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KashyyykForest

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  1. Another arena dps from a while ago I forgot to upload http://imgur.com/jZiYXVC
  2. Yes, what I typed has been the overall majority of my experience on gunnery commando in Warzones(critical to note here, as it seems you might be talking arena environment, from that 3-4v1 comment), summed up. Of course it's anecdotal, but that is all any of us have to offer here. Just because I report a positive play experience on my commando does not mean I am against buffing them. I recognize they have their weaknesses, and have seen more then a few awesome suggestions to improve them in different ways*, primarily in the arena environment where their specific weaknesses are bad weaknesses to have. *Case in point: Seen the suggestion to add a Smoke Grenade power that would make the commando untargetable for several seconds by enemies, similar to force camo of sentinels. This would be a great way to address their need for a focus break type of power in pvp, imo. Other things that could be interesting to see done, virtually all of which I have seen suggested... - Make the 30% aoe and stun reduction trait instead a passive that the base class innately has, to free up space to choose other useful traits. - Similarly, make the trait the prevents leaps/interrupts after using rocket out a passive built into the class. - Add a root effect to the knockback power, this could be added to the skillful trait Afterburners, replacing the portion of the trait that makes the knockback simply more powerful. A root would be way more useful imo, as it could prevent leaps, etc. Not saying to add all that necessarily, but some of it I'd like to see.
  3. If I'm solo q'ing wz I have a blast on my commando. Ranged+Self heals is big plus in that environment. Arenas though ehh, not my favorite thing for a pug mando. I try to hang out near edge of fight near los object. This way if ranged is causing you problems your only a few steps from cover. If a melee is giving chase it quickly turns into a 1v1 if you rocket boost out of the fray...and merc/mando just so happens to be fairly good at those.
  4. As others said I'd definitely take a very experienced player such as yourself on operative healer than a decent amount of sorc healers these days. A big part of that is I notice having a player on the team who get the team to work together with a winning strategy plays a huge role. From what I've observed it's usually individuals with team ranked experience who have 'seen it all' so to speak. Also I would use my pull+knockback root to peel for you, and spam op off heal heh.
  5. KashyyykForest

    Ranked BS

    I feel quite similar at times but this is the only game I know of where I get to experience so much jedi/sith fun in one place heh. The depth of the combat is intriguing to me with all the powers each character has. I like games like shooters for example, but they just don't grab my attention the same way due to the (admittedly perceived) simplicity.
  6. Are sorcs healers really that bad in solo ranked? From the games I've been in stuff still dies everytime even if both sides have a sorc healer, and a tank. It gets dragged out a bit longer but I had a lot of fun with some of those longer matches. Didn't come down to acid cheese tricks either. Madness sorc i get the frustration if there isn't a healer present, as their off heals seem to turn matches in their favor. But if there is a healer present is a madness sorc really any better than say a hatred assassin? Seems they are more vulnerable to pressure. Seen some pretty nasty hatred assassins.
  7. I don't know why but I have a tendency to jump sometimes but only usually when I'm playing sage healer...must be the trolliness of the spec influencing me somehow...
  8. Sage Telekinetics spec / Arena dps: 5,228.56 http://imgur.com/ytDMZoI Going to thank Bioware for having such a balanced pvp matchmaking system.
  9. Thank you for putting the effort into this. I might actually have some fun in this wz knowing what to do heh, looks interesting.
  10. Yup they do. http://imgur.com/a/bol1T Ok that was a bit tongue in cheek, but Telekinetic spec is my favorite thing in this game so I had to post it. Probably more a result of Bioware's matchmaking then anything else though. As others have said, it doesn't really show much other then 1) you weren't pressured much(enemy dps could have done better) 2) you know your rotation. 3) opposing team had lots of heals(so minimal downtime on dpsing), and probably stood near each other for easy AOE. So basically dummy parsing. Only thinking about doing damage has downsides too. Chances are if your going for super high dps you aren't doing other potentially more productive things as well as you could, like peeling for your healer, using off heals on teammates in need, mez targets so a teammate can cap an objective, etc. As those are a dps loss. Having decent dps is critical if that is your role(some emphasize 'objective' play too much), just try not to get lose sight of other things too, even though I know it's fun to farm dps at times heh. Satisfaction playing pvp can come from many things. For example, a while ago I was playing a Ancient Hypergate with my guild. One of my teammates playing a commando dps was entering back into the center area under heavy fire, down to about 25% health and falling fast. I was standing up about 25-30m away on the incline inside the room. I quickly used Force Pull, and saved him as he was out of los from the enemies. Then he used his jet jump power and went back to the healer, as he said in voice chat "Nice Pull!". Wish more emphasis was placed on those other aspects of pvp too.
  11. While technically you are 'grouped' while pugging, how often does a pug group as a whole act like one? It's like the wild, wild west out there.
  12. Yeah idk, maybe im doing it wrong but I just keep a lot of the utilities the same whether grouped/ungrouped lol. I'm sage, so for example when am I not going to take knockback root? Or Egress on force speed? Or cast on the move? Or the heal utility when you have bubble up? I notice that for arenas specifically there could be times when you'd want to change maybe a couple things though, but I don't much care for arenas anyway as it just favors certain classes from the outset, or at least they are certainly easier to play in that environment.
  13. What I meant is just that solo play reinforces knowing your surroundings, using them to your advantage, being 'slippery', because at any given time you could be defeated so quickly. My guildmates tend to have more deaths generally then me in warzones(that's not to knock them at all, they are good players), due to a tendency as I see it at times to kind of 'stand there' expecting guard+heals to just do most the work.
  14. This is pretty much where I'm at, except that I did join a decent pvp guild finally. I played my (primarily tk spec) sage to valor 100 pretty much solo for the vast majority of the time, now I'm grouped more than solo probably, but it's still a fairly even split. If I see that our guild is stomping the imps, I get bored quick and would prefer to try my luck with solo q. Imp premades in q? Team up. Love having that flexibility, otherwise I'd just log for a while probably. What you say about getting better due to solo play is true. I have pretty strong awareness of where to kite away to, etc, if the you know what hits the fan, due to pugging so much in my past. There is a downside I've noticed though. Sometimes I kite away or los my healer thinking I'm going to die from the incoming dps, when in reality, they've got my back. I'm not used to that feeling, takes some getting used to. But I can see how it is true that if you only ever q with a group your reaction to your environment could be slowed, because you don't need that super quick reflex to save your hide all the time.
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