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qwopicus

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Everything posted by qwopicus

  1. I just got my sin to 65. I've played him off and on for years, and he's never been as squishy as he is now. I have made sure I'm in tank stance, with my shield, and all my gear on. Is going power mods/enhancements not viable? I feel I get melted as quickly as a DPS would, even with cooldowns up. I've played my jugg up until now, and while I don't expect my sin to be as durable, it is currently nowhere remotely close. What am I doing wrong?
  2. Your a TK sage? Kite kite kite. It's going to be hard because bioware added even more anti-kiting tools to a spec that already has force speed and a 30m mezz, but Sorcs can do it. Get bubble mezz and keep pressuring them, they have no heals. If they stealth away, you win.
  3. Hello, I am a PvPer of average to slightly above average skill, who enjoys playing a variety of classes and game modes. I believe this makes me infinitely more qualified than our current PvP dev, and would like to begin my campaign for the office. I require no salary or benefits, and will do all my work in a timely fashion. I promise to #makeSWTORgreatagain with the following changes: Matchmaking- Limit of two healers per team. Solo ranked is replaced with 8v8 warzones so that more than 3 classes can be viable. Gameplay mechanics- Resolve is changed so knockbacks and mezzes give more resolve. Roots now have 50% less duration, stacking, if you have been rooted in the previous 5 seconds. Class changes- Sorc- Healing nerfed, rotational CC removed. Phase walk removed from the consular/inquisitor base class and given to Mercenaries/commandos instead on a 1min CD. Sin- Low slash is returned to 4m range, with the addition of the new 4.0 teleport. Death field is returned to 30m range now that DoT spread is on lacerate. Merc- Channel while moving is now a masterful utility. Phase walk reskin added, see above. Heals buffed slightly. PT- Burst damage nerfed slightly in exchange for an additional DCD. Tank cleave damage is nerfed. Jugg- Rage sustained damage is buffed slightly. 0 rage permaslow utility removed from game, ravage now roots as a base trait. Mara- Predation rootbreak is now a masterful utility. Various defensive buffs that were free pre-3.0 are merged. See above for ravage change. Sniper- Evasion now purges DoTs again. Op- Burst damage buffed moderately, KP is now off the GCD but only stacks once for non-healing specs. Lethality slow removed, replaced with DoT spread to reduce set-up time. Please let me know if you disagree with any of my ideas, together we can all #makeSWTORgreatagain
  4. It's clear Bioware employees only play inquisitors. Stop asking for changes, they just love them some cheese.
  5. Sorcs really needed another way to be totally immune to damage, heal to full, and make focusing them impossible.
  6. I think a caveat needs to be made for low vs high level play. scrubs VS scrubs, best to worst: Sorc- will never die, can H2F, deals damage from 35m with rotational snares and roots, bubble mezz Sins- will never die, can burst down any squishy very quickly, tons of control PTs- Even more burst, can simply get whitebarred and run away from anything Juggs- Can H2F always because DoT spread is a thing, but will get kited by any decent sorc Ops- Great pubstomping characters, destroys sorcs, is destroyed by roots Snipers- Amazing burst, low mobility Mara- Decent burst, finicky defensives Merc- EZ damage, no defense great players vs great players: Sins- have an answer to every situation, will never die Sorcs- Rotational CC, can never be focused, OP heals, never die Snipers- Amazing burst, hard to deal with if played well with a good team Maras- Great utility and frequent burst windows when supported by a team Juggs- Great tanks, but veng pressure damage is nonviable VS sorc heals (which is all there are), rage is solid when played properly PT- If 'one shot' burst is mitigated by a skilled player or healer, immediately loses usefulness and becomes a glorified merc Op- While amazing when played at a high level, can be very easily shut down by a team Merc- Pretty sure there are only seven advanced classes The reason I mentioned Sorcs so much is because there are nine sorcs in each reg I go into, and they are *********** absurd.
  7. In PvE, no they won't. In PvP, the increase to offheals cost will penalize DPS sorcs who can't manage their rotations well (3 stacks of LB buff, etc.)
  8. My favorite thing about carnage is when an ataru form attack lags and I hit someone while I'm stunned
  9. ....Is that these are the only classes who REQUIRE support from their team to be good. This is why they are garbage in yoloqueue, but "overperforming" in group ranked (screw you eternally for that post, EAware) Both marauders and snipers deal great damage, and have a formidable array of DCDs. Marauders can have great mobility through predation spam, while snipers have great kiting from all of their CC. But they both NEED heals to survive, because they are the only classes that take significant damage, yet can't heal themselves reliably. Operatives have self heals (and escapes, and troll roll) Sins have stealth heals in hatred/tons of CC and DR for deception (and escapes) Juggs have H2F and stunbreak heal PTs are the only heavy armor class that can kite Sorcs have great off heals and kiting Mercs are weak defensively, but can still heal themselves (and net, of course, to remove a melee from the equation) This leaves snipers, vulnerable because they are immobile, and marauders, who are vulnerable because they're melee. Neither class is vulnerable to focus fire in the same way a merc is, but sustained damage stacks up. The only options to balance are either: 1. Give maras and snipers reliable self heals. 2. Nerf the self sufficiency of the yoloqueue gods (sorc/sin/PT/maaaaybe Jugg) to make them take part in the trinity meta too.
