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DeathRexRO

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  1. Make some friends and queue with them.. easy.
  2. With the introduction of combat styles, maybe we can get new classes without the need of adding new storylines? Maybe a light whip user or stuff ? The only argument I heard against new classes are the storylines but now that's a non issue, just think about it
  3. I have a better idea, give juggs an ability that when used it uninstalls the opponent's game
  4. All of them work well in ranked pvp, i'd say go for Mara, great damage and if needed you can run away w/ 2 camos. I recommend you getting 2 gear sets. Fearless and Force Bound so you can switch them depending on what you're fighting. Good luck !
  5. DeathRexRO

    Rage Jugg

    Rage jugg is complete trash, the days of smash monkeys from pre 2.0 are gone sadly.. closest thing to it are fury maras which are great in pvp. But if you wanna play jugg go for vengence or immortal (with dps gear and grit teeth)
  6. DeathRexRO

    Dev's PVP push

    Every class has their own oh **** button, and no, i don't see that many juggs in regs, and the ones i see i can kill w/o problems, learn how their defenses work. Here's some advice, if they're stunned, saber ward does absolutely nothing(same for maras), so be careful when you white bar them. If you wanna cry bout skank tanks, cry at bioware for making defensive stats completely useless in pvp.
  7. DeathRexRO

    Dev's PVP push

    Juggs are a joke w/o grit teeth, its literally the only thing keeping them viable in pvp right now. Also when they pop ED, just mez them, its not that hard l2p.
  8. You can't hold the ball forever, you'll eventually have to pass or reset the ball, otherwise ur dead. The only problem you guys seem to have is the lack of teamwork.
  9. Yeah I also believe doing ranked is the best way of learning ranked. And ranked on a sentinel is super fun imo, u can stealth out more than actual stealth classes and fury has good survivability and decent utility if you run force bound.
  10. Quesh obstacles are fine, just push people down, do it right and they die from the fall dmg alone Problem is most people try to kill the ball carrier through stun locks and white bar them, that only helps the ball carrier. Also have you tried rolling on a ramp? lots of times it only rolls u half the distance. The Pit's obstacles are indeed outdated, they hardly pose a challenge to any class these days
  11. You should focus more on control tbh, any decent ball carrier on every class would just cc u n ignore u, or knock u back then cc u since they're interested in scoring and not fighting
  12. Honestly Vandins biggest obstacle is the electro plates, if needed ill go through the gas, it hurts like hell but u can survive it long enough to score with speed buffs. Tho lets not forget 2 player coordination still breaks all their obstacles. 1 near the goal line and 1 to carry the ball. Game requires teamwork and that wins out vs any class.
  13. Im sorry but if that is the skill ceiling of your average pvp player then the issue arent operatives but the players themselves. I find scoring on mercs super easy with the 10 sec HO + rocket out. Strafe with your keyboard and turn around w/ your mouse, it's almost instantly. Did you forget electro net exists ?? that 1 operative will be netted and knocked down all the time, theyd have 0 chance of survival, Let me introduce you to sin tanks and their wonderful tactical Shroud of a Shadow that boosts force shroud making it 9 seconds. 9 seconds of complete immunity to tech / force , combine it w/ force speed and you can carry the ball through both traps with no care. PTs are only in a bad place because theyre super squishy, but they got the burst to global people. Juggs are still adequete with force charge, intercede and grit teeth. And dont bring up maras, i scored 6 times last night on my mara, its the players skill and the team's coordination that matters.
  14. It lasts for 1 GCD and u can combo it with other abilities or other team members. Please don't tell me you expect to stop someone from scoring by yourself on a class w/o knockbacks, unless you're a Powertech that ain't happening vs any opponent, you're there to slow them down.
  15. So the only classes that don't have pushes are maras, PTs (they got pull tho!) and other operatives (unless they use the utility which cmon unless ur a healer u don't use that) what they can do is use roots and slows or pulls in PT's case. Force crush for fury mara or gore for carnage, do it right and with gore u can prevent them from rolling and someone can push em. U use hydraulic for immunity to knockbacks while u use rocket out to score, works even better than operative's roll because of the longer distance.
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