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vartius

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Everything posted by vartius

  1. Pugs = potential teammates that don't bother with objectives and just try to farm kills and damage. Some just need basic situation awareness like watching hp bars and pressing "M" key a sec to see where the action is forming up. My personal favorite pet peeve is not charging into groups of 3 enemies solo. These are skills that some people are still learning or are unable to ever learn. It works to your advantage though when the other team members follow your kiting away from objectives further and further. Don't mind the respawn when I hear an objective swing from headhunters chasing me.
  2. Range abilities work well as a healer or sawbones/DF hybrid to add something to the fight between heals without as much of a risk of taking damage. Vital shot and Shrap Bomb can tick off ok damage with the abilities that up their damage. In a damage role, our big hitters are in close and range doesn't have enough to rotate.
  3. Go Scrapper tree and learn to love Slice droid, Flash Nade and Tranq shot (at lvl 20). Turn off companions area damage abilities and the fights all become 2(you and companion) vs 1 (rest of enemies CC'ed). Rinse and repeat on the next fight. ????. Profit.
  4. Movement boost to sneak would be great. I do fine in Huttball but I am hybrid Emergency Medpac & Feelin' Woozy spec. Tendon Blasts w/ Feelin' Woozy shrap bombs are death sentences for ball carriers. I also like the many ways to get line of sight cover and heal up spread throughout the arena.
  5. Or hit 'M', watch teams hitpoint lists and see where the action is instantly.
  6. I had the same experience this week other than I just had ~5 bags read to go at 50. Got the 4-5 cheapest and slot upgrades I could get with those and a few more farmed bags and I am up to 6% expertise after 2 days. Doing a little bit of prep work in the upper 40's saves much frustration on the bracket change. A huge gap is two fold with its effects on offense and defense.
  7. Smuggle can help on Voidstar and Aldaraan initial attacks if I call a side and the opposing team doesn't split up right for defense. Have planted a bomb/capped turret in record time but it only has some shock value and some luck is needed for the enemy to split up wrongly.
  8. OP, I will show some sympathy and try to spell it out for you. Warzones are 8v8. The more organized (or even group queued) team wins the vast majority of the time, only stopped when a PUG gels as a team (or know each others tactics from previous WZ experience together). A developed guild enemy team has voice chat to organize moves instantly to always outnumber in fights. They had their stuff together, you didn't, you lose, one of 2 possible outcomes when you hit the Queue Solo button. They could have scored 5 goals via any ways asap and then farmed kill medals to their hearts content. Your options then are to always be running away from multiple enemies or leave the warzone. This may happen to you and doesn't break any rules. Don't come here and cry because you saw the defeat screen and took in personally.
  9. Flash grenade has more potential for escape and kick as a backup, imo.
  10. Huttball has grown onto me, save the minute long opening dialog of course. Lots of line of sight cover and kite lanes to leave duelers in the dust away from objectives and our AEs can crank out some damage vs make a pack and protect the ball carrier strategy. Snare/damage on Feelin' Woozy-Shrap bombs and Tendon Blast setup ball carrier kills and people focused on the mini-game. If half my teams weren't of the see badguy-fight badguy mentality I would win enough to dare I say enjoy the game. People are still learning the game I guess.
  11. Yeah force DoTs with snare eat us up. Then its stun, pile on the guy on the ropes and I'm respawning. Its good to have healthy friendships with other scoundrels to pile on those types in turn. Have an ongoing DoT lock battle with a sniper on my server, when we are on cooldowns from butchering each other. We both watch for the ticks and reapply if dropped. I think defense screen eats the damage so another cooldown enters the fray on my side.
  12. I choose why can't I have both and ticked them both off. Then again my guildies have to drag me out of the Coruscant club's stage where I am getting my /clubdance on.
  13. Cover probably is a good idea for a boost to movement, we couldn't abuse it stealthed just to close on sprinters and Gunslingers have their own issues with movement. Something like 20m on a GCD forward.
  14. Probably usual MMO problem of height difference not tracked. Maps do just give only X,Y coords so you are for example 50m above target but only 20m X,Y difference from spawn to door fight. If you are seeing this often it may be this and fight rollover from targets to healers. I would chill though scoundrels/operatives are at the bottom of the totem pole. Sorry if you didn't pwn all day long when we were on top. 3 shot kills do kinda ruin world PvP from developing.
  15. Yeah, I think that popping relic, adrenal, disappearing act is only worth it to drop hybrid heals/range sorcs or sage in huttball. Ganking the AoE healer is worth it because it starts a chain reaction of wins in a group vs group fight. Pretty low point for scrapper to need to burn that many cooldowns and a stun/snare on us stops the rotation in its tracks. My experiences in early days in 50 bracket remark last nite was Stun Wars: The broke Resolve ;-) On that note, might as well pop Defense Screen after Flechette/before Shoot First for iffy ganks. Its just a 1 min cooldown and it doesn't break stealth.
