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toastmuffin

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Posts posted by toastmuffin

  1. I'm not a concieted person, but is it seriously that challenging for people to play while watching CDs?

     

    let me tell you the cooldowns i need to watch while keeping up with an enemy who's trying to remain mobile in a typical PvP fight.

     

    Rotations wise.

    Annihilate CD and their Stacks.

    Rupture Cooldown.

    Deadly saber cooldown and their stacks.

    Battering Assault Cooldown when i am rage starved.

     

    These are manageable until we factor in these cooldowns below.

     

    Other crucial situational Cooldowns.

    Obfuscate, choke, Cloak, Undying Rage, smash, force leap,disruption and vicious throw among others.

  2. My question is, is out of combat based on distance of last enemy engaged and time of last attack inflicted? I cant heal, i play a tank and not being able to rejoin the fight because im stuck at 3% health is infuriating.

     

    I remember in WoW, as long as you arent attacking or being attacked for 5 secs, you could go out of combat but its seems to be different in SWTOR. Some times i couldnt heal for 30-45secs even when im running towards my base without any one targeting. It feels inconsistent sometimes.

     

    The heal i am referring to is the typical channeled out of combat meditation heal.

  3. This is so infuriating as a melee class. The first time you hit an ability and its unavailable, instinctively you would look at how much time it has left on the bar. Having to check your defensive cooldowns as well as dps cooldowns while trying to maintain uptime. I played a cooldown reliant class in WoW(rogue and pretty good at it) but it has never been this intensive.

     

    I play a tanking class and this is my first alt as a marauder(lvl 45) and i dont know how you guys can manage to keep yourself within melee range while looking at your quickslots for CDs AND interrupting while at it. Sometimes there are just too many abilities to press to be SITUATIONAL-LY effective .

     

    I just need to add on that this class has been alot of fun apart from their lack of controls in warzones. I cant do much defensively if they move towards the bridge in huttball.

     

    TLDR: Share some marauder pvp tips or is this class more suitable for someone with a higher APM?

  4. Playing Powertech is less of a heartache when it comes to pvp. You are a hybrid range class which means you dont have the problems the melee classes face because your slow is blaster range and you have tools to turn every fight into your favor (grappling enemy towards you and your team). Death from above is great and so is your Pyrotech Burst. The only problem with powertechs is you get bored easily spamming the 3 same keys for Direct DPS. Thermal Detonator, Flame Burst and Rail shot is all you need. The rest arent just worth it( either too much heat or your targets die too fast).
  5. If you are from Singapore or Hongkong, dont bother transferring your character to the new oceanic clusters unless they deploy the servers to the West Part of Australia specifically Perth. I still couldnt figure out why they didnt make Singapore a regional datacenter, it would serve the rest of South East Asia when it comes to future releases.

     

    Take a hint, theres a reason why starcraft servers are in Singapore instead of Australia.

     

    Ping to Western Australia from Singapore: 180-200ms. Ping to any other parts of Oz >300ms.

  6. I would like one as a tank I dont ever get my 2.5k damage medal this would be a way for me to get it.

     

     

    Thats what i was talking about. We are the only tanks without execute. I hope if it does get implemented, it would clear all our heat like a dissipation move. It would help when it comes to moving on to the next target without being limited by heat.

  7. I posted a thread on PvP forum about how powertechs are the only non healing Advanced Class without an Execute and i got more trolls replying than answers.

     

    From thread @ http://www.swtor.com/community/showthread.php?t=295486

    Sith Warriors get Vicious Throw as baseline.

     

    Vicious Throw

    Instant

    Cooldown: 6s

    Range: 10 m

    Throws the main-hand lightsaber at a target, dealing 2383 - 2773 energy damage. Only usable on targets at or below 20% max health.

     

     

    Snipers get Takedown.

     

    Instant

    Energy: 15

    Cooldown: 12s

    Range: 30 m

    Attempts to take the target down with a single powerful shot that deals 3625 - 3889 weapon damage. Only usable on targets at or below 30% max health.

     

     

    Sith Asassin get Assassinate.

     

    Instant

    Force: 25

    Cooldown: 6s

    Range: 4 m

    Attempts to assassinate the target, dealing 2744 - 3047 weapon damage. Only usable on targets at or below 30% max health.

     

    My opinion is that we need an execute since our only burst comes from a shared tree with a 15secs CD. Sure, TD+RS hits hard if both crits but we can only do it every 15secs.

  8. Non-Healing as in a class without a dedicated healing tree. Execute basically means a finisher for those below 20-30% health. This helps mainly against healers or targets that are being healed focused.

     

    Sith Warriors get Vicious Throw as baseline.

     

    Vicious Throw

    Instant

    Cooldown: 6s

    Range: 10 m

    Throws the main-hand lightsaber at a target, dealing 2383 - 2773 energy damage. Only usable on targets at or below 20% max health.

     

     

    Snipers get Takedown.

     

    Instant

    Energy: 15

    Cooldown: 12s

    Range: 30 m

    Attempts to take the target down with a single powerful shot that deals 3625 - 3889 weapon damage. Only usable on targets at or below 30% max health.

     

     

    Sith Asassin get Assassinate.

