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Zero_Unlimited

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  1. Set Bonuses:

     

    2 pc: Each Stack of Kolto-Probe or Slow Release Medpack increases the target's damage reduction by 1%.

    4 pc: Decreases the cast time of Kolto Injection or Underworld Medicine by 0.5 (if this is too much then reduce by 0.2s)

    6 pc: Kolto-Probe and Slow-Release Medpack now stacks up to 3 times.

     

    Please remove the utility Curative Agent and Sly Surrender from the Legendary tier to the heroic tier and remove the utilities Cunning Competencies and Dirty Trickster from the game. Then Rework Curative Agent/Sly Surrender to have the following effects:

     

    Activating Countermeasures or Surrender grants Curative Agent or Sly Surrender, which purges all movement impairing effects and causes you to heal for 1% of your maximum health per second for 10 seconds.

     

    Then make the following tactical item:

    Kolto Infusion or Kolto Pack heals for X and heals for an additional Y over 9 seconds

     

    This will create a space for another legendary utility, in this space please make a utility that allows Kolto Waves to be channeled while moving!!!!

     

    Finally, in the legendary tier, please buff the Augmented Shields or Hot Wired Defenses utility to, give the scoundrel or operative an additional 30% damage reduction while stunned!!! Every other healing class in the game has 30% DR while stunned, I don't understand why scoundrels and operatives do not have this utility, they are by far the squishiest healing class of the 3 in pvp because of it!

     

    Edit: if you're worried that giving 30% DR to concealment operatives might make them overpowered then you can make the 30% DR while stunned unique to the medicine/sawbones skill tree.

  2. Please make a tactical item for tanks that cuts the players defense chance % in half and grants the same amount of defense % removed as an increase to Force/Tech Resistance %. As it stands now, defense is not a very good tanking stat in both pve and pvp since many bosses and most player abilities ignore defense chance. This causes players to seek endurance or dps items instead of defense rating and simultaneously discourages the use of accuracy in pvp since most player abilities hit without the possibility of missing. Increasing resistance at the expense of defense chance would better balance out the stat and encourage tanks to seek and use items that require defense rating.
  3. A sign that things are not going to be balanced very well is the fact that Eric came out and said "skank tank" to begin with. It makes it sound like there is one situation, but there are three situations which are all very different.

     

    1) PT skank tanks do too much damage due to being an elemental cleave. Their dcds are still terrible.

     

    2) Sin skank tanks don't actually do very much damage, but have the highest passive mitigation due to their shield proc/ active abilities, combined with their utilities. Not too much of a problem, might even need a buff in damage and less utility.

     

    3) Jugg skank tanks have the best dcds of the skank tank, on par with a merc, mara or sniper. They can do some impressive damage against low armor targets, especially with their cleave, but can't do the same against higher armor targets due to not having any armor pen/bleeds/elemental-internal.

     

    These are three different situations that need to be handled three different ways. Then there are the general problems:

     

    A) Guard percentage doesn't scale off of defensive stats

     

    B) Armor doesn't mean anything in pvp, except against very specific class/spec combinations

     

    C) Shield doesn't work against crits, and due to stat bloat, everyone has a base crit of 43-45% and an effective crit of 50% or more.

     

    D) The "defense" stat is pointless for pvp and will result in automatic losses against certain classes

     

    A simple "solution" to skank tanks isn't going to cut it, but that's how Bioware Austin is going to handle it, because that's how they handle everything. If they wanted to grow the game, rather than the continual shrink, they'd have to remake how combat works from the ground up. But...

     

    They can't do that. They can't even code enough to have the game recognize the difference between advanced classes for the 25% CXP bonus you get for reaching 300 Command rank. It doesn't work that way because they couldn't figure it out.

     

    Imagine how things would of been different with even simple fixes, like having heavy armor be meaningful in pvp. Mercs wouldn't of gotten that stupidly OP buff a year ago, with the subsequent slap on the wrist. PT and Jugg DPS would actually have some survivability. Tanks would actually be tanks.

     

    Instead of basic mechanical fixes to combat, they're going to keep balancing the game based on optional utility choices, which of course ends up being anything but optional.

     

    The Devs intended metas never work. They don't know the game enough, they don't test enough, they don't have the interest in the game required to balance it that way. It's just a continual pattern of metas evolving around the stupidity of the system, and eventually being punished for hating and avoiding what the devs intend but never succeed in executing.

     

    Time to move on.

