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qwopicus

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Everything posted by qwopicus

  1. Sorc healers complain about their survivability. Now I've seen it all. (l2p skrub)
  2. This troll is getting fat after being fed so much... You're bigger than this Aelanis.
  3. Don't listen to that kid, please. PvP tanking is more than viable. Second Wind Battlefield Command Debilitation Unremitting Guardianship, purifying sweep, pulse (personal preference) Daunting presence Through peace More survivability, more CC. Learn to CC and interrupt healers, guard swap, and debuff your enemies. You'll do fine with the above setup.
  4. inb4 guarded w/ crossheals (I despise Sorc/sage healers because of their skill-optional status, but situations like this don't happen with geared players. 3 mediocre DPS in 162s will put a healer down solo.)
  5. I believe that tank is better for leveling. Mobs don't live long enough for the DPS specs to come into their own. It is fun to one shot things in veng and rage, but you can do better tanking: Leap-aegis assault-crushing blow-buffed smash-etc.
  6. I always feel very squishy in PvP with Focus (Rage), even though it only has a 2% DR weakness to Vigi (Veng). Never knew why. I also can say that going into a match without the 6pc is futile. The root/slow break on guardian leap/intercede is great though.
  7. I'd support this, but there's nothing better than queueing with my RP guildies and getting called a try-hard premade
  8. This thread gave me cancer. Fun fact: when you're a developer telling your customer base to L2P, maybe you should learn2dev? Imagine if apple decided to make all their American iPhones with Chinese instructions. It isn't the customer's fault for not liking your product, just because you like it. WTB new developers
  9. Can someone explain what tactics that are used in yoloqueue, that 1. You don't get from playing in regs. 2. Can't be explained in the minute "warm up" time. I can't think of any.
  10. qwopicus

    Bubble Stun

    The number 1 problem with sorcs (and many other specs): ROTATIONAL CC CC that requires no thought to use. Bioware has brought even more of it with 3.2. Non-focus guardians can spend an entire match slowed. It's a disgrace. Ones I can think of right now, either default or through utilities/passives: Lethality/Virulence Cor grenade (30% slow) Chain lightning/Lightning bolt (50%/30% slow) Bubble stun (3sec mezz) Wither (30% slow) Force lightning/depredating volts (50% slow) Series of shots/pen blasts (20%-80% slow) Force crush (50% to 95% slow) Affliction (30% slow) Unload/blazing bolts (70% slow) As you can see, sorcs have the most of anyone. I'd gladly give them better damage if this nonsense was ended.
  11. I wanted to voice my ire at arenas in the unranked PvP queue. I hate them on principle, and they are far worse off in terms of balance compared to regular warzones, but that isn't even my main gripe. It's that Bioware doesn't even attempt to balance the teams. I've been in matches with two tanks two healers vs four DPS, all from the same faction. It's a disgrace. Most people I know queue for unranked because they want a fun, objective oriented PvP experience. You'd make the reg community (which is the majority of the PvP community) very happy with this change. And please, don't tell me that it is "practice for ranked". Cluster-**** numbers races do not require practice beyond what you'd get in regs.
  12. You are one of the most ignorant people I've ever seen on these forums. You have both admitted that expertise is better (1% to every ability translates into hundreds or thousands of extra points of damage over the course of a long fight, not even counting the DR and healing boost), and you decide to "take your chances" with objectively inferior gear. I'd gladly queue with a troll in 198s, if it meant somebody like you wasn't on my team. I'd tell you to go play regs, but I don't want you ruining their fun either. Please unsub, uninstall, the usual.
  13. qwopicus

