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viLe-

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Everything posted by viLe-

  1. There's a talent for it that stuns the target for 2 seconds if the Whirlwind CC is broken early. That's probably what you're experiencing. If you are really stunned for 8 seconds then it would be a huge bug, but i doubt it since i've never seen that happen and there would be QQ of epic proportions about it on the forum.
  2. Teams with 4-5 healers are complete garbage. Their groups damage will be pathetic so they should never be able to cap doors on Voidstar, cap turrets in Alderaan or kill a ball carrier in Huttball... Basically the only thing they are good at is defending in Voidstar... And a premade will make short work of them with CC and focus fire.
  3. Juggs in tank spec/gear the make great defenders on all maps and (with a decent team) they are the best ball carriers in huttball. Rage spec they hit like a ton of bricks with smash. Overall i think they are one of the classes that are fairly balanced atm. And if you're losing 3vs1 to a jugg, you're either using PvE gear or you seriously need to l2p.
  4. viLe-

    Confused Marauder

    It's because Marauders/Sents were already borderline OP before 1.2 and by far the best at shutting down and killing healers while still having the best defensive CDs in the game. The overall reduction in TTK, various small buffs for sents/marauders and the pretty massive nerfs to sorc/sage and merc/commando healers just put them way over the top.
  5. viLe-

    Mar/Sents

    We were just screwing around and dueling, and he didnt use his bubble. It was just "Stand there and let me try how fast i can kill you with all my offensive cooldowns." Obviously in real duels he survived a bit longer with CCs, bubble, force speed etc. But still it was all one way traffic with the sage going down very fast. Either sent/marauder damage needs to be toned down significantly or overall TTK has to be changed back to pre 1.2 lvls. Just try it out yourself, send 2 good marauders/sents who know how to rotate interrupts against an equally geared tank/healer combo and watch them blow up the healer and the tank in the process in <10 seconds. Add everything else from my previous post to that damage and you have a class that's way above every other AC atm.
  6. viLe-

    Mar/Sents

    One of our Watchman Sents tried his all out burst (adrenals, relics all CDs) against one of our sages in a duel today, just to see whats possible. Both are full BM with 2 war hero pieces each and it took him <5 seconds to kill the sage. Good marauders/sents were borderline OP before 1.2 already, but the expertise/overall ttk changes in 1.2 put them way above every other class. They are extremely strong 1v1, they take out healers better than any other class, they have the best defensive cooldowns of all classes, they have great mobility, a 50% ms buff for the whole group, a decent escape mechanism, 6 second cd interrupt, decent self healing and a 20% healing debuff. And no sorcs/sages could never tank marauders/sents even as a healer, a -good- watchman sent could destroy any sorc/sage in a 1v1 pre 1.2.
  7. Even for a fully power/surge modded deception assassin in full War Hero gear hitting a fresh 50 in all green gear it's completely impossible to even get close to 10k shock dmg. Since he also used Death Field and Crushing Darkness, it means he was quite high up the madness tree, which means his shocks will hit for almost nothing. Affliction is a Sorc DoT... For a tank sin it's impossible to crit 2.6k with discharge, and it's impossible to crit 7.5k with shock. You either modded your combat log or that parser is complete garbage. Those numbers are impossible to achieve even against green geared ppl not to mention a 1k expertise char.
  8. Get the War Hero Force Mystics Lightsaber, pull out all the mods and put them in a custom db saber with augment slot. It has: +102 Endurance +100 Willpower +151 Expertise +53 Power +649 Force Power +53 Surge Rating So you get more Willpower and power/surge which is vastly superior to crit/accuracy. And if you put in a power crystal you will end up with another 41 power instead of expertise. Also works with the Force Master Battlemaster saber.
  9. You're just clueless. 31/1/9 is probably superior to a 31/0/10 spec if you pay attention to your procs. Infiltration obviously uses it aswell and im pretty sure balance shadows should also get at least 1 pt in infiltration tactics. With procs up you get another attack that deals ~50% more damage than DS and has 50% armor penetration for only 25 force.
  10. Operative healers are nowhere near being OP.
  11. viLe-

    Perma stun (bug)