    To nerf skank tank bioware first needs to buff tank stats in pvp so that tanks will want to use them. This can be done by making crits shieldable and allowing yellow damage to miss based on the target's defense chance. Secondly to prevent skank tanks from topping the damage charts while getting ungodly amounts of protection they should re-work shield so that guarding another player reduces total damage output to other players only ( so as not to break PvE) by 25%. This will make tanks bastions of defense who don't deal retarded amounts of damage.

  4. Eric, I've been checking swtor forums every hour or so for the "rain" of codes and they don't even work! was it really a first come, first serve basis? I'm more disappointed that I was promised codes just for them to not work. In that case you shouldn't have promised anything I would have been less upset.
  5. Having played all 3 healers in pvp I will agree that operatives need more interrupt immunity now that it has been pointed out. As far as everything else goes Hottie we'll just have to agree to disagree. "Balance" is relative term that's very definition implies that one class should not excel at something where other classes fail, only their styles of play should differ. I'm not sure we both agree on that definition. It seems like you have a rock-paper-scissors idea of how classes in an MMO should work. There's nothing wrong with that idea, many would agree with it. All I want is for classes to be rebalanced every 2-3 months instead of every year or longer. It's not "Flavor of the Month" with swtor, it's "Flavor of the Year".
  6. I strongly disagree with those of you who are saying that it's unfair to compare operative healer to merc and sorc healers "because those classes are op," when those are the only other two healing classes in the game. If i can't compare operative healers to another healer then what can I compare it to? If the answer is "nothing" then something is obviously wrong with class balance when two healing classes are comparable and the third one isn't.
  7. This is from a pvp point of view. Operative healers are lackluster in many areas. The problem with operatives vs the other two classes is that operatives have weak burst healing and terrible survivibilty.

     

    1) Operatives have no burst healing outside of stim boost/pugnacity evey 2 minutes (~1min 45 sec with alacrity) and this is only if the following kolto injection/underworld medicine crits. In this high-burst, mercenary-filled meta you've created bioware, tickling our allies with heals over time (hots) just isn't doing the job to keep people alive. Kolto probe/Slow-Release Medpack takes ~17 seconds (with alacrity) at 2 stacks to heal the damage that one dps can do in a single global cooldown. This ability is comparable to sorcerer's bubble, which is one gcd that prevents > 10k damage in a single gcd.

     

    Here is an example to illustrate my point. I was in an odessen earlier today and an ally of mine was at low health being attacked by ONE mercenary. I had two stacks of kolto probe/slow-release medpack on him, and was using kolto infusion/Kolto pack on cooldown along with recuperative nanotech/kolto cloud. I was Spamming kolto injection/underworld medicine on this target and following up with a surgical probe/emergency medpack and I could not out heal the mercenaries damage. I used stim boost/pugnacity for an instant emergency heal, which didn't crit, and my target still died. Even during the two times the enemy was hard-stunned and did not break out of it. My target eventually died, I could not heal him above 50% health. I doubt a sorcerer would have had the same problem.

     

    Playing an operative healer in solo-ranked is the worst. 90% of the healers you encounter in ranked are sorcerers, who have godly burst-heal with roaming mend and bubble which instantly prevents/heals a high amount of damage. If operative can't keep up with one mercenaries burst damage, then there's no way it can compete with 1 or 2 mercenaries that you encounter (on average) in 3 dps 1 heal ranked games. I've had people leave games and /stuck in the first round as soon as they entered combat merely for seeing that they had an operative and not a sorcerer on their team. Sadly, I don't blame them I don't even know why I bother queuing ranked on my operative healer.

     

    2) The second issue with operative healers in pvp is their poor survivability. The other two healers, mercenaries and sorcerers have talents that give a passive 30% damage reduction while stunned. Operatives have no such passive ability, and as consequence they are prone to being chain-stunned and globaled, especially by a coordinated ranked team. Another issue that plague operative's survivability is that unlike the other two healing clases, operatives have no emergency cooldown, that they can use while stunned, which forces the enemy team to stop attacking them. Mercenaries can use responsive safeguards to force the enemy team to switch targets or cc and Sorcerers can use force barrier and are immune to damage. Operatives get destroyed if their stun-breaker is on cooldown. You might argue that "operatives can cloak out and this stops them from getting focused." While that statement is partially true, the cloak out cannot be used while stunned, and in this FOTM Mercenary meta where electronets run rampant, there's a good chance that you'll be netted if you're already white barred and getting tunneled, preventing you from using your cloak out. Yes, sorcerers have the same problem of not being able to barrier while electronetted, however sorcer has the burst heal capability to survive long enough to outlive the net.