    Eye opener

    Say what? Double hatred with a PT tank is the best group ranked comp. That's a pressure comp.
  14. I too support doing agent last. I wouldn't recommend doing consular and trooper at the same time, as they're the weakest. So: Smuggler-->BH: Background stories with few spoilers. Trooper-->Inquisitor-->Consular: Faction centric stories that setup the next ones. Knight-->Warrior: One of the key plot points in the warrior line comes from the equivalent knight point happening first. Agent: Tons of references to the other stories, and in my opinion the best one overall. Enjoy.
  15. Step 1: Whine about one of operative's only weaknesses. Step 2: Wait for Bioware to imbalance things around your horrible lack of skill. Step 3: ??? Step 4: Profit
  16. More health is better, as shield is more random in PvP. About 20% of attacks in PvP crit, and crits are never shielded. As a jugg, many of your heals work on a percentage basis as well.
  17. Indeed I was, I thought he was referring to oil slick/riot gas. Gonna fix that now (PT/VG tanks are the ones I'm least familiar with if you haven't caught on )
  18. Just logged in and double checked my numbers, and you're right about the passive mitigation. However, PT/VG only has around the same raw DR jugg/guardian when their rotational buffs are taken into account. (Juggs have 6% from soresu+3% from warding strike/aegis assault, PT/VG has 5% from ion cylinder/cell, and 4% from the tank tree). However, with superior shielding (and 80% of attacks are shielded, along with 3% more endurance (the best PvP tank stat ) I think they should be comparable. OP edited. Because M/R damage is a minority of damage, and it is a cooldown that can be completely avoided by simply moving out of the AoE, I didn't find it too notable. It is more useful as a CC/area denial type of ability.
  19. I wanted to compare and contrast each tank spec in PvP, and discuss each ones strengths and weaknesses in certain applications. Rankings: 1(best) to 3(worst) Note that worst doesn't mean terrible, it just means least optimal. Damage: PT/VG: 1 Jugg/Guardian: 3 Sin/shadow: 2 The PT/VG does huge amounts of cleave damage, and in DPS gear can lead the team. Sins/shadows have almost all of their non-fluff damage wrapped into one ability: deprecating volts/cascading debris. However with an autocrat this ability can do insane amounts of damage, even post nerf. Juggs/guardians also do AoE fluff, but they lack in meaningful damage. With luck crits and off the GCD riposte/retailiation, they might do okay, but it is weak overall. Good use of reflect can push them equal, or above sins/shadows however. Passive Mitigation: PT/VG: 1 Jugg/guardian: 2 Sin/shadow: 1 Both sin/shadow and PT/VG tanks have the best passive mitigation, as both of their tank trees focus on boosts to shielding. You might think shield is useless because an attack that crits can't be shielded, but this is a misconception. Attacks cannot both be both a crit, and shielded, but the rolls are done independently. The average crit rate for abilities in PvP, even counting autocrits, is around 20%. Active Mitigation (DCDs): PT/VG: 3 Jugg/guardian: 1 Sin/shadow: 2 Juggs/guardians are the king of DCDs, and can have one up almost indefinitely. They are the only tank with good self heals. Sins/shadows have surprisingly good DCDs, with a clone of warding call/invincible and saber ward. They also have the extremely powerful force shroud/resilience. PT/VG have relatively weak DCDs, energy shield and explosive fuel/battle focus being the only ones of note. Oil slick/riot gas has situational usefulness. Mobility: PT/VG: 1 Jugg/guardian: 1 Sin/shadow: 2 The PT/VG tanks have both a charge, and the amazing HO/HtL, which gives 10 seconds of movement and physics immunity, with massively buffed speed. Juggs get two 30m leaps, and a talent to get a somewhat weakened HO on double the CD. Sin/shadow have the excellent force speed, and the troll-y phase walk. CC: PT/VG: 3 Jugg/guardian: 2 Sin/shadow: 1 Sins/shadows have two stuns, a stealth mezz, a rotational AoE slow, a normal slow, a 30m mess (that can be talented to be instant), and an AoE knockback that can be talented to root. Jugg/guardian tanks can have two stuns, a push, an AOE mezz, and a spammable slow. PT/VG has an AoE slow, a stun, and an AoE stun. And now for roles: Guarding: PT/VG: 2 Jugg/guardian: 1 Sin/shadow: 2 Jugg/guardian tanks get extra move speed whenever their guarded target is attacked as a passive. Sin/shadow tanks can take an ability that gives their guarded target extra DR, but it is rarely taken, as there much better choices. Node Guarding: PT/VG: 2 Jugg/guardian: 3 Sin/shadow: 1 Sins/shadows have stealth, which is all but mandatory for a solo or duo node guard. They can delay caps for much longer by stealth mezzing, engaging, combat stealthing, and then stealth mezzing again. PT/VG tanks can use shoulder cannon to interrupt caps even while stunned, allowing them to perform when needed. Jugg/guardian tanks are best left in the thick of things. Huttball Carrier: PT/VG: 1 Jugg/guardian: 1 Sin/shadow: 2 PT/VG can charge and use their "Sonic the Powertech/Vanguard" ability to ignore physics. Guardian can double leap, getting to stealthed allies. Sin/shadow tanks can use dark stability to ignore CC, but are inferior to the other two. General Harassment Role: PT/VG: 2 Jugg/guardian: 3 Sin/shadow: 1 Stealth is the ultimate annoyance tool, along with force shroud/resilience and phase walk. Sin/shadow tanks can also have a 20/10sec CD stun to spam on enemy healers and casters (depending on if you have the old set bonus). PT/VG has the best damage, and can supply pressure unlike the others, along with their AoE stun and oil slick. Jugg/guardian get most of their "annoyance factor" from reflect and push. Leave constructive feedback as you'd like!
  20. Defense/immortal is by far the best leveling spec until level 36. The AoE from guardian slash/crushing blow, off the GCD riposte/retaliation, and reduced damage taken from Soresu are much better than anything the other trees have. I'd honestly recommend it for trash dailies at 60 too, if you have a DPS companion geared (both Knight and Warrior have great DPS comps)
  21. I'll test this when I get on, but I'm almost certain that AoE taunts require tank stance. "When in Soresu form, all enemies within 15m are forced to attack you for 6 seconds. When not in soresu form, your threat with all enemies is reduced a moderate amount. Affected player targets have their damage dealt reduced by 30%."
  22. All of them are fine. At 26 go Hatred as (I think) it gets its DoT spread, at 36 I believe deception gets electric ambush and becomes viable. Darkness is viable when it gets energize. Up until then, pick one at random, it shouldn't matter.
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