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Juithtin

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  1. I was playing on my Sentinel earlier and it was sometimes working and sometimes not. So I have no idea what's going on...
  2. Ease in to it. When I started keybinding (on a sage healer) the only things I had bound were heals on 1-6, then started adding in modifiers to those (shift, ctrl, alt). If you have some spare money lying around, maybe look into getting a gaming mouse - I've got a Naga hex and it works perfectly for me. And like QuiveringPotato said, keep things as similar as possible between characters. Shift+1 is always my CC break, ` is always my interrupt, F is always a class specific ability (Sage Pull, Zen, Force Push, etc).
  3. The biggest problem I have with rocket out (aside from the fact that it's a sorry excuse for an escape) is that it clips/snags on EVERYTHING. Only map I don't have it clip on me constantly is voidstar cause the terrain is entirely flat...
  4. I wouldn't say no to a slight AoE buff to the specc, and maybe even having cascading power's duration extended slightly to help increase sustained damage.
  5. As far as utilities go, I always run; Debilitation, Adamant, Stoic, Ardor, Defensive Roll, Fleetfooted and Enduring. In terms of not dying quickly in actual matches; don't face tank (which you already found out). Aside from that, what defensives to use depends on the opposing team layouts... If there's heaps of AP PTs, I'd save Camo and blade blitz for their grenades, I basically always pop GbtF with a medpac, spam Transcendence just about on cooldown. Using focus targets and helping nail other people will also help. Other than that, I can't offer much help with Combat - I typically run concentration these days with all the cc flying about or Watchman because of reasons.
  6. Run with Fury until you get used to the class in pvp - it's a lot more forgiving and harder to shut your burst down, majority of your abilities are ~10m, CC immunity on Crush ever 30s, 10m leap while rooted. Anni is probably the hardest to stay on target with to get any solid damage happening with all the roots/slows attached to 90% of abilities these days. Carnage hits incredibly hard, but can be hard to pull off given how predictable the burst window is and how easy it is to shutdown.
  7. I think this is a big part of the problem. They already have an advantage of being experienced and grouped, with the possibility of having voice comms, and STILL run with a cheesey composition; sorcs heals, skank tank, sorc/pt dps or similar. When was the last time you saw a premade running merc heals with no tank? (Not a great idea, but you get the point) It irritates me further when those same premades just farm the other team. I've been on teams (particularly VoidStar) where a group on the SAME TEAM has openly said "Don't cap, just farm them" - then been abused for going straight for the cap. I've also been on the other side where the team is just farming us with no desire to go for the objective and just want it to be over.
  8. Even better when you just blew your +80% Trans/Pred out of the gate (especially huttball) and your scoundrel decides to smuggle your team...thanks buddy. On topic; I do this whenever i get bored in matches, particularly on a ranged class. I think it's a habit I picked up hopping around on fleet waiting for queues to pop....
  9. I understand that. And I agree that having some form of class-wide heals would be a nice addition, it would eventually lead to a nerf to either damage or current defensives. And knowing bioware's ineptness when it comes to balance, we'd get nerfed into the dirt. Although it would be pretty funny seeing Clashing Blast and Focused Burst heal you similar to Force Leech.
  10. Accurate. Alternatively, I could see them boosting damage further to counter sorc healers, while leaving merc and op healers where they are..
  11. We have a utility heal; Zealous Ward. Except it's awful in comparison to other classes healing abilities. If it had a higher heal or healed faster than once every second, then maybe.. And it's not's a question of Sentinel's being OP or not. Currently (aside kiting issues), Sents and Maras are performing pretty damn well. Adding on any significant self heals WOULD make the class OP. If you have self heals class-wide, it would result in a nerf to either our damage or our defensive abilities.
  12. Congratulations to the winners. Bummed out that I missed out on participating, but I screwed up the time conversion and got there an hour n a half late. Maybe next time. Appreciate you guys running this though
  13. Just gonna chime in here cause I can. While I agree that self heals would be nice for all three speccs, I don't think that they're necessary. And knowing BioWare's inability to balance the game, we'd see a minor buff to self heals with a major nerf to defensives. Honestly, I'd rather see Watchman's heals be brought back up to how they used to be and have the other two speccs left alone. I'm used to playing Combat/Conc. without self heals, so it wouldn't make any difference. If they did decide to buff self heals across the board for Sentinels, I'd rather see it done in a buff to Zealous Ward rather than inherit healing to the class itself. ie; slightly higher heals and a lowered CD (c'mon, 3mins is painfully long). That said, I think our biggest problem aside from utility bloat (which I doubt will be fixed any time soon) is being kited. I think having Cut Loose removed (or changed to a CD reduction) and having the purge baseline for Blade Blitz would be a good idea. Alternatively, have Transcendance purge roots basline for you and have Fleetfooted add the purge to your group (in addition to the speed boost, as it currently does). tl;dr - buff watchman heals, fix zealous ward, buff anti-kite ability
  14. Hoshou, Sentinel, Watchman/Concentration, UNICEF
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