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Cruxe

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Posts posted by Cruxe

  1. Honestly I specifically go after snipers because they are the easiest class to kill. You just look at them and they die. If anything, sniper/gunslinger needs a buff as they might as well be hitting me with wet paper when they shoot me.

     

     

    Your server must have some crappy snipers.

  2. well if it's a toss up that means they're pretty even so you can't complain about marauders heals.

     

    I wasn't.

     

     

     

    Operative heals are awesome.

     

    Operatives specced for heals are amazing. Operatives with 0 points in the healing tree have fairly pitiful heals. This is intentional, of course, and I'm not trying to make it sound like it should be changed. But we were comparing DPS Ops to Marauders, and in the longrun I consider DPS Op heals to be on par with Anni Marauder heals (aka Bloodthirst).

  3. Of course 3v1. The op is not talking about 3v1. A premade of all maras/sent is almost unbeatable, especially for a pug. Even a premade that does not stack mara/sent will have a near impossible time stopping them.

     

    He specifically mentions 3v1 multiple times....

     

    Don't see how you can read it any other way.

  4. Sure, 3 on 1 is killer, but Maras can leap, can immobilize you, and have DPS up the kazoo, so you are dead in a hurry. Their leap makes them incredibly mobile and able to be on you "like white on rice" as soon as you open up.

     

    And teams of Maras is what I've seen. When Inquisitors cooperate, most often it seems to be with a healer who is not in plain view.

     

     

    Commando's don't have to leap, they would just shoot you from a distance. You wouldn't even know 3 are attacking you until you take the first volley of Grav Round for ~10k damage.

     

    Same with snipers.

     

    Ops/Sins would just open on you from stealth.

     

    Juggs would leap to you and 3xSmash you.

     

    3 of anything, coordinated, is going to kill you. Why worry that it's marauders?

  5. Marauder Defensive Cd Abilities:

    Saber Ward

    Cloak Of Pain

    Obfuscate

    Undying Rage

     

    Juggernaut Defensive Cd abilities:

    Saber Ward

     

    :confused:

     

     

    You forgot Force Push

    And Guardian Leap, a leap Marauders don't get

    And Warding Call, Unremitting, Second Wind, Protector (if they're specced)

  6. sorcs cannot get 5k crits against any 50 toon with expertise, especially not now with the surge nerfs

     

    I've seen it done since then. Probably has to be against someone in centurion at the best, but still possible.

  7. OK, then I have a follow up question to this:

     

    Considering what you stated above (and the comment about them melee dps in medium armor thus dropping like flies), what do you say to the Op/Smuggler DPS players about their:

     

    1) Medium armor

    2) Melee

    3) 2.5s cast time heals with no interrupt protection

    4) all CC w/ a 4m or 10m range?

     

    BEFORE you think otherwise, I play a Sniper so I'm a pure DPS like the Marauder/Sent in the same crappy Medium Armor without the self heals. BUT, I have range and a crazy amount of CC so I'm not bringing up my class in this comparison.

     

    I will absolutely give you that you can't compare ghetto heals + CC + in-combat perma stealth to no heals (well, the Bloodthirst but that is a rediculous cool down with a rediculous cost) + no CC + in-combat ghetto stealth. But you also can't compare Evasion + Shield Probe to:

     

    Saber Ward

    Cloak Of Pain

    Obfuscate

    Undying Rage

     

     

    My response? Stealth

     

    They get stealth, which is a bigger advantage than anything any other class in this game has. They can escape combat at a whim, can enter combat in whatever situation they choose. Marauders' piddly 4 second stealth doesn't even compare to what Scoundrels/Ops can do.

  8. That would be well and fine if it was preventing the stuns after the fact and what a lot of people have been saying is it is NOT preventing the stuns as your resolve is still ticking down.

     

    And those people are wrong. If such a thing was occurring it would be a problem, but it isn't, so it's not.

  9. As I've stated earlier in this thread, something being "broken", doesn't mean it isn't working as intended, being "broken" can be as simple as something not being clear to understand by the people who will be impacted by it. Resolve, IMO, fits into the 'misunderstood so much that it's a failed/broken system' category.

     

     

    I have this as a bookmark, but just to see how easy it is to find I googled 'swtor how does resolve work'. Took me all of 5 seconds to find.

     

    http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/

     

     

     

    Again, resolve is only misunderstood by those who refuse to put in the incredibly small amount of time required to learn how it works. And you will notice that this information has been available since early January, less than a month after release.

     

    And the definition of broken is 'not working properly.' You can't change the english language just to fit your argument.