    Happened to me as well, and it's very annoying... You dont have to die for it to happen, but it has something to do with Flashbang, and no it doesn't stop if the person who caused it dies (at least for me it didn't). If you realize you're affected by this, just type /stuck while still in combat and you will die. Only other thing that ever freed me from this state was getting knocked back by an enemy jugg.
  12. I'm mostly a PvPer, and I'm wondering if its still worth keeping Cybertech in favor of Biochem... Before 1.2 PvP Adrenals and Medpacks were still somewhat affordable, but now they are way too expensive especially considering your WZ commendations can be traded for ranked coms. Another thing is that I'm relying on my crafting profession to make credits, and its getting harder and harder to actually make a profit as a CT on my server. I used to do fine selling artifact spaceship upgrades but the prices for those are constantly dropping and people are selling them as low as 23k each now, which is not even enough to cover the material costs. The new BoE mounts also have way too high mat costs to make a profit with them. As a Biochem i could at least make decent money with the prototype stims without having to waste purple mats. So, the only thing CT has going for it are the reusable grenades, which are nice, but since they're are mostly used for their roots/slows/CCs, i might aswell craft green low lvl grenades with an alt and use those and get myself reusable adrenals, medpacks and stims aswell. What do you guys think? Cybertech still worth keeping for a PvP char after 1.2?
  13. 1. Yes buy the recruit gear, it gives you enough expertise to at least be somewhat competitive. 2. Defending on Alderaan an Novare will get you medals pretty fast, also as a sentinel you should easily get the Killing Blow, the 2.5k hit, the 75k damage medals and more, or at least you will once you have the recruit gear. 3. No 4. Sometimes you face teams that are very well geared, sometimes they are mostly in recruit gear... Just PvP alot and you can easily get one piece of BM gear per day. You'll get stronger with every new piece and the gear disparity will even out very quickly.
  14. Took one decent marauder/pt/assassin to completely shut down a sage healer pre 1.2. If 3 people couldn't kill a sage healer they were absolutely terrible players. Sage healers are so easy to shutdown and kill atm, that in 50 WZs they are nothing but a liability against good players.
  15. If you're still healing the same as before, you're playing with a premade against bads. Against a decent team you're nothing but a liability to your team since sages are extremely easy to shut down and kill after 1.2, and it was pretty easy already before...
  16. Sage/Sorc healers got completely screwed over with 1.2. It took one good marauder/sent to shut down a sage healer pre 1.2. Now i takes one good marauder to kill a sage/sorc healer. There no reason at all anymore to bring one over an additional dps.
  17. "For whatever reason (lower Endurance on gear, gap between damage and mitigation provided by Expertise, etc), the opposite is the case. TTK is down dramatically, and this has taken away SWTOR’s best attribute in PVP: drawn-out fights that allow for tactical gameplay. Fully-geared Battlemaster players melt under any kind of focus fire. PVP is now a gibfest." This is the biggest issue, followed by the reward changes that made leavers a huge issue again and some very questionable class "balancing".
  18. If you failed to kill a guarded healer with 3-4 dps, then they were absolutely terrible. Even before 1.2 it took one good marauder to kill a sage/sorc healer, make that 2 if the healer was guarded.
  19. viLe-

    Dropping Group?

    This. There were hardly any leavers pre 1.2 since if people got stomped, they still had up to 80 coms/2,5k valor and some credits. Now if people know they are going to lose, they just leave because the rewards are not worth their time anymore. And this is not going to change unless the rewards are increased again. If they add a harsh leaver penalty without increasing the rewards, people will just stop queuing. Pre 1.2 leavers were a non-issue, and now they screwed it up for no reason.
  20. Im trying to remod my bm gear atm, and i was wondering what enhancements i should get now since the power/surge ones from champion enforcer gloves are no longer available... Any ideas?
  21. I'm not a sage, but i'm playing with alot of sages from my guild, and they are pretty much useless in pvp now against competent players. Against players that aren't completely terrible, they will never get a single Deliverance off, and are reduced to spamming their extremely force-draining Benevolence heal. Compared to Merc/Commando healers they are bad, and compared to Scoundrel/Agent healers they are just terrible atm. Most changes were bearable, but removing the cast-time reduction from conveyance killed sorc healers in pvp imo. Idk about PvE, but against competent players sages are pretty much uselesss in PvP now compared to other healing ACs.
  22. I really hope that massive damage increase is unintended... Otherwise the PvP in this game just took a huge step in the wrong direction.
  23. viLe-

    Merc damage as of 1.2

    I haven't gotten to try 1.2 pvp myself, but man this sounds horrible. Since i've seen your videos i know its not a gear or l2p issue... I really hope this is some sort of bug, since from what i've been reading here the overall dmg increase seems to be stupid high.
  24. The rewards pre 1.2 have been great, there was no need at all to change them. Looks like a pretty stupid change, but one i'm confident they will fix soon. If people are about to get stomped, they will just leave the WZ if they dont get a reward that is worth the time spent.
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