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Zarovich

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Everything posted by Zarovich

  1. You are making no sense at all and I believe you would be owned in Wzs no matter what class you played. As I said before they both have two DPS trees while one has a healing tree and the other a tank tree, now go play your healer some more and get owned.
  2. So bascially your upset that the Tank AC version of Pyro does more damage then the Healer AC version of Pyro . Clearly your the one not making any sense. The Arsenal tree does more damage output then Advanced ProtoType does so if anything its an equal split between the two ACs. And why is Merc more DPS then Powertech when they both have the same amount of DPS trees....two?
  3. Your forgetting a very important piece tho, a Marauders 20% reduction bonus (Cloak of Pain) can last up to 30 sec with a 60 sec CD while also working as a damage shield. Its a lose/lose situation for the guy fighting the marauder, do you keeping attacking him so he gets the full 30 secs out of it (if the fight lasts the long) or do you waste a stun on him plus stop attacking while he's stun, or you stop attacking and let him beat on you for 6 seconds while you wait for Cloak of Pain to expire? All of these are win/win situations for the marauder. Also you only mentioned two of the marauders Defensive CDs, they have more then just those two.
  4. Now compare a Marauder to a DPS Powertech Pyrotech for survivability. Granted they both hit really hard and they both are melee fighters but Energy Shield ( 25% damage reduction for 12 sec 2 Min CD) Does not compare to all the Defense CDs that a Marauder get. The 5-7% in Armor mitigation between Heavy and Medium armor does not make up for this. Once the Marauder charges a PT Pyro and snares the PT, its game over at that point because of the Defensive CDs. On my server the good PT's don't last long with the good marauders around, they drop quick and Energy Shield/Heavy Armor is not enough to save them from a well played Marauder. But the same Marauder has enough Defensive Cds to outlast the PT Pyrotech. I didn't count Kolto Overload as a Defensive CD since 15% Hp over 10 secs with a 3 min CD will hardly stop you from dieing once a good Marauder is on you. if the Marauder is Anniliation speced, I'm sure they can come close to matching this heal with their crits and their heals isn't based on a 3 min CD either. Everyone saids to save your stun for Undying Rage but if you don't use your stun while snared by them and getting Ravaged, your as good as dead then too. So now the issue becomes, you need a stun for Ravage (because any decent marauder will snare you after the charge) and you need a stun for Undying Rage, but doesn't Cloak of Pain require a stun to since when its up you can't be attacking them but they sure are cutting into you. So that makes at least 3 stuns to control a Marauder before he dices you up. One option that classes have to create space that PT do not get is knockbacks, but that makes since PT's are considered melee fighters just without all the defensive cooldowns that Juggs/Marauders get. But then again maybe it doesn't make sense since Assassins are melee fighters too with an AOE knockback. Anyway my point is marauders should not be the top DPS class with the best/most Defensive CD while wearing medium armor to boot. The amount and quality of these Cds with their damage output is not much for any class to handle.
  5. Zarovich

    PVP is Broken

    There are some serious flaws with your claims but powertechs are broken? How is a melee class that does comparable burst to a marauder without their survivability is flat broken even after their damage nerf. You have no idea what you're talking about.
  6. Zarovich

    PVP is Broken

    I never said I should be able to kill a person being healed by 4 people. I'm just stating that its still hard to kill one, well at least the good ones are still hard to kill.
  7. Zarovich

