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jitsuo

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Everything posted by jitsuo

  1. jitsuo

    Force camo

    How many Ranged attacks do Marauders have? How about Guard?
  2. jitsuo

    Force camo

    Because it's a damn good gap closer.
  3. I agree. Rage Juggies are incredibly amazing in Huttball. With 2 leaps, intercede, and Force Push, they're scary good ball carriers.
  4. Honestly, I have them picked as the next top class. They're beasts when played well and hard counter Marauders and PT's. Sorcerers get rolled up and tossed out by them and their interrupts wreck Mercs. If they get a way to counter stealth users, they'll be scary good.
  5. Singular battles in a group? A lot actually, there are quite a few times that a Merc and I can fight in a group with little interruption.
  6. A good Marauder wouldn't Charge up the ramps unless he must Rocket Punch barely works when a Marauder knows how to position himself. Predation allows you to LOS with only 1 Tracer stack in the worst case scenario. I doubt you'd do enough damage to cause a Mara to pop Undying in the time it takes to get up the ramp.
  7. I'll respectfully disagree. The only time I believe a Merc would easily destroy a Marauder is if 1. Every knockback launches the Marauder off the ramp (Highly unlikely if the Mara is competent) 2. The Undying Rage, Force Camo, and Frenzy is on CD (Only after a close fight) or 3. A knockback means certain death. Every other time, the hardyness+ability to get back to the target with Force Camo+Frenzy+Charge gives me enough tools to beat a Merc. Am I undefeated against them? Of course not, but I tend to engage them when I shouldn't. When I have all my CDs, a Merc is 100% dead.
  8. He's talking about the Merc
  9. Force Camo is a 45 second skill that I use to interrupt, counter KBs, or escape. If I'm tackling a Merc on the ramps, it's not on CD.
  10. If a Marauder and a Merc are both the same skill, the Marauder will win. You have to know this.
  11. Sounds about right to me, each side has l2p issues Good Mercs can pump out a LOT of damage, great ones can do it even with a class interrupting them, but if I let a great Merc freecast into a group, my team is dead. I'd rather be kept busy whilst keeping a Merc busy than just letting him melt my team.
  12. Well the first KB is difficult to avoid because it's a far knockback. The Rocket Punch knockback, on the other hand, is easy to avoid. The only time a Merc moves is when he's positioning himself to try that knockback. I can avoid it 1/2 of the time. Luckily, each time he succeeds, my Charge is usually up
  13. Merc still has to knock me off the ramp. He's not going to do it 100% of the time, it's pretty easy to walk back from the RP knockback. Either way, the Merc is as good as dead.
  14. Run up the ramp to the Merc. 1st KB is countered with a Charge. 2nd KB is countered with Force Camo. I will then either LOS until Charge is back up or walk back to them if they didn't knock me off the ramp. The Merc is then easy pickings. I LOVE killing mercs on the ramps.
  15. If you get popped off the bridge in Huttball you do one of two things 1. Charge back 2. Force Camo--->LOS--->Charge back If you lose to a TM merc as a Marauder, you're terrible
  16. This. I never have a problem with Tracer Mercs, I actually wanted other skills buffed so we wouldn't see the 1 button heroes in the WZs. Good to see that they should be able to thrive against an opponent who knows where his interrupt is
  17. But Mercs aren't hardy, they're VERY squishy. A Sorcerer has an instant cast Shield and can afford to kite. Mercs can either kite or do damage, not both. A merc would have a Mara with 100% uptime on him, a Sorcerer can afford to run and gun. If both WW and Concussion Missle land and the Merc and the Sorcerer get 30 yards away, the Sorcerer can keep them at 30 yards with the Marauder doing 0 DPS, the Merc can't unless he wants to sacrifice almost all of his damage. The Sorcerer can also Force Speed+Slow to get distance after the Marauder Charges in, the Merc can't. A Marauder can easily kill both a Merc and a Sorcerer, but he will kill the Merc faster and with less damage done to him because he can always stay on the Merc. The Merc always dies faster because the enemy will be able to stay on him 95% of the time whereas a Sorcerer can keep the enemy off of him while doing damage. He can't kite, he can't LOS, he can't move. That's why mobile ranged classes are better teammates. TM-ers are good in 4+ person groups, but definitely not in the top 4 classes to use.
  18. Interesting argument, but I counter with this example. Marauder/Sorc vs. Marauder/Merc Sorc is Hybrid and Merc is Arsenal, Maras are both Anni The Marauders focus first on the ranged dealers (squishiest classes die the fastest). The first Marauder eats 2 TMs as he moves in and interrupts the 3rd one, 2nd Marauder eats a full channeled FL and a Crushing Darkness. KBs come from both sides. The Mara on the TM-er Charges back instantly and the Mara on the Sorcerer is stuck rooted while the Sorcerer channels another FL into him, the Marauder then Charges to interrupt the last tick. Merc uses the 2nd KB, Mara Force Camos back to him and continues DPS. Sorcerer Insta-WW's---->stun at the end, Force Speeds away, and kites with his slow, attacking with Shock, CL(if Wrath procced), Affliction, and Death Field. By the time the Mara on the Sorcerer gets back to the Sorcerer, the Merc should be close to dead, his stacks of TM falling off, and had most of his damage neutralized The problem with Mercs is that they have NO mobility. Their damage is all cast times. They have TM, which is easily interrupted, and no mobility so they cannot keep a class "busy"
