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CruciformSword

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  1. Probably the most logical thing I've read this thread. ppl don't know there's a resolve bar, the anti-cc mechanic already exists. It just has to be tweaked, no big deal!
  2. Which class are you playing? Im a BH Merc and I have a stun breaker on what I believe is a 2 min cooldown and because I spec-ed into pyrotechnic I have a shield that now also removes movement impair too and it has a similar cooldown! (anti-snare only i think stuns prevent casting it) Plus I believe that the cooldowns are refreshed when you respawn in the warzones, so really--don't hesitate to use them.
  3. Hahaha, I agree w/ you 100%! Its funny how people complain about it because Huttball *IS* CTF only ur delivering the flag to the enemies' base (i.e. it's harder) AND you can pass. And because of BioWare's exellent design of the playing field, the side passages are blocked so the simple team flanking rush is out of the picture. If you're having trouble, throw to a teammate on the catwalks who can quickly run it to end zone. Don't get caught in the enemies pit unless you're the ball runner and you plan on baiting the enemy down on the lower level and plan to pass up to the catwalk. More strategy than simple CFT and therefore a significantly better game. If you're running around smacking people like it's TDM you're playing it wrong, you can win this game without killing much if you position yourself correctly. As far as it's entertainment value that is in the eye of the beholder. For the rest of us out here it's a very fun game to play and a more balanced game because players less good at combat can contribute in a different way via a beautiful thing called strategy.
  4. I wouldn't call myself one of the top hardcore players but I also am no casual/noob. So go ahead and react negatively to me if you're hardcore and want to troll, but I just want to make sure what I experienced was a fluke and that this dungeon is in fact not too hard. I was level 22 and the quest was green for me so I was expecting to DPS carry the group (BH Merc) and have an easy run. All of the mobs right at the entrance are groups of 3-4 gold elite npcs. Pats walk by the mobs and there isn't anything to line of sight pull them around making it more like a 4-5 gold elite group pull. This was way too much damage for the tank and healer to handle. And even with my higher level and dps we weren't dropping single targets fast enough to prevent rapid damage to the tank. Not to mention the poor tank trying to prevent any of the 5 from attacking a teammate (which he had to do because if one starts attacking anybody else they either die or make the healers job way harder). We always wiped after killing 2-3 of the npcs but by the time we all were revived by medical probe they slain ones had respawned. A random group will not have enough coordination to CC one consistently thereby not reducing the overall amount of damage done to the tank. But before I scream *NERF* I'd like to hear about other peoples' experiences. Anyone have a similar or different situation?
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