  10. If mercenaries got +1 damage every time they whined, they could one shot operation bosses. (That said the lack of an anti-focus CD is a real issue. )
  11. I'd also recommend binding your medpacs/adrenals and using them liberally, especially when you don't have good heals. Random tip: Obfuscation is one of the only DCDs that can be used to help an ally. If you see ravage/MS, a sniper channel, or blazing bolts, throw it on that target to help your buddies.
  12. QFT Maras need good heals more than any other class to do well. Looking at the facts, it is: Melee- melee classes take more damage, always Has no self heals- Guardian/jugg, operative/scoundrel all have self heals Cannot kite- Unlike PT/VG it can't call itself a melee while trashing things from 15m away Bad escapes- Doesn't have phase walk/force cloak like sins, troll roll/flashbang like Ops, or Sonic the PT The reason snipers and maras are "overperforming" in group ranked, is because when given proper support they will curb stomp an enemy team. They can't survive yoloqueue because damage just adds up, and they can't avoid it.
  13. Carnage > Fury for burst Carnage's burst windows are more efficient, more predictable, and require less setup. I can do a guaranteed 15k-20k damage in 2 GCDs in carnage, every 8.5-11.5 seconds, as opposed to a maybe 20k-25k damage in four or five GCDs in fury. Carnage also has much less reliance on berserk, and higher DR (2% from force vigor, +6% from frenzied sabers)
  14. I'd like to point out that ravage is still valuable... You have two burst rotations as carnage. Gore-> dev blast-> VT Berserk-> gore-> ravage-> dev blast You alternate between those, while spamming massacre. OR.... You could learn the tricks of the class. Here's something a charge based gore wouldn't let you do. VT-> (very fast) gore-> Dev blast-> massacre You can abuse the hit delay in the game to also achieve what I believe to be some of the highest burst possible, assuming auto-crit VT and a decent ravage. Berzerk-> VT-> (very fast) gore-> Ravage-> Dev blast Same thing works with DST. So I prefer a time based gore. If you wanted to add some CC immunity though, I wouldn't complain although despite how annoying it is to get stunned or knockbacked during gore, I think I understand where the class is. It has very easy surface mechanics, but hard to master subtle ones, like using the throw trick I mentioned, or triggering certain abilities during berserk to give them shorter cooldowns. We're far more durable than almost any burst class I can think of. With 3 stacks of frenzied sabers and cloak of pain up, I sit at 55% DR, which I can maintain pretty much forever. Marksmen snipers, arsenal mercs, AP PTs, dec sins... The only class that can really compete is a good concealment Op, but of course they beat everything I can sympathize, and sometimes I feel like a massacre spammer. But overall, this is one of my favorite specs, and I'm not sure I want to risk them changing it around. The only thing I want on this spec (preferably the whole class) is 30% reduced damage while stunned.
  15. The one thing about sin/shadow tanks is that the map you get actually sort of matters to them. The Corellia map is garbage for em, but Makeb, Tatooine, and the spaceship one are all solid, to varying degrees. They have a much higher skillcap than PT.
  16. Backhand/hilt strike As for sin tanks, they have a good toolkit, I can't speak for them vs. the others though. Rotational AoE slow 10/20 sec hardstun Pull Insta-mezz (w/ talent) CC immunity (17seconds, w/ talents) 35-40sec purge (for those pesky DoTs) 20k depredating volts AoE knockback+root Reduced damage while stunned Phase walk A few things a sin tank can do that the others can't: Force speed 30m out--> pull enemy tank--> insta mezz (no guard swaps for 8 seconds) AoE knockback off of ledges, dividing the opponents Purging DoTs Stealthing out to reset their medpac Phase walk tricks (jump down off of elevated place, enemy follows, phase walk back up, or around a corner) If you have the old 2pc set bonus, you have a second interrupt essentially See: 20k depredating volts
  17. Mercs get boned for the same reason everyone else gets boned, "metrics". The devs see the metric that mercs have "high passive DR" and therefore think anyone who wants a focus break is a l2p baddie. Until they learn that the only way to truly grasp balance is to play the game, extensively, mercs will continue to suffer.
  18. I would like to second this. Healers have too much survivability sans guard. The meta is trying to separate a healer from their tank, but it doesn't work if nobody even has to guard them for them to facetank half the enemy team.
  19. Define overpowered. If you define overpowered as "fulfilling more than one role without drawbacks" or "performing far higher than what is proportional to the skill required", they are. They will always be good, because you can play the class with your eyes closed and your hands cut off. They'll never be godlike (OMG YOLOQUEUE RATING STATS) because truly excellent players don't use the class. Guardians make tanks and healers obsolete to some extent, without really trying.
  20. Did it give you cancer? I think it gave us all cancer.
  21. Forget childhood obesity, troll obesity is an epidemic. Please stop overfeeding trolls.
  22. Guardians do not start with a tanking companion unless I'm mistaken... Pretty sure T7 is DPS. But they don't need it.
  23. Sorc healers* If you can't solo a merc/mando or an operative (or force them to stealth out at least), they're probably getting cross heals. Sorcs, as always, are EZ mode.
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