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Catholicc

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  1. You either play an Imp, are extremely resentful, or both. Playing with people in nothing but pve gear with 700expertise is a joke. Why people enjoy face rolling people that have no idea what they're doing is beyond me. Total bore.
  2. Catholicc

    Pubs

    the companion mission isn't helping either....My subs is ending in a few days anyways. I can only handle this game in very short bursts...
  3. Oh, so I was wrong. This ability is plenty useful.. Getting banned from groups is my favorite thing. That won't work. Especially if you're switching sides with the enemy. If it does that then they'll also have to modify a passive that resets the CD on Storm.
  4. It's called Explosive Surge and Flaming Ballerina Twirl. I was just playing this discipline again, and it is the biggest joke out there. Other DoT builds (Sorc) brought be down to 25% while they were still at 75%... and fire pulse only crits for a measly 9k while cell burst can hit for 20k. yeah...................................................................
  5. Catholicc

    Pubs

    Is there a server where they do not suck? Every time I join a wrz I end up in a team where I'm one of two in actual pvp gear...while everyone else has 1400 expertise vs imps that are fully geared...so, is there a server where there's actually some balance?
  6. Adrenaline Rush was NOT buffed, it is finally working as intended- a year later.... This discipline is fun to play- sort of- but it is currently the weakest and most useless discipline in the game. Simple HoTs can easily out heal your damage output- DPS-wise, you shouldn't even bother with it unless your like fluff damage. That said, they have buffed the discipline since it was first created- to an extent- a very minor one- pulse cannon only requires 2 stacks to maximize damage output- still bad- pulse cannon now spreads DoTs, before this was the only sustained damage discipline that could NOT spread DoTs by design- Explosive surge now properly applies DoTs... The DoTs are just too weak...they should really just reduce their duration...on the flip-side... they only Flame pulse makes your next Ion pulse free- the nerf to shoulder cannon hurt this spec the most as it was the only semi-burst it had...adding a DoT to it might've help..........other stuff...other stuff. off to bed. To sum it up: Worst discipline in game
  7. Bringing Juggs into convos is never a good thing, especially when talking about the usefulness of an equivalent ability. Intercede: Instant: 20second CD: Reduce threat and 20% Damage reduction Transpose: 1.5 second (interruptible) cast: 90second CD: Reduce threat can't be leapt to or pulled for 6 seconds or fewer. Let's face it, Vanguards/PTs got the booby prize...and before you say the devs know what they're doing, please take note of the fact that they originally wanted to make Storm/Charge the level 61 ability (currently shoulder cannon.)
  8. Aside from the VERY rare huttball swap there is not much use in pvp. And no, it does not have much value in PvE either. VG/BH already have two range taunts that they can cycle through and you can also steal aggro back from another player before you complete the cast time for Transpose....so- useless.
  9. So by that logic, Scoundrels and Operative should have a cast time to roll and lucky strike as well as for disappear. Same with a sentinel's and shadow's disappear. All of there attacks are instant, so their defensive ones should have a cast time right?
  10. You do know that Gunslingers/Snipers have 20 second stun/push/etc immunity that no longer ends when you exit cover right? Guardians/Jugs are OPed..but that's not why.
  11. It's not. Transpose is just a horrible imitation of Sage Rescue, aka pull, which only has a 1 minute CD instead or 1.5 and is an instant cast vs a 1.5 second cast + time it takes to "stop moving" before you can even cast it. So no. It's not "very powerful" it's very useless. Even in PvE where classes can just use their instant cast drop threat abilities. As for teleporting with the Huttball...Assassins and Operatives can do it as well- but there's is an instant cast. It's a stupid ability with very little value. It makes you wonder about the intelligence of their devs and internal testing teams. Clearly they're just trolling Vanguards/Powertechs.
  12. Isn't quick travel a a "beam me up" ability? Or companion swapping? Multi-grapple would and would not be a good thing...For one, the tank spec already has a forced replacement ability, so two would be overkill.While it might work in pve (to an extent)- in pvp it essentially helps guardians and juggs with leap which then leads to a free dispatch. Not good for a perma-oped class. Last thing they need is another buff.
  13. only if you can cast it while moving. otherwise it's just as useless. especially in pvp where you're constantly moving.
  14. They broke it way back when RotHC was first released. Rolls, pulls, sprints, teleports, jumps, charges, flees... They should disable these "escape" or "mobility" abilities when carrying the ball.
  15. .....and the ability is easily interrupted. Nice work Bioware. One step forward, two steps back.
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