  16. My build doesn't use Emergency Medpac at the moment because I came from full scrapper and didn't want to do more than a bump of sawbones & shrap bomb with snare. I'm almost through building cent/champ gear set and believe I can do fine damage at close range without basic sucker punch and surprise comeback. Repairing self-damage got much easier now that I have my lvl 40 reuseable medpac for instant ~4k heals. Going to swap in Flurry of Bolts into my melee rotation for suckerpunch for relatively the same damage rate with the opportunity for AoE damage. My week wait timer for free respec is this weekend so I'll pick and choose to my playstyle. PvP Healers repub side on my server are few at times so I going to have to fill the need if I want wins for WZ dailies.
  17. Nice builds. I may use some ideas from them to improve on my dots 'n hots build. Emergency Medpack /w Feelin' Woozy may get me further than SRMP/Sucker punch&Surprise Comeback/Woozy. Question is if Quickshot might be adequate in Suckerpunch's #2 spot in my melee range rotation. Something for me to try on some down time.
  18. The pvp hats are pretty easy to get at 50 so long as you aren't opposed to pvp. Best advice I have is to not get worked up over your gear as you level and aim for orange items to cheaply swap in barrel/armoring slots. Enhancement and mods spots are lowest priority (you get access to even better ones quickly). A little time between planets getting the best available stuff and I never had issues on gear.
  19. 31 scoundrel doesn't have shoot first, its a lvl 36 ability. Under 50 warzones give you a cookie cutter set of stats based upon expected lvl 49 numbers but not the abilities. Thus, scrappers get a big boost at 36 & more at 40 with tree topped out. Don't believe everything you read & view on videos about the nerfage. Lots of pre- and post- nerf shoot first types were stacking relics & adrenals to inflate numbers without disclosing it. I don't blame the powergamers because I would have done the same thing in their place if bored and pushing the envelope on damage, but their short term time as masters of burst damage kills got us all a reputation as unstoppable in 1v1. I believe shoot first was too powerful but we got nothing in return for the breaking of the scrapper tree. Shoot first w/ KO & Flechette required 40 skill pts spent and got hit on all 3 nerfs of -1.5s knockdown, -20 armor pen, and -20 percent damage. No compensation in other parts of the skill tree. I think some Bioware big wig must have got griefed by a powergamer punk a bunch of times for this response. A better fix imo would have added +10% to suckerpunch/flying fists, dropped armor pen debuff to 10 secs without the -20 hit. Some poor slob last night got a triple dose of shoot first when we all reinforced a turret under attack. Splat in under 2 GCDs. Along those lines, I like to use Smuggle ability for group invis on the initial attack/defensive action to add confusion as to the numbers of stealth types in an area.
  20. To the heal problem, level up biochem for a reuseable medpac. It doesn't take that long to get and the cooldown on it is only 90s (instead of 180s on warzone medpacs) Its worth the effort if you are going to stay on the character and class. PvP is 8v8 and its either one team getting rolled or a slug fest the duration. No one likes being on the pwned team but it doesn't matter what class you are when its consistently 3v1; its stun, stun/snare, dropped target. I hate queues that fill after start and the enemy already has objectives taken. Can only try for medals when it gets lop-sided that quickly.
  21. That is how I have mine setup. Range one area, melee/10m next, heals/utility in another area.
  22. You think imps like me when I drop ~2k dot damage snare bombs on 3 and rot away their hps with vital's ~2.5k and thermal spam? Then they really like when I duck to line of sight cover, melee 1v1 if someone follows or pop back out at max range and continue raining down damage? And you use your Disappearing act cooldown to kill ONE enemy? If 5 imps are chasing you its because they are farming you since you have no way to escape. I use my disappearing act to kite 5 imps away from objectives then leave them in the dust while they rot and I regen for another pass. Disappearing Act works on elites? Yeah to heal them, unless you are in a group where your sustained damage is worthless as a full scrapper build. Learn to add. I have pulled agro off of a raid tank and have to use surrender from my sustained damage mid-fight. Scrapper tree only has a few skills that add noticeable damage - Browbeater, Element of Surprise, SuckerPunch, Under Dog and Flechette. The cost for Under Dog and Flechette is not worth the price and it only helps shoot first and backblast, which have their own lousy conditions to even use. (invis + back or back & 9sec cooldown) - Mange: Yeah I roll with 2/sneaky on my base build but it doesn't provide much in a group setting when he stated his role is DPS. The next thing I may swap on my base build is anatomy lessons (vital shot -4 energy from 20 base) from smuggled technlogy (-70% pushback & -10% heal agro)
  23. Vital shot only lasts for 21 secs max with 3 sec extension skill so you probably just need to get separation from your victims to lose combat flag.
  24. The storyline is currently too tied to Rep vs Imp. Half the classes are force users motivated by these factions + imp agent and trooper. Our class got pulled into this struggle. I thought the treasure ship mission was well written along the lines of the content discussed here, other than the annoying slicer. For more of these missions to work, they need some truly neutral factions like the Hutts and Voss to organize and reward jobs like smuggling goods or treasure hunting for the profit in it. Probably not high on the development cycle this soon after release.
  25. Just leave him in his boxers, stormtrooper helmet and sparky. Problem solved.
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