damage and grants Gore for 6 seconds, which increases armour penetration by 100%. Requires two lightsabers. What. The. ****. 6 seconds of 100% amour penetration usable every 15 seconds!? I know this is carnage tree but the fact remains, it needs a lower amour penetration. So, here we have the bread and butter of Marauders, now as a Mercenary I've got nothing that can compare in terms of usefulness. The current state of the marauders and sentinels are, they are the most powerful duellist, and really, their cool downs are spam-able, there's nothing real besides the buffs costing 30 fury that is longer than 1 min and 30 seconds. This class as the most toys to play with, as force charge interrupts casts, as they also have a interrupt themselves, they can reduce accuracy with 90%, the only thing to compare that with is the diversion of marksman snipers reducing accuracy with 45% and preventing targets from going into cover. Disruption no longer costs Rage to activate. They simply have to much rage to use on damage than to save something for interrupt an ability And the burst, the burst of sentinels is to high, and after the vicious throw going up to 30% from 20% that gave them a higher burst too. Marauders doesn't have to use rage for anything else than damaging now, its simply attacking, using your short cool downs constantly and slapping ****. So having made all this clear I think I can justify my rant. Give them the rage costs back on the abilities they were removed from, Intimidating roar and Disruption needs to have a rage costs so players just don't rofl stomp. Cloak of pain needs a higher cool down, add 30 seconds or 1 minute to it making it a 1:30-2 minute cool down, the duration of the ability fine as it is. Force Camouflage needs a little higher cool down, adding 15 seconds to it isn't a lot. Undying rage needs to have a weakness, you give up half your current health for godmode? At least make it so they receive 50% less healing while in that state. Gore in the carnage tree increasing armour penetration by 100% for 6 seconds IN A 15 SECONDS COOL DOWN!? What's the point of having armour then. 6 seconds is to much, if you use that on a ball carier, or any priority target it gets *****, how strong is this just in PvE too? I get it should shred a percentage of armour but this is retarded. I suggest you rebalance the value to 30-40%
  5. Just wow mate, just wow. Clearly you haven't played your class for long have you?
  6. Wouldn't creating Illum instances just make it easier? Have a que up for an Illum instance contain like 100 Imp, and 100 Rep per instance? Shouldn't be to hard to set up, and would make it a lot easier to actually fight Illum instead of having a million players run wild at the same location causing major lags and fps loss.
  7. Just Because of a few grammatical errors you disregard me? Pft.
  8. 3-5 k a healing scan sounds pretty redundant as a the Merc isn't specced into bodyguard but Arsenal instead. rapid healing scan is doing is barely 1,8-2k.. Where a Councillor can out do you with his shield and a single heal in comparison when he's damage specc.
  9. Pretty much what I'm feeling in PvP. I'll agree with everything you've said. Give Jetpack jump anyone?
  10. Much appreciated. This just makes me all exited to hit lvl 50.
  11. That is some advice to consider. Thank you for that, Just wished they'd get slowed while one had knocked them back >___> Now I have quite a hard time believing that based on my current PvP experiences, then again I'm just in my learning phase. Wish there were some who'd show how to do it correctly then :x
  12. THIS IS NOT A NERF NAO OR BUFF NAO THREAD! These are basicly just my current thoughts of the mercenary and its weakness. As Almost all mercenaries do they play it up the Arsenal tree. Using Tracer missile as their main source of DPS they'll spam the target with heat signatures lowering their armour rating by 4% stacking up to 5 times, but can be talented to 6 times, stripping an enemy of 20-24% of their armour making a great side line supporter as it'll also deal QUITE a load of damage. Your bread and butter basicly. However as some people fail to notice building up your heat signatures increases the damage of rail shot by 6% per heat signature, basicly besides stripping them of 20-24% of their armour, you have a great finisher in you back hand capable of doing 30-36% extra damage with its shot. While firing your railshot you can add a standard rocket to it firing 2 instant abilities. As you've reached 40 you can also throw Heatseeker misle in instead of the instant rocket, or fire all 3 after having added 5-6 heat signature's on your target which is guaranteed to do quite a lot of burst. Basicly insane single target dps over a period of time. However not mobile at all, as the first introduction to the class makes it sound like, it is more of a turret that has to standstill for a 3-4 seconds period to be able to utilise its damage. But as its a ranged dps it's suppose to be squishier than its powertech counterpart, I understand that it is to die. But what annoys me as of current, would be the whole your slowed your dead. Merc's have no escapes what so ever. We've got an out of combat sprint, sure that's nice but the second you open fire, or get hit and go out of combat your moving at normal speed. I'd have expected some sort of ON THE HUNT kind of ability which would increase ones movement speed if you had a low health target near you, or perhaps it could be an active that'd give you a rocket jump so that'd you'd be able to jump a level, or a short speed boost making you able to kite enemies. The rocket jump wouldn't be OP at all, as other classes all have their own escapes. Sorcerers / Councillors's Have their classic put on a shield, sprint the f away, heal. Resume the fight or run even further away as they'd have made enough distance making it impossible to follow as a Merc. Assassins / Shadow's have their in case of emergency pop stealth and the sprint Jedi / Sith have their push, And some have the jump which will also stun you for a few seconds, besides that they've got slow effects making it impossible to kite them Scoundrels will sneak up on you, bash you, unload on you, and unless you can push him off an edge he's won against you as the burst is crazy. Gunslinglers are more prone to fight you over at range, making this a rival. But this class has escapes unlike you! Not only does it have a blinding grenade, but with Hustle and Covered Escape it can actually kite enemies unlike Merc's! Powertech / Vanguards Your evil stepbrother so to say. Will rocket charge you, blow you up real good as he flies with a RAWKIT PAWNCH straight to your face slowing you down and having great instant burst making it hard as a sustained DPS to do much, same case with the scoundrel, if you don't blow this guy off an edge he'll kill you as your slowed and have no escapes. And of course the Commando. Yourself mirrored on the other side. I'm guessing this class is why Bounty Hunters doesn't have any escapes. In terms of DPS both classes. How the grenades function I am not precise about. I don't have anything to say about imperial agents as of current, as I haven't played much against them. These are basicly my 2 cents. I think Commando's and Mercenaries deserve an escape option. Rocket jump, tumble, a blowback shot that'd launch themselves backwards while slowing enemy, or something similar. Mostly I'd like them to actually make use of Sprint making an active to it, or changing the ability, I'd rather have an active escape mechanism just like the Inquisitors / Councillors making it way easier to escape assassins and such and actually kite enemies like a hunter could in WoW. Feel free to discuss, or add to the parts that you've felt I've left out.
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