    PVP is Broken

    Well I won't agree with that healing didn't need a nerf. I was in a Voidstar match tonight and the republic had 4 healers on their team that did a combined 1.5 mil in healing. Even thou I managed to do 540k in damage and only kill 4 dudes, we couldn't plant on the first door. Why, because you try to focus a healer down and he has two other healers healing him. It was pointless even with focus fire to try hurting someone. Now I will agree that 1.2 has had a negative impact on me too with all the new power house marauders that are killing machines that are super tough to kill and are nearly unkitable with my powertech or any other class. A fight usually goes like this, charge, snared, fight for 5-10 seconds, dead. They have at least equal damage as me with far greater survivabilty with all their cooldowns. Now you can say well fight them at range, your a BH. But the thing is the majority of my abilities only work within 10m. I'm basically a melee class that would gladly switch out my heavy armor for their defensive cooldowns in order to survive longer then 5-10 seconds against them.
  8. I guess that threw me off since he had Snipers in there and supposedly most of their damage is mitigated by armor.
  9. i've been starting with the most expensive(BP) and working down.
  10. Its funny you mentioned Sorcs since all their attacks ignore armor and most of operatives since their is tech based.
  11. A well played marauder is the hardest for me to play against in a 1v1 setting. Its not their damage that causes the most trouble for me, its all their defensive CD. Undying Rage is a problem since they become immune to damage for 5 seconds. Then there is Cloak of Pain thats on a 1 Min CD that prevents 20% of damage and then deals damage back at the attack plus it can last up to 30 seconds. So bascially you'll have to stop attacking/stun or something when this is going in order for it to only last 6 seconds. Next is their other ability Saber Ward which gives them 50% defense against Melee/range attacks plus it reduces damage from tech/force by 20% for 12 seconds. Then finally Obfuscate which drops the opponents accuracy by 90% for 6 seconds with a 4 minutes cooldown. I believe some of the better Marauders use this on the better players to make alot of their attacks miss. Then when you tie in Ravage, thats alot of abilities that you should be stunned on but with only 2 stuns you have to pick your posion and hope you can survive long enough for help to arrive. Its really sad to say but marauders have more survivabilty then a DPS speced Jugg and maybe more then a Tank speced one too. And if by chance you get the upper hand on them, they force cloak away to hunt you down after they have healed up. Heavy armor really doesn't mean much in this game and bioware refuses to except it. They claim its great against light saber wielders and Snipers/Gunslingers but with their damage getting ramped up the past few patches for these classes, they may as well be doing tech/elemental damage it seems. PVP is a damage race with who has the most crits and has the most defensive cooldowns.
  12. So my question to you then since you've played many specs. Is 7/3/31 better overall for DPS ouput then 5/5/31?
  13. I am sitting at 1597 Aim with only the War Hero BP(augmented) and the rest all BM(nonaugmented) gear. Granted I am a Biochem and running the Aim Stim too but shouldn't we all be. I'm guessing that after i have all the WH augmented gear and get the last few things like +10 data cron, and the Rakata Aim Stim, i should be able to break 1700 Aim. Now will this offset the +10 crit to fire effects your talking about, I'm not sure. I'm mainly doing it for increase RS and TD for the most burst possible. And currently this seems to be the best way to take down a good marauder, kill them before they get the chance to blow their cooldowns.
  14. Why not use the best of both worlds and run 7/3/31. This will only give you 6% Steely Resolve but you get to keep TD. This is actually the spec that I'm using and I like it so far. I recently did over 500k on Huttball with this spec, I know it pales incomparison to some of the videos online but this was in Huttball and not on Voidstar. And for the record I don't use any AOEs at all. I used to use DFA before the nerf but now its too situational to be bothered by.
  15. And then you throw in the fact that their most popular spec (Annilation) can heal themselves for 70K+ per WZ match. This class really doesn't have any weaknesses. Rock, Paper, Scissor, doesn't apply to them.
  16. This is the same question I'm having. Is it better to go with the +41 expertise crystal or the +41 power one? If expertise is better then now is the time to get one easy with the rakghoul event going on. What is everyone thoughts on the matter?
  17. What PVP set bonus would be the best for AP? I'm thinking Eliminator won't be the best choice with the 4 piece bonus not helping at all since RS should be critting everytime you use it. Also I've seen claims from simulators that the changes on 1.2 test are putting AP and Pyro within 6% DPS of each other. Would this warrant the AP spec being a viable option now with the utility and mobility it has in comparison to Pyro? Heat management changes from 1.2 may also be another reason to take a closer look at AP too.
  18. You do realize that Powertech's Quell interrupt has a max range of 4m? So as a Mercenary, your saying you want to be up in everyone's grill.
  19. After this patch there will be no reason to ever leave the Star Fleet. Everyone level 50 will either be waiting on WZ's matches to begin or doing Operations from Star Fleet. So why did they spend so much time on these planets. There won't ever be any Open World PVP since they can't figure it out. And why are there even PVP servers if their the same as a PVE server?
  20. The quickest way to gain valor under the new system will most likely to be to allow one team to win right away after getting 4 medals so the match will end quickly and so the next match can begin. With how it is right now in an hour we can usually only do 4 WZ matches. But under the new system, if one team allows the other side a quick win it may be possible to get 10 matches in an hour. At 2000 valor per match for the losing side thats 20,000 valor per hour. It sounds like its far more beneficial to work out in general chat before the match starts on who should win so quicker the matches will go for valor farming for both sides. It seems like Bioware wants everyone to be valor rank 100 by the time GW2 hits the shelves so we can have closer on SWTOR and move on.
  21. Powertechs don't have knockbacks just stuns.
  22. But you do know that classes can get short immunity to interrupts right?
  23. This won't ever be a serious PVP game as long as auto-facing exists. It makes herp derp players and classes much better then they should be.
  24. That helps some but even if he didn't use his trinket thats only 6.5 seconds of the 12 second immunity covered. I don't know if that would be enough to overcome it still. I'll have to test it out once I get BM and some gear upgrades.
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