     

    In conclusion, operative heals suck in pvp, please buff. Give us better survivability and burst healing. If you still don't believe that operative heals suck look at the ranked leaderboards. Currently operative is the LOWEST ranking class of them all! The top operative's ranking is ~500 below the top ranked players from the other advanced classes and ~1500 below the top sorcerer! The highest ranked operative is the ranked 48th over all advanced classes, and the second highest ranked operative is rank 96th. Clearly, there is a problem here.

  8. I can't blame you. For years commandos have been paperclips seriously underpowered defense wise.

     

    Trolls and haters aside, this thread is for you all who are willing to learn and adapt. Some fellow commando & merc players will hate me for this but we are as easily countered as any other class.

     

    Now I can't force you all to change but I can try to show you your errors and make you realize there is a way to win against a class which is finally equal to yours.

     

    Bad habits die last.

    Everyone is so fixated and trained like a dog running a parkour they don't realize what the hell kind of stupid skill spam they actually do on enemies commando / merc. Just because It worked in the past didn't mean it was ever a good idea.

     

    Change is never easy and mostly not welcome but it's necessary.

     

     

    Let me ask you some questions:

    Do you spam all your hardcap and softcap CC on a bubbled sorc?

    Do you keep firing all your damage abilities on a bubbled sorc?

    Unloading all your damage rotations On a Mara running his massive Damage reduction?

    Wasting all your burst on a doge roll scoundrel / Ops?

    Do you keep spamming your ranged heavy hitters on a Jugg running his reflect?

     

    ....and so on.

     

    Point is you are used to do it on commando & mercs for years because we really couldn't do anything about senseless CC stunlocks, interrupts and your own defense skills. Now we can, just like your fellow <insert other class>.

     

    I now played roughly 50 matches since Saturday. In all those matches I 've nit seen a single player being mindfull of what ue actually does throw at me.

     

    Juggs tanks and skanks and maraudes wasting all their cc for an initial stunlock jumping on me activating their own defense skills and then....well they die 30 seconds later disgracefully. But what do you expect throwing all your utility away in the beginning of a fight?. It worked before because you could wear the last breath down because we lacked all the nice things you have.

     

    I could write now two essays over individual counters but I keep it stupid and simple.

    Fight the bad habit and fight us like you fight a fellow sin/mara/jugg /ops rep side class.

     

    We have defense skills now just like you and you can expect us to use then to maximum effect just like you.

    Don' try to stunlock us / snare / root when we have our reflect, selfheal or free running up.

     

    Remember you don't throw your stuns ob a low hp sorc when you know he has his bubble left and isn't a total derp.

     

    Don't pop your combat stealth and immediate ambush us when we still have full hp. You don't do that on anyone else, don't do it on commandos and mercs anymore.

     

    Commando and mercs are OP because no other class has 3 abilities that can potentially heal them to full, and this needs to be slightly adjusted. These abilities are as follows:

     

    1) Kolto Overload (talented with Kolto Surge) + Medpack

    2) Energy Shield (talented with Trauma Regulators)

    3) Responsive Safeguards

     

    Most of you mercs will argue that number 2 and 3 can be countered by stunning, ccing, the merc or switching targets. While this is true, It must be pointed out that no other class has TWO abilities that essentially force target switching. Take the Sorcerer's force barrier for example, it forces a target switch, does not heal them to full, and leaves the sorcerer invulnerable. Unlike mercenary's responsive safeguards however, sorcerers can't do anything while channeling force barrier. Mercs can simply free cast if they aren't stunned. This becomes a problem if the merc decides to wait to use responsive safeguards when he's getting focused and he's already white-barred.

     

    Another (common) scenario is when a group of like-minded individuals stun or cc the merc simultaneously when they see him activate responsive safeguards, the merc is almost certainly white-barred at this point and able to free cast while temporarily invincible if he decides to break his stun. If he does not break his stun and the group switches back to the now white-barred merc after his responsive safeguard ends, the merc can pop energy shield and essentially be able to free cast again as the group would now have to switch targets again. Unless the group attempts to kill the merc before his energy shield expires, which is a huge gamble, as failure to do so would allow the white-barred merc to heal to full again.

     

    I agree that mercs desperately needed a defensive buff since they almost always got tunneled and killed instantly especially in ranked prior to 5.0, but the amount of heal-to-full they have now is absolutely ridiculous. No other class can heal to full 3 times without using any self heals, and mercs have self heals to boot.