     

    Instant

    Force: 25

    Cooldown: 6s

    Range: 4 m

    Attempts to assassinate the target, dealing 2744 - 3047 weapon damage. Only usable on targets at or below 30% max health.

  9. 1v1 an assassin is stronger than a marauder. Assassins can reset a 1v1 fight whenever they choose, meaning when a marauder blows his defensive cooldowns it's easy for an assassin to just vanish and then come back to finish the job once they are down.

     

    Cant vanish with a bleed on you. A good marauder who chains Berserk/Undying Rage/SaberWard will be unkillable for a full 8 secs. Enough Damage to bring you down to execute range.

  10. Dont EVER FORGET that sorcs with half a brain will have barrier up all the time. That means if you engaged a sorc with a barrier up, most of the time the internal cooldown will be over and you will be looking at a chain Barrier uptime.

     

    That means if a sorc had OP stats. 16.3K+(3.2x2) plus the fact that every dps sorc can heal and vice versa. Do i need to mention all the utility given?

     

    IF WoW had poor balance foresight when they first introduced Deathknights, this is the SWTOR equivalent.

  11. One thing I've been fiddling with yesterday and today so far that has worked fairly well is:

     

    Dropping some of my BM Pieces (helm/legs/feet/glove) which has me lose about 2.5ish %damage/reduction form the Expertise loss. Replacing it with Columi Combat Tech gear. (for 8% Rail Shot Damage and a lot more Aim for even more padding on that, as well as a bit more endurance) -- Some enhancements switched out to some power/surge ones i had. (Rail Shot Tooltip has it at about 1875 Max damage)

     

    Crit, with IA Buff/Aim Stim/Sorc Buff hovers around 40% Which is still fairly high without the 15% Bonus from the Elimin set.

     

    While I don't get Rail Shot Crits "guaranteed" about like my PvP Set, they hit SO much harder and the added power/aim help TD Crits that much more.

     

    Been getting a lot more frequent 5k+ hits (with adrenal/trinket) then I ever have. Up to near 5.5K a few games in a row.

     

    I did change my playstyle up a bit though and don't try to take *everything* 1v1 since lets face it, that Crit bonus was amazing. But I find having the "sustained" helps against classes I previously struggled against (Maras) and then if I get a td/rs crit together it's pretty funny.

     

    Will play around a bit with this set a bit more to see how it goes before i decide to keep or go back to PVP Set bonus.

     

    Saw your burst video today. Quite a different setup from the rest. Is your choice of PvE gear and the trinket/relic the reason of this(burst)?

     

  12. You can't dispel it. Just like you can't dispel the other grenade either. You can dispel the dot from incendiary missle, but that does bad damage anyways and the only reason to dispel it is to stop the railshot spam because they lose the dot. But they can railshot off other people's dot's anyways, so it hardly hurts their damage in team play, only 1v1.

     

    Also, railshot is not talented, it's baseline. Thermal detonator is what's broken here anyways, not railshot. The fact you can have it explode for 4500 right as a 4500 railshot hits is broken and WAY too much burst.

     

    Sorry, i meant TD as 31pt.

  13.  

    Here you go. Enjoy. I never said 9k in a single hit, i said 'instantaneously' (ie, thermal detonator going off at the same time railshot hits, 4500 crit each).

     

    Also, i have a friend that i play with that runs around doing this. His biggest crit in a warzone is 5100 railshot crit. His railshot's crit BM geared players for about 3900, and ~4200 with adrenals up.

     

    Please tell me how that's not OP?

     

    Railshot CRIT at 4k. Nothing to see here 31pt TALENT.

     

     

    Here's a tip, use dispell if you have a blinking red blob stuck on you. It detonates after 5secs.

  14. One of the five chars i have is Pyrotech and i have to say its by far the most in your face - damage class and easy to kill enemies or top damage in warzones class.

     

    The only reason i play sin atm over powertech (keeping it as backup) is that heat management is a ***** and i prefer sustained ability, over killing someone using all heat/cooldowns and than being useless. For a class with so much survivibility, the damage is way too much.

     

    However seeing as they nerf hybrid sins, i expect Powertech to be forced to play in specific tree as well in the future, without cylinder changing in combat or talents from different trees working in wrong cylinder.

     

    You appear in every NERF PT threads. LOL you must suck at PvP.

  15. I know this has nothing to do with the video content really, but it's a chance to rant a bit.

     

    Instead of healing himself, the player should be healing teammates that are DPSing the enemy. You know.. like how PvP is supposed to be played. Oddly, I don't see any teammates in a warzone designed for teams. So many players (and developers) can't understand that PvP in an MMO like this is supposed to be based around a team. Unless you get rid of the holy trinity and somehow have everybody using the same abilities and same latency---well, you have this.

     

    what are you talking about? None of these two are specced for healing?

  16. This is, first of all, not a Scoundrel/Operative QQ.

     

     

    I just watched this 2 pvp geared class (pyrotech mech vs scoundrel) clip. Highlights the flaws of a range class specced for mobility. Mercenaries need an interrupt and forced to use a cast time/channel for rail procs burst is suicidal against melee at close range. He cant burst thru a DPS's heals and when the scoundrel got 3/4 of his heal back, he turn the tides at close range.

     

    If you say why he didnt heal thru scoundrel burst, he didnt know what was coming from 2:38-2:42 in the span of 5 seconds.

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