  19. The problem is that you're assuming he's going to 2v1 you every time. If I'm igoing after a TM-er in a group fight, I'm not gonna wade through the group and I'm bringing a friend. If he's casting a TM when I go in, I will probably Charge just because it's on a 12s CD. Usually by the 2nd KB if charge isn't back, it has a small amount of time. If I'm knocked off a ramp then I LOS until charge is back, if Charge isn't back then I can walk back and take him out.
  20. I agree with the fact that Mercs are face melters if unfocused. Problem is that they're VERY easy to counter if you focus them. If they're on a ramp then I will Charge to them and position myself for the KB. Once the KB comes then I will Force Cloak back to them. The Rocket Punch knock back concerns me very little, 80% of the time I can make it back in time to interrupt their Grav/TM. I wouldn't fight a TM-er and have his 3 friends intercept me because I wouldn't Charge 4 people by myself With my team vs. his team, I will either pick a healer or a Grav/TM-er to shut down. If someone already has one, I will get the other.
  21. You do an interrupt and he is locked out of TM for 4 seconds, the CD on the interrupt in 8 seconds. Power shot is nothing compared to your Thermal Detonator or Rail Shot or even Rocket Punch (Vanguard equivalent). If you're interrupting anything besides TM, you're playing stupidly. If you miss an interrupt because you're DPSing, you're EXTREMELY stupid. It is a 4 second delay no matter what, as it says on the torhead ability counter. The knockback is dealt with by using Grapple. I play a Vanguard, I also PvP with one all the time. I guarantee you can't say the same. If you interrupt Tracer Missle, you can do more damage to him than he can do to you?. How do I know this? Because I do it every time I face a Merc or Commando. When one or both of my stuns are on CD I can still win most of the time. Your arguments talk like Vanguards don't do any damage while interrupting, but in reality a VG does more damage than most in PvP. My Rail Shot does more damage than TM ever can, same with my Thermal Detonator. Rocket Punch can equal the damage and Flame Burst is no joke. Without TM a Merc can't hope to beat me in a DPS race If he's using Heet Seeking Missles without any stacks of TM on me, which he won't have due to my interrupts, he's losing DPS. The only move that hits hard when TM is interrupted is Unload/Full Auto and, with me interrupting his TMs, it's severly gimped without his proc. Face it, you're terrible if you lose to a Merc. You haven't shown me any way that a Merc could beat you besides you telling me that you don't know how stuns work, how interrupts work, or how to restrain yourself from not interrupting useless skills. You probably waste the interrupt on their Flamethrower/Pulse Cannon. EDIT: Hey, you obviously have problems with Mercs, I'm trying to tell you how to beat them easily. If you don't wanna take the advice, that's fine, I'll just destroy you if I ever meet you in the WZs. If you can't kill an Arsenal Merc, you shouldn't be able to kill anything that you don't have a 50% health handicap on.
  22. You're 100% wrong. He was talking about Telekinetic Throw spammers, which are only Sages. You have to spam TT if you use the Hybrid Telekinetics/Balance (the best specs are these ones) to GET your procs. You need a Presence of Mind proc from TT to get the benefits of damage. Please learn your mechanics
  23. Telekinetic Balance This talent in the Balance tree reduces Telekinetic Throw CD to zero. 99% of Sages/Sorcerers have this variant of the talent, which is why they can spam Force Lightning/Telekinetic Throw. Do you PvP at all? I'm reposting this response because you can't seem to read. Telekinetic throw can be spammed by Sages.
  24. If this is true, why can I (and every other class) as a PT beat Mercs easily. http://www.torhead.com/ability/eOJ0YyO/quell Locks out TM for 4 seconds, you need 4 seconds to kill for the Interrupt to refresh STUNS don't break on damage http://blackrabbit2999.blogspot.com/2011/12/swtor-resolve-and-crowd-control-pvp.html A quote from this: Stun: an ability of a short term duration that prevents a target from taking action regardless of the amount of damage taken http://www.torhead.com/ability/aI8lmsH/carbonize ^This Stuns for 2.5 seconds http://www.torhead.com/ability/9GX16Xs/electro-dart ^This Stuns for 4 seconds So you interrupt a cast. 4 seconds later he begins casting another TM. You let the cast bar fill for another second and you Stun him for 2.5 seconds. .5 seconds later your Interrupt is ready and you hit it again. After the 4 seconds are done, you let him cast TM for another second and cast your 4 second stun. When it ends your interrupt is ready again. 5 Interrupts. You have no clue of your class mechanics. After at LEAST 20 uninterrupted seconds of DPS from one of the best burst DPS classes in the game (PT/BG) you can't tell me they'll win. Especially because you can still use your interrupts.
  25. Telekinetic Balance This talent in the Balance tree reduces Telekinetic Throw CD to zero. 99% of Sages/Sorcerers have this variant of the talent, which is why they can spam Force Lightning/Telekinetic Throw. Do you PvP at all?
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