     

    Powertechs get killed far too quickly nowadays if tunneled. Since powertechs can not self heal with healing abilities like merc can, powertech needs some of the heal to full love. I strongly suggest taking the Trauma Regulators talent away from mercs and giving it to powertechs in their legendary tier, and giving powertechs the Kolto Surge talent (sharing it with mercenaries.) That's it. Mercs would still have their godly responsive safeguards, and a second heal-to-full with kolto overload + medpack, but this way they'd only have one move that forces a target switch and/or requires a stun or a cc (as many classes already have) instead of two which makes them overpowered.

     

    And before all you mercenaries q.q about the idea of having one of your precious heal to fulls taken away, I want to point out that I play all 16 advanced classes, and not a single advanced class can do what mercenaries can do defensively in 5.0 while still being able to dish out godly amounts of damage.

     

    tl;dr

    1) Mercs OP cause 3 heal to fulls and potentially two forced target switches

    2) Fix this by letting powertechs and mercenaries share the kolto surge utility in their heroic tier and by taking trauma regulators away from mercenaries and giving it to powertechs in their legendary teir

  9. We should keep the solo and group modes of the eternal championship, but it would be cool to additionally redesign the 10 rounds of the eternal championship to be 8 and 16 man story and hard mode operations as well!

     

    Since other operations only have between 5-6 bosses, this could be balanced by making an unassembeled token drop after every second eternal championship boss, while each odd numbered boss drops raid mats. A weekly could be designed for the operation version of this quest, that drops crystals similar to other operation weekly quests.

     

    On a side note, it'd be nice have a 10 boss operation with no trash to clear for a change. What do you guys think?

     

    Edit: Since the eternal champinoship gives commendations that can be used to purchase (un-modifiable) 208-220 gear, this redesign would be best saved for 5.0 when new tiers of gear come out.

  10. The level 65 juggernaut/guardian 2 piece an the 6 piece set bonuses are fine. The 4 piece for juggs and guardians should be more like the marauder/sentinel's current set bonus, which reads "Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 10 seconds." The 5% ravage crit chance that we currently have is nice, but it is kinda crappy by itself as a set bonus. Since juggs don't have a cooldown similar to Valorous Call or Frenzy, we should keep the 5% ravage/blade dance crit chance and also have a percent damage boost to enrage/combat focus like our marauder/sentinel cousins.

     

    TL;DR

    4-Piece: Increase the critical chance of Ravage or Blade Dance by 5%. Additionally, Enrage or Combat Focus Increases all damage dealt by 3% for 10 seconds.

  11. Please fix this bug asap Bioware. I paid millions for the outfit and was very disappointed that the robe stretches and moves independent of the character's body. It looks especially horrifying in cutscenes. If the character is walking in a cutscene, the Robe Stretches to the position that the character will stop at, before the character actually gets there. The glitch looks terrible if you use Feign Dreath to regen your health as well.The glitchy portion is also missing from my character select seen.
  12. If your tanks do a countdown before pulling the boss, you can pre-cast Demolish easily.

     

    You can't pre-cast demolish on bosses with your sin. You have to be within 10m, well within aggro range (even with stealth). Assuming you popped blackout or the boss doesn't aggro you from being within 10m in stealth, the moment you start casting Demoish, you'll de-stealth causing the boss to aggro you during the countdown anyway.

  13. I cleared all 4.0 NiMs cept Styrak (but it's dps/coordination/luck fight anyway) as tank, and, dunno, maybe half as healer. If I ever had sub-80k tank in group when healing, I'd just quit there and then.

     

    If you quit the moment you saw a sub 80k hp tank then how do you know that he wouldn't have been fine with max mitigation? Sounds like you left before you ha the chance to make that observation. Obviously biased.

  14. "Pug" is short for "Pick-up-group" which originally referred to a group that was formed from random players in the main town, city, or fleet, for the purpose of doing group content. The term has later evolved to reference any player who randomly joins a partially pre-made group. For example, a group of 4 players join a group and queue for a warzone. Those 4 players will (usually) get placed with 4 random players who would be called "pugs". The same applies to operations if a guild doesn't have enough members to fill a full 8 or 16 man operation group, they might pull one or two randoms, or "pugs" off the fleet to fill the remaining spots. Pugging is a crapshoot because oftentimes, you'll pick up bads who don't know what they are doing.
  15. lol. talk about unhelpful! you took the time to make a paragraph long rant about the need to "fix ops", but then go veering off into what you think bioware is doing wrong, and never even get around to saying what you think is wrong with the class or what needs fixing "ASAP".

