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Hawaiianlion

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  1. Just unsubbed, played the game a lot since launch to level 30 legacy, my server died so i rerolled to fatman a few weeks ago and the game was fun again since there were people to play with and wz popped all the time. Took a break for a week and been playing diablo, got home tonight and diablo was down so logged into swtor... 20 people om fatman fleet, *** this is why i rerolled in the first place. Highest pop server is dead then whats the point in playing, i realize its off hours but im playing from hawaii on an east coast server just to have some sort of mmo feel, q'd up for a wz and waited 20 mins, get into civil map and my sound doesnt work, half way through i get perma-stunned by a flash bang that never breaks. Why am i paying for this garbage? /canceled
  2. Its the player not the class, ive put up 300k on level 10 merc, sorc, sniper, and pt. My pt is 28 now and just did 450 in a voidstar first door stalemate, all classes are great in the proper hands.
  3. Hawaiianlion

    Ravage

    Ravage doesnt bug, whats happening is you are getting hit with obfuscate or another -hit ability. On my mara i save obfuscate and only use it on any ravage/master strike i see a enemy warrior trying to do to me or a teammate. The gore animation is a huge sign its coming and the last hit is the only scary one, catch them with it early and they just wasted the cd and the time it took to channel it since i have never seen one stop the channel after the first 2 strikes miss to scream or fear. I have never had my ravage bug ever and i usually vanish out or fear when i get obfuscated. Ravage in its current form is broken, we simply dont even need it to kill people but we have it which makes it too easy. Its isnt hard baiting a kb and then your opponent is ****ed. I see carnage maras charge gore ravage and get kb'd imediately but and that is an issue with the player not the ability or class. Charge get kb'd deadly throw root them get back on them you get stunned, trinket and gore ravage scream combo them, its really really easy.
  4. Yup, just rolled there and its more toons on hutta than my entire server, goodbye 30 legacy, what a waste of time.
  5. Rakata Mind Prison population is in a free fall. Used to have around 100 people on imp fleet during peak hours and WZs popping every few minutes, then 1.2 came out and its been dropping like a rock ever since. Everyday it seems twice as bad as the day before. What used to be 30 people around pvp terminal has turned into 4 of us standing around feeling like we missed a bus or something. 15 min WZ queue just to fight the same people over and over gets boring fast, go do illum dailies and im the only person on the planet. Go play alts and the middle planets are just as dead. I have yet to see anyone else on voss in 3 levels of being there. Its really shocking how fast the game has died on this server in mere weeks. I imagine it is the same story on most of the servers. We really need mergers or transfers asap! Not this summer we need them like two weeks ago.
  6. For pve anni is the best spec, its great dps and you wont immediately snap aggro from the tank since your damage ramps up instead of front loaded, the small heals you provide can also help out your group. For pvp it depends on what you are doing... If you are running a 4 man premade i find rage to be the better spec, its has crazy burst and really pressures enemy healers into healing several targets and draining their resources. You drop a 4-5k smash into several people on a void door or a novare hut it really puts the momentum in your teams favor, 20k worth of instant damage that needs to be healed through and easily confuses raid frame tunneling healers into who is actually being focussed. You have a healbot that should be spam dispelling you to prevent you from being snared/kited so you can stay on your targets and keep generating rage. Coordinate burst with another dps class and you will global people. If you are solo q'ing you have two ways to go since without dispels your rage spec will be kited and rage starved. So as a pug'r, do you want to kill good healers and tanks? Or do you want to kill average/bad healers and all dps classes. Carnage is the spec to kill good healers and drop tanks, you have a ranged root that also adds trauma, your vanish breaks snares, and your predation is amazing when used during a fight not just to sprint from one node to another, ravage roots your target, not to mention +15% passive run speed at all times. All this makes you damn near unkitable when played properly. With gore you tear straight through any armor. Its all single target though and your damage comes in quick bursts with gore ravage scream combos, so it can feel lacking when ravage is down, but nothing drops a healer faster. Bait their knockback, then drop your root chain combo into them. Get a full rage bar and pop berserk gore and then massacre spam to put out pressure during ravage cd. Anni is the go to solo q duel spec. Any dps class aside from tank sin is an easy win, dot them up annihilate and laugh. However, you will never kill a good healer solo, they will kite and cc you all day long while dispeling all your damage. You can pressure them into focusing on you and not healing their team, but you wont kill them if they are good. I have a valor 70+ valor sorc and merc healer toons and i can kite an anni mara all day if he is on me alone. Bad healers will drop to your pressure if you land your interrupt followed by a charge interrupt. It is an awesome spec and can really rack up pressure on people, but throw two decent healers on the enemy team that understands you are a priority to heal through and your dots will never stick.
