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Jekan

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Everything posted by Jekan

  1. Yeah, that's going to suck for MM. By the way, thanks for your lethality guide, I put it to good use a lot .
  2. Really...this has to be be the most disgusting armor sets this group has produced, and they've produced some whoppers up to this point: http://dulfy.net/2013/02/20/swtor-level-55-new-gear-models-preview/
  3. I wouldn't be surprised if there's some sort of stealth element in the new operations. While I mainly PvP, and thus love the spotter ability, I hope that there's a PvE use for it as well.
  4. Also for tanks having shielding be effective against white and yellow damage is huge. It will make being a tank in tank gear in PvP viable. It also means that lethality/engineering specs won't quite be the can openers they once were on heavy armor. Armor debuff and accuracy increase from TA won't do squat against absorb.
  5. Saber Reflect will also wreck Lethality during the WB/Cull phase as well, yeah? I'm also glad they're getting rid of all the stupid "only on incapacitated target" skills like tumult, eviscerate and headshot. I never use those, sometimes I remember I have them, but they're so beyond useless it's not funny.
  6. Don't forget, though, you also get another opportunity to use it: 1) Snipe 2) Ambush 3) Takedown 4) Series of shots So, imagine this: Snipe > FT > Ambush > FT > Series of shots > FT > Sniper's Volley > SoS > FT You're getting a LOT more followthroughs. NB: Of course, there's the cooldown on FT, so you won't be able to use the sequence I posted, obviously, but still, there's a much greater opportunity to weave it in.
  7. It's interesting that Ballistic Shield not needing cover is listed under Engineering. I wonder if that's a change they made to "Deployed Shields". I'm also LOVING the stealth detection in cover. As an engineer, guarding nodes will be awesome. No more spamming plasma probe. The obvious counter is to knock us back, so I'm assuming a strategy is to keep entrench up every time it's off cooldown. Then again, we'll see the enemy approach at ten meters, so maybe able to drop entrench against a stealthed mob, but ranged knockback/stuns will still be effective. I'm kinda "meh" about the roll forward escape, except it seems that it may be another cc breaker, which is cool. I can also see some use in other warzones where you need to get to a node quickly to defend, or maybe even in huttball, roll to the end zone for a pass. Spammable interrogation probe is also interesting, at least if I understand it right, only one probe can be active at a time, I'm assuming that's per target. Or maybe not, and since the the duration is 18 seconds, cooldown was 18 seconds, removing the cooldown made sense. Also, if someone purges it, we can immediately re-apply it, I guess. I'm wondering if the engineering targeting skill is a new one, the +5 meter increase in range will be awesome. Overall, interesting changes. It will be interesting to see how they play out.
  8. I got all giddy over "Spotter". Better stealth detection? Yes please!
  9. This would probably be OP, but it would be nice to be able to put my shield probe on a friendly.
  10. I agree, CC is ridiculous. The change to resolve was not was needed, they gave the exact wrong thing diminishing returns. As a cybertech sniper here are all the CC abilities I have and their cool downs: Seismic Grenade - 4 second knockdown "Gooey grenade" - insane slow grenade Both of these are short range, small radius 3 minute shared cooldown, so not horrible on the surface But now let's chain in: Flashbang - long range 8 second 5 target stun, breaks on damage - base 60s cooldown, but can be talented lower Debilitate - Melee range stun, 4 seconds, does not break on damage - base 45s cooldown, can be talented lower So, as a cybertech sniper, I have 3 ways to chain CC someone (2 of 4 share a cooldown, so I can only use one at a time, thus the 3). But there's only one CC break on a 2 minute cool down (can be talented for lower, but not by much). I want to know what the PvP team was smoking when they thought that this was a great idea. It's not. I am pretty certain that if it's not addressed, people will leave. EA/BW continuing to play ostrich on this will quickly find themselves down to one server. OK maybe not, but it will cause a bleed of subs.
  11. What you say makes perfect sense, and I would be willing to give up pre-mades if and only if they fixed the matchmaking process, i.e. 2 healers get in, 1-2 tanks and the rest DPS. Make it so that's what happens, and then I'd be willing to roll PUG. But when you need to guarantee at least one healer in your warzone, guess what, you need to make a pre-made with a healer. It's anecdotal, but I'd have to say 70+% of the games I solo queue in have no healers on our team. However, doing that would make the queue times inordinately long and then people would ***** about that.
  12. I wonder if the OP and other "I hate pre-mades" sing the same tune after a premade carries the warzone and they get the higher rewards. Yes, I play almost all the time with 1-3 of my guildies. Why? Because at least then I know the level of play of at least 1-3 people in the warzone. And most of the time, we win, but we also face opposing pre-mades that just stomp us into the dirt. We dust ourselves off and re-queue. Just as those who prefer to solo queue pay their sub fees, so do we. I would give more credence to solo players if I saw them do more then play death match and actually give the appearance of caring about actually winning the game. ETA: I will concede, however, that the occasion where I solo queue, and everyone is talking, working together and pulling off a win is indeed a beautiful thing to behold. Too bad it's rarer than a virgin in Vegas.
  13. This thread is fresh and unique! Thank you for breaking up the monotony of the day by introducing such a fresh, new post! Kudos to you, OP!!!!
  14. I'll have to see if I can drag a few guildmates over as well. Bastion represent!
  15. Oh, we were raising a stink about it in Beta as well, but apparently it's "working as intended". There was a podcast where the dev got real evasive when asked about CC in PvP. I'll have to find a link about it, but I really wouldn't expect them to do anything about it. I think their GAS* gauge is about zero on this issue. *Give A S***t
  16. Yeah, but once you get it, you can unlock it on all your characters through legacy, so it's worth going through the pain once. I was doing it with 2 other people on the Dark Temple grounds, and that part took the better part of an hour to find. But, no quest pain shall ever compare to the Ranger legacy weapon component, the dreaded "Shattered Emerald of Corruption". THAT, ladies and gents, was epic pain.
  17. Might I suggest that your brother is a scrub player and he's tanking your chances to win? Seems to be the only obvious answer here. You win solo, but lose all the time with brother....brother needs to l2p.
  18. Jekan

    Guns!

    I actually like the look of The Headhunter - it's the Rakata Covert Tech main hand. Stats are kinda crappy, but that's easily fixed with mods. It sounds like a suppressed rifle, so it sounds whimpy but hits like a Mack truck .
  19. Well, if he's lethality, then it fits .
  20. I'm pretty sure someone may offer some suggestions, but given the amount of smash hate present in this forum, I wouldn't expect an outpouring of sympathy.
  21. Allow me to make a gentle correction: Suck it up, snowflake, and get to grinding.
  22. I 100% agree with this statement.
  23. I thought I was the only one who did this....damn! My $.0000002 worth, instead of a crit on a proc (I hate RNGs), how about something along the lines of our laze target? One guaranteed crit every 60 seconds.
  24. You wouldn't say noble if it was an enemy poodle, just sayin'.
  25. You only need one now. It was a stealth change that I don't recall seeing in any patch notes.
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