     

    Even if he did say what he wanted fixed, it would fall on deaf ears anyway.

     

    Operative dps is fine in pvp, the concealment tree could use some better energy management in pve though. The only real issue is operative healing. Give operatives more burst healing. To do this, I suggest lowering the cast time of underworld medicine by 0.5 seconds and the energy cost by 10 and keeping the amount it heals for the same.

     

    I suggest this because the only way to keep a target under heavy fire alive is to have all 3 hots rolling (probe, kolto infusion, and recuperative nanotech) while spamming the crap out of underworld medicine. Usually what happens is you run out of energy doing this, or the target dies first. Decreasing cast time and lowering energy cost should help in both regards, as long as the amount it heals for stays the same.

     

    I've wasted my time typing this though. As I've said, It will fall on deaf ears anyway. Bioware/EA doesn't care about class balance as long as people buy cartel packs.

  16. Operative heals needs a buff in pvp too not just pve. In both situations operatives lack in burst healing. During focus fire or in burn phases the only way we can keep a single target alive is to get all 3 hots rolling (nanotech, kolto infusion, two stacks of kolto probe) while spamming the crap out of kolto injection + surgical probe (immediately after injection finishes casting). Doing this of course, you'll quickly run out of energy.

     

    To fix operative healing all that I think really needs to be done is make kolto injection, which is operatives only bursty heal, (if it crits) have it's cast time lowered to 1.5s (down from 2.0 s) and it's energy cost reduced to compensate, but keep the amount it heals for the same. Likewise if operatives spam kolto injection, (which is necessary since hots take a while to heal a target up,) operatives run out of energy too quickly. As the original poster suggested, the energy gained from diagnostic scan crits should be increased. 10 energy per crit might be too much to ask for, but at the very minimum the amount of energy gained from diagnostic scan crits should be at least 5 instead of 2. For pvp, Kolto Infusion should be able to be cast while running, since mercs and sorcs can cast their main heal while running and since diagnostic scan, surgical probe, recuperative nanotech, and probes alone aren't sufficient at keeping any target alive in burn or under focus fire if heavy movement is required.

  17. Shadows have exactly 3 DCDs, 4 if you count battle readiness (which is useless on its own). Deflection - 3 minutes cooldown, only works vs. melee/ranged, 12 seconds duration. Very situational at best. Resilience - 1 minute cooldown, works on all yellow damage, 5 seconds with a utility that's a must. One of the best CDs in the game. Force cloak - 3 minutes cooldown, works on all yellow damage for 3 seconds and lets you heal up. Another great DCD. Apart from that... Nothing. Infiltration also has blackout as a DR increase, and serenity can use their AoE taunt as a DCD (although it's usually a waste). Both are nice.

     

    I really don't need to list all the DCDs that sents have. Saber ward is better than deflection. Rebuke has up to 30 seconds uptime. Transcendence is on a 30 seconds cooldown and is nice to have (though not incredible). Pacify is arguably the best single target DCD in the game. Guarded by the force is pretty much resilience, only it works against all damage. Force camo every 45 seconds... Not to mention awe.

     

    I really don't see the problem. Sents are in a great place, DCD wize and DPS wize.

     

    Awe isn't a defensive cooldown it's a CC. If you're arguing that it, like all CC can be used defensively, then you'd have to include shadows numerous cc's in their DCD pool for the sake of your argument. Low Slash, Force Lift, Force Stun, Spinning Kick, Mind Maze, etc. In that case shadows would have more "DCD's" and still win.

     

    Not including CC's Sentinel has 5 Defensive cooldowns. Transcendence is a mobility/offensive/anti-kiting cooldown, whose defense increase is laughably negligible, so it doesn't count.

     

    Pacify is crap, in that it is only good against white damage. Pacify does nothing to yellow damage, which is the majority of damage from the majority of specs. Using pacify does literally nothing against dots, the assassins or operatives burst tree, sages and sorcs in general, Fury/Rage tree's auto crit, carnage combat, auto crit, tactics/ap VG's thermal detanator/cell burst, etc, etc.

     

    Now that we've established that pacify is severely limited in it's usefulness that compares to the shadow's 4 DCD's that you've mentioned to the sentinel's now 4 (disregarding the semi-useless pacify). Resilience is a much better cooldown than GBtF/Undying because you get a free cleanse, you're immune to CC during it's duration, and you're immune to the majority of damage, and the cooldown is 1 minute vs GBtF/Undying's 3 (2:30 if talented). As i've said in a previous post, you pop undying, you get stunned, and it's effect wasted. That simply doesn't happen with resilience. If I had to choose between the two cooldowns, I'd choose resilience.

