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Cruxe

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Everything posted by Cruxe

  1. Just so you don't embarrass yourself again. http://dulfy.net/2012/03/15/swtor-overall-advanced-class-distribution/ Class played more than marauder/sentinel: Sorc/Assassin/Mercenary From data distributed at Guild Summit.
  2. Weapon damage is affected by mitigation and shield, where it was previously not. It's actually a significant decrease in DPS.
  3. To each his own, I suppose. Never played a PT/Vanguard, but having a 50 Commando I find heat management, in any spec, far easier than rage/fury management. Anni will not be nerfed that hard. I don't even spec into 100% camo, I prefer the extra point in Obfuscate, so all that will change is in giving me 2 more skill points to use. Kind of a neutral change imo, at least in PvP (Losing 100% in PvE is a significant change, but I can live with it). Carnage and Rage are getting buffed, by not by a huge margin. Actually, with the way Ataru works right now on PTS, it's a nerf to Carnage as well, but Devs have already responded that Ataru isn't working properly so hopefully that's fixed. Anni will still be a viable tree, and I still expect most Marauders to be Anni. It'll just make Carnage a more viable build. Rage is still meh.
  4. They aren't hard to play. They're hard to play well. If you are only ever reacting to what other players do then you aren't playing your marauder efficiently.
  5. Population doesn't necessarily equate to the strength of the class, especially in a game like SWTOR where story is the focus. I imagine far more people play a force wielder because it's the story they're interested in rather than a smuggler/agent.
  6. Hmm, I don't see a lot of marauders usually. Maybe 1-2 a WZ.
  7. 10-49 or 50? A lot of people read the very uninformed posts on this forum and think that marauders are getting god mode in 1.2. I wouldn't be surprised to see a lot of marauder alts being made.
  8. What from I understand the open world (ie. Ilum) PvP team is from Warhammer. So it's not the entire development team.
  9. Artifice is actually one of the better crafting skills at the moment. The relics, in particular, are quite good compared to what you can get normally, and BoP. 1.2 will add a lot of desirability to the other tradeskills. Gear that's on par with Rakata/Columni but with an Augment slot will be very desirable. Problem is, you can always just buy that stuff, I highly doubt it's going to be BoP. For now I would still advise to take Biochem, as it's the best tradeskill right now. Anything good from 1.2 that you'd want you'll likely be able to buy. Another option would be to just take Slicing and some other gathering professions, because materials/augments are going to be in much higher demand when 1.2 comes.
  10. Cruxe

    Best 1v1 class?

    Sin or Marauder
  11. Oh God, Ruin. I feel bad for people on that server. Had to deal with them in WAR. *shudders*
  12. They're actually not a horrible choice. You know there's going to be a lot of marauders running around, and snipers pretty much destroy them when played properly. Add in that they're so rarely played that most people don't know how to counter them and you have a pretty solid class for rated WZs.
  13. Assuming you're using the same team for all WZs, I would use Commando healers over Sage and Op. They have a lot more survivability. But then again I would pick based on the player, not the class, so the whole argument is kinda moot.
  14. You don't need sages for huttball. A properly played Jugg/Knight will do what needs to be done without a sage.
  15. Would be curious to know the adv classes.
  16. Merc/Commando, specifically their heal spec. Sorc/Sage healers are too squishy.
  17. Which brings me to my next point.... Don't smoke crack.
  18. Don't think you're fully understanding the situation. An imp force leaps to another imp inside the starting area, and is able to exit through the shield because of it. Or a rep and a rep. It's same faction. Only possible on Jugg/Knight because it's an ally, but it's a known exploit.
  19. With 4 knights you do this? The proposed team was 4 knights + 4 heal sorcs. So with 4 knights getting into range and DPSing you're going to instagib someone? And again, against pugs yes, against people who actually know what they're doing, I doubt it.
  20. Cruxe

    PvP from a Sage's PoV

    A lot of people are playing sorc/sage because so many people complain about them on the forums. It has nothing to do with how strong they actually are. Hybrid Sorcs make for good screenshots from AoE damage, that's about it.
  21. Again, I don't see it working. Against pugs, yes, but against people in top ranked WZs it'd be picked apart quickly. That's the difference between theory crafting and actually doing something. I agree that guard + taunt is ridiculously strong, but there are limitations to it that a good premade is going to exploit quickly. At some point a knight is going to have to leap out of guard range and no amount of taunts is going to keep a sage from being DPSed down in seconds. And once you lose 1 or 2 healers, the team concept will far apart.
  22. I'd be genuinely interested to see a fraps of your team trying this. I honestly don't think it'd work, but I've been wrong before. You're going to require every non-healer to be DPSing to kill a single opponent, which leaves 7 opponents to wreak havoc on your healer lines. And 4 knights on a marauder is not going to kill him, he'll just rage when near death and then camo and get healed back to full life. In the meantime their other 6 people are going to have killed 3 of your healers. Still, I would like to see it in action.
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