  7. Using your other abilities in the small 6 sec window until your kick is back up to prevent heals is the very definition of strategic, but you dont want that no no you want ezmode dps more than it already is and for healers to just fall over the second you charge them. Using charge in melee range to interrupt is very very viable! Charge kick choke kick awe (pause for your dps cds) kick charge *** more do you want, and that is only one mara doing that. Because you can hit a free cost off the global cooldown instant ability in the window while a healer has to cast a 2 sec cast means they should be punished even more? Get real.
  8. The plague doesnt stun on you in WZs, but i agree im over this plague crap.
  9. My sound still breaks at the end of every WZ, as soon as the winner is determined i get a very loud and static-like WHOOSH for all the medals being handed out and from there on my sounds are broken where half my abilities dont make a sound or i get no sound at all. Never had an issue with sound pre-patch, and I have to completely exit out and reopen the game for it to work properly again, only for it to happen again at the end of my next WZ. Ive turned ambient totally off so not sure if the airplane engines are back in fleet, but my sound bugging after every match is driving me nuts.
  10. I leveled my my bh healer with a pyrotech buddy through wzs, we knew something was wrong when he was putting up 600k damage voidstars at level 30, now at level 50 600k is the norm for him no matter the map. Against balanced healer games he tops out at 900k. When we stack 2 in a premade ive seen them both put up 700k in a wz, no other class can hang with that, yes maras are easier to heal but a mara has to get up in the ****, he cant grip a healer off a pillar and global him. The pts i play have recently even specced out of thermal detonator, simply because they kill people before it even explodes.
  11. Maybe for rateds passing between teammates doesnt reset the explosion timer, or a stacking debuff like wsg flag. You may think you can counter it but in all reality you will be blowing your trinket to get across the fire to the goal platform if you arent kbed down from a stealthed sin. Even if most of your team happens to make it across without getting nuked down or split up by fire timers youre then trading kills where the difference in res points really becomes a factor.
  12. I have already seen it between really good premades and ive been on both sides of it, first team to get the ball wins, turtle it on your side with a guantlet defense setup where teammates res right beside the carrier. With the current inability to heal someone through focus fire, and the amount of stealth grips into fire it is damn near impossible to score when coordinated teams are playing each other. Right now in pugs its balanced, there will always be some idiot trooper or sorc trying to nuke from his rafters that a jugg can charge to with the ball. But on good teams, the rafters clear, people dont stun the ball carrier at all its just chain grips and roots, and it usually plays out by zerging the sorcs/sages first while ccing other healers and gripping carriers into fire or double grip down and around a corner into 4 dps. Rateds will be first team with the ball wins, pass back put it on a mara with guard and stick him in the corner and setup the ranged/kb classes to wait it out. Im not realy sure what we can do to fix it besides some sort of invisible shield on your goal platform preventing you from taking the ball back past your own fire pits, but if you havent been a part of one of these games you will be and its damn near impossible to get the ball back with the distance between res points. I know my team will prob use this strat, and why wouldnt we, but i dont see it being the intended idea for the map. Before people start calling the teams that use this noobs, myself and others are multi glads/heroes from wow and if you want to be at the top you use strats and comps that work, and right now the huttball turtle works like a charm, and thats not cool.
  13. It gets better OP, since you pulled the mods you can no longer trade that piece back in for WH gear even after putting the mods back in. You have to regrind the bm piece in order to upgrade it.
  14. Most maras are playing anni and rage for some reason, im leveling a mara now as carnage and its feels totally broken in its uptime on a target. Coming from a sorc and bh healer i wanted to see what makes these guys tick, and from now playing the class the only mara i need to fear as a healer is carnage. And as far as snipers go, popping my defensive cds i barely take any damage from them and using vanish to break the long root on the knockback puts me me right back on them. I now know why people say most maras are terrible becase i kite most on my healers all day long, dispel counters anni and rage is a one trick pony so you just setup to a burst heal into yourself when you see the shockwave stacks, the long cooldown on smash makes dealing with them not so bad. There is no kiting a carnage mara however. Its get rooted with mortal strike and have half your health taken in massacre ataru spam, or kb and then get ready for the gore-ravage-scream combo that nearly kills you. Im not dropping my big combo until they KB, then its just too easy. Not to mention carnage passivley runs faster than everyone else and with improved predation there is no getting away and i abuse the hell out of it. With short fuse my predation is up more than my sorcs sprint and its last 3 times longer.
  15. Played a voidstar today where we ended up with 5 healers (yeah ***) and the other team had 1, and we got steamrolled. Not even close. No amount of heals can stop the damage. So i respecced my BH healer to tracer and q'd up, we got civil with 8 dps on my team against a full 8 man premade that had two tanks two sage healers and 4 dps, we *********** 3 capped them. They couldnt do anything, stun the guarded healer and spam dps into him so you can gib two people at once. Kill or be killed is what this game has turned into and its boring as ****. I dont blame people for quitting. I used to play WZs with friends a few hours every night, after 2 games i had no desire to stay logged in.
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