     

    Force camo is only up as long as you aren't doing anything. The moment you activate any ability it's gone. Even with the camo cleanse talent, it doesn't cleanse most dots, or thermal grenades, or any of the crap that shadows/operatives can cleanse if they talent their stealth out. Camo is really only good for taking the focus off of you, or running away to the nearest medpack. If you're dying/almost dead the moment you pop out of it, the opposing team will see that you're low on health and jump right on you again if they know what they are doing. This is common in arenas.

     

    I'm not asking for a buff to make sentinels easy, but it should be noted that sentinels have received little in the way of new defenses since 1.0, where as other classes have. All I'm saying is that there is a reason that most people would rather queue for ranked on their guardian than their sentinel. There's also a reason that sentinels are high on the "focus first" list in arenas, and that is because sentinels are easier to blow up with focus fire than other ACs. As a matter of fact, almost no one likes to focus guardian's first because they're cooldowns are so godly that it takes forever to kill them. That very fact should point out a discrepancy in the balance between the two classes.

  18. Sentinels can stealth out and heal to full too. I do it all the time. We call shadows that don't open up in stealth a dead shadow. Sent is better.

     

    Sentinels can sneak away, but they don't drop combat, it takes forever for them to wait for combat to end for them to heal to full. Waiting that long in an arena will most likely mean all the rest of your teammates are dead. In regular warzones it's often faster to die and respawn than it is to wait for combat to drop after using force camo.

  19. They are not. Shadows squish MUCH faster, in addition to having less burst (as deception) and less utility. Sents are currently in a very good place, and their survivability is just fine.

     

    Also, the survivability gap between maras and juggs isn't that high, the skill gap is. Juggs have a couple of ok cooldowns that require little to no thought when using them, while maras need to think which cooldown is best at what time.

     

    Shadows squish much faster if you don't use stealth and try to 1v1 someone without it. Unlike Sentinels, Shadows can stealth out, and heal to full. Add that to the fact that shadows can start combat in stealth, which almost ensures that the shadow will never get opened up on in arenas, where as sentinels are easily the first targets (behind mercs and snipers.) Shadow's Deflection is comparable to saber ward, but deflection's chance to evade or parry is 20% stronger and the effect lasts 25% longer. Shadows can become immune to yellow damage all together, while becomming immune to stuns at the same time. Comparably, sentinel can become practically immune to all damage, but simply get stunned, and it's effect wasted. Shadows also have a talent that lets them take 30% less damage while stunned unlike sentinels, which makes it more likely for the sentinel to get chain stunned and zerged to death faster than the shadow. All that being said, I disagree, a sentinel is squishier than a shadow imo.

  20. Not really. Your damage is insanely strong (the good kind of insane) and your cds are good.

    If you want to survive longer play a jugg, mara doesn't need more dcds because it has incredible damage.

    You are hard hitting melee with good dcd but not facetanky.

     

    The idea is to make them less tanky than juggs, but more durable than they are now. Having played all 5 melee classes in pvp, I would argue that Marauders and Sentinels are the squishiest of all the melee classes.

  21. Personally I feel increasing survivability would make the class more like juggs which would be a step in the wrong direction. Sents wear medium armor and we are supposed to be fast and hard hitting. A better burst would be a better proposal. Id like to see the class out burst pyrotech in close up combat. A little better cc immunity would be a huge improvement and better anti kiting tools as well.

     

    Our burst is fine in carnage and fury trees. No, it may not be as sudden and as fast or as easy to set up as AP powertech's burst, but it's certainly close imo. We have plenty of anti kiting tools, with the talent that makes predation remove movement impairing effects and increases it's movement speed by 30%, a talent that roots on cirppling slash (throw), and a talent that makes mad dash break movement impairing effects. If you find yourself constantly getting kited you're doing it wrong.

     

    As far as "fast and hard hitting" goes, sents are currently one of the highest parsing classes in the game right now (pve) and i'm afraid that any attempt to make the class more bursty for pvp's sake, would lead them to nerf the sustained long-term parse damage in pve, or just nerf the class so it parses like crap in general. We need to be more like juggs for pvp if we want to survive long enough to do any hard hitting damage. You can't do any damage if you're dead.

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