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Essodu

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  1. Just play whatever you like. Even if it's not that great right now now, it eventually will be. Performance gets shuffled around all the time. Ultimately, there's no point in trying to stay ahead of the curve. Just enjoy yourself. Besides, you'll probably perform better in general if you're enjoying your class versus picking one because it's strong but that you find unfun. But if you really want the numerical "best" pure melee, then the answer is most likely marauder/sentinel at the moment. They have the highest skill ceiling of any advanced class in the game, but you'll also get better performance overall than you will from jugg/guardian if you play them well.
  2. ....What? Assuming you're talking about DPS jugg, as the original post appears to imply, then I would have to strongly disagree. Marauders will pretty much run you over if they even half know what they're doing, and their durability is only below a DPS jugg's if you are for some reason not using any defensives at all. Pure tank juggs are also fodder in PvP. Only skank tanks are to be feared.
  3. Yeah, I know there have been many of these over the years. I also know the one thing the entire community has been able to agree on, that being Darth Vowrawn/Scourge's facial configuration as a selectable option, has yet to come to pass. But y'know what? Screw it, here we go again. Customizations that would benefit Sith Purebloods (and be relatively cheap to implement) - Vowrawn/Scourge facial structure - King Adas' black skin - Different configurations of "tattoo" in the form of scarification, not unlike what we see on Tenebrae's body. This could of course be much less complex and detailed, otherwise it might not be so cost effective to do. - More hair and jewelry options.
  4. Knowing them, they'll probably increase the cost instead. Because perpetual rage starvation is definitely a "streamlined" playstyle.
  5. A much greater number than those that complained about teaming up have reached the point where they want cross-faction activities, including grouping, to be enabled. Of course, it's possible this is primarily driven by the diminished size of the playerbase.
  6. Both Jedi and Sith are extremely prone to becoming drunk on their own power. It tends to make them quite arrogant, though Jedi are often thoroughly blind to this fact; Jedi believe themselves infallible, and Sith are normally too hopped up on the dark side to care either way. Those rare few that do take the pragmatic approach end up being absurdly dangerous. More often than not it's the stupidly powerful ones rather than the weak ones that resort to pragmatism, also. Darth Malgus would be a pretty good example of a powerful Sith that opted for a more common sense approach, at least in the later years of his life. He was as hotheaded as any other Sith during his youth.
  7. Hrm. Lance/Gore's miss percentage does seem to be unusually high. I also seemed to be missing more with Annihilate as well, when trying to clock Annihilation's current numbers.
  8. See, that's the thing. Satele Shan is supposed to have inherited quite a bit of power from her ancestors, Revan and Bastila, yet she comes to admit that the Jedi Knight PC has grown much stronger than her. The Sith Warrior, meanwhile, is constantly made out to be this monstrously powerful force user that nobody can quite figure out why, exactly, they're so strong. PC force users all have stories that build them up as these absolute beasts. Depending on choices made, the Sith Warrior may even be implied to be stronger than Revan himself. So bearing that in mind, one must conclude that the playable force users are, in fact, floating around in the realm of OP. Still far from insane **** like Vitiate, of course, but also certainly nothing to shake a stick at. Storywise, I have a hard time believing that a BH or agent would win a head on fight against one of these individuals. They would require a lot of planning and prep work to make sure everything possible is working in their favor.
  9. Don't forget to mention that troopers made up for that with their ability to murder people -- even tanks -- in warzones in two to four GCDs, depending on the circumstances. Scoundrels, however, didn't really have anything going in their favor. Operatives were just straight up better at everything. Rock throwers (as someone else already mentioned I believe) also used to have an edge up over lightning bots, but that has (to my knowledge) long since been resolved.
  10. Isn't that a long overdue addition to the game? People have been asking for it almost since the game's inception. Perhaps with the special jewelry on their tendrils included with one of the existing jewelry options to avoid having to program in extra jewelry options, since we all know people are going to want to have that in addition to the other jewelry varieties available.
  11. You would go far away from demon hunter if you were smart. They're crippled on the PTR now. That other company's most recent swath of changes has all but destroyed Havoc's boss damage. They are now nothing more than cleave bots.
  12. Probably going to stick to my marauder, though it looks like 5.0 might not be their best showing.
  13. Therein lies the problem. The majority of marauder players despise Annihilation because of the severe ability bloat it suffers from. Those of us that happen to enjoy Annihilation have learned to roll with the punches and accept that they're going to keep heaping more and more on there. Carnage, on the other hand, was competitive--theoretically stronger than Anni in most fights due to the latter's needlessly long ramp up. Carnage now, at least judging by numbers being put forward in this thread, is in a pretty rough spot. While Annihilation will likely continue to be fine (and indeed, it has rather consistently been one of the stronger DPS since the game's inception) , those individuals that find Carnage is more their style may find themselves being asked to switch to Annihilation if the difference ends up being as big in practice as it is on a dummy.
  14. Oh Christ, don't let them know that. The last time annihilation was self-sufficient they clubbed its self-healing until there was almost nothing left.
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