  10. Resolve in SWTOR is broken and misleading.

     

    How is it broken? Resolve accumulates through stuns until a point where it prevents further stuns until it drains. It is doing this right now, so how can it be broken?

     

    How is it misleading? Resolve is affected by stuns, not snare or roots. This is what it is currently doing. How can it be misleading?

     

     

    The only people mislead by Resolve are the people who never took the time to actually learn how it worked in the first place and assume that it should prevent snares and roots. It was never intended to, therefore when it doesn't it can't be said to be broken.

     

    If you want resolve to be changed, fine. In your opinion it isn't doing enough, you have every right to ask it be changed. In my opinion you're wrong, but that doesn't mean you don't have the right to complain. To say that it is broken, however, is clearly false.

  11. Ok. What key combination i should press to start the video recording?

     

    Download fraps.

     

    Or go to one of the numerous video hosting sites and look through some of the hundreds of hours of gameplay posted about SWTOR, most of it in PvP. Find one instance where someone is full resolve and then affected by a stun. It shouldn't take you long, considering it happens all the time, right?

     

     

     

     

     

    Don't worry, I'll wait.....

  12. Resolve is broken due to the fact that «white resolve bar» had nothing to do with probability to be stunned..

    You can be CC-ed, wait for resolve is full, broke the CC and get instantly stuned again.. happens all the time.. Resolve is useless at least by 50% of issues..

     

    No, you can't. If Resolve is white you can't be stunned. Again, video.

  13. I fully understand that and I still think resolve is broken.

     

    The biggest gripe people have with PvP is that its not so much a match of skill but rather who gets their stuns off first and if you've ever had a Smuggler sneak up on you then you know this is true.

     

    Once you factor in 2-3 stuns (which lock you in place), a root (which locks you in place) and a snare (which might as well lock you in place but is forgivable) you're talking about an entire encounter where you cant fight back or run while you're just getting smashed. PvP encounters boil down to being in the wrong place at the wrong time.

     

    If they want to fix anything they need to lower the duration on these stuns (some have 6 seconds or more which is a long time) and make the CD's longer. I'm not being class specific either. ALL OF THEM. This forces players to actually play with some sort of skill or strategy rather than stun and attack a target dummy.

     

    I play a Shadow and I often forget I have a stun as I only use it to interrupt. Against classes I don't have much to interrupt on (like Marauders) I spend the fight jumping around them, using the terrain or dragging them into groups of allies.

     

    I wish they kept a tally on the time you spent Stunned, Snared, or Rooted. You'd be pissed when you saw that you spent hours just standing there getting bashed on.

     

     

     

    The only stuns that last more than 4 seconds are those that break on combat.

     

    And one of your arguments for nerfing all stuns is because you don't use yours? Really. Maybe learn to play your class correctly before you blame stuns for you dieing all the time.

  14. So, just because an organized premade full of skilled players can negate this ability, that means it's totally fine the other 99% of the time where people just tunnel vision on me while my healer gets me back up to full?

     

     

    So in your scenario you're the only person allowed to group up? You require 2 people for your hypothetical situation to be possible. 2 people on the opposing team working in such coordination could easily counter it.

  15. This whole discussion started as LOLWUT'ing at marauders getting an ability that makes them disappear. Do they need a good gap closer? sure. Do they need an "OH SHI*" button? sure. Do they deserve good defensive CDs? Sure. Does this ability need to come with a side effect that makes people lose targeting, lose track of the PC and is exclusive to STEALTH classes? HELL NO.

     

    As to the people telling me I need to have a 50 to have a qualified opinion, get off your elitist high horse. I could be level 1 and be able to tell when an ability was out of place. Besides which, this was a QQ about certain mechanics of the ability, not the necessity of having it.

     

    Sorry to necro this, but I went to bed early last night :p

     

     

    So if marauders also had stealth you'd be fine with them having a vanish-like ability? That makes no sense. That's like saying Sages shouldn't have DDs because they're a heal class.

     

    Stealth classes are DPS classes, nothing else. They just happen to use stealth as a function of their DPS. Scoundrels use stealth offensively, to get access to higher DPS abilities and to open combat on specified terms. Shadows and Marauders use stealth differently, defensively. All 3 are DPS classes with stealth abilities, some just have more stealth than others.

     

    And I clearly acknowledge that stealth can be used defensively by Scoundrels and offensively by Shadows/Marauders, I was just trying to keep this simple.

  16. As a sentinel he might be waiting to identify the healers, as well. It really isn't necessary to hang back for that though, just go to the middle, pop Cloak of Pain to mitigate the focus fire you're going to catch, then either Camo when it gets too intense or when you see a healer use charge.
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