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Cordorian

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Posts posted by Cordorian

  1. Erm, really? Do you really have to ask this? 100% proc right on scream and 100% proc rate on gore reset.....Logically there will be a dps increase since carnage no longer has to hold onto scream or gore for the execute proc since the minute you do massacre you immediately get another execute proc. Removal of rng = increased dps....

     

    If you're referring to the rng removal part....Go look at the PTS 2.10 notes >_>

     

    See this change make me want to reroll something... PT or madness sorcs seems fine... since they put it on a same skill level.... oh yeah and everybody and his mom will ask for carnage nerfs and stuffz.

  2. In consideration of the 3-5 superbad juggs/guards that flood each team in every WZ, the good one that might also be there now and then is statistically irrelevant.

     

    the same thing can be said about sorcs and sages as well...or assassin and shadows or anything that happens to be popular

  3. what? Well ya if you play solo you have high chances of finding yourself on a pug team(I`ll admit imp pugs seem more clueless then reps) that lets enemy healers free cast. I`ll give you a tip play as a 2man atleast(2 DPS) it`s a big difference when you have 2 reliable DPS focus-firing between enemy healers, rather then praying that just maybe some unknown dude in your team might bother to actually focus the priority targets.

     

    Xenius & Firebat.... healer killers FTW :p

     

    If you jump on the "skittles hate train" there's a good chance that the top guilds will greet you with open arms.

    damn i forgot about that

  4. Most of the experienced PvPers transferred to TOFN.

     

    Queues for regs pop quickly, but your TRE warzone experience now comes with no guarantee of competence. Come with no expectations and you won't be disappointed.

     

    With one thing and another I haven't been pvping so much recently, so my input isn't the final word, but seems to have gone from Reps having the edge before transfers to the Imps now. Still got six+ wins last night mind, so not worried about "dur udder faction iz dommernating!!! QQ".

     

    The frustration is more when things happen like: AH. ninja their pylon to put us ahead; then in final round hold off 4 Imps solo at our pylon for almost a minute after the only other defender went down - no support arrives, we lose it, and lose the match. All we had to do at that point was hold our pylon, but six of the team didn't understand or couldn't be bothered. That - and whiny quitters with an exaggerated sense of their own adequacy - make me want to not bother entering.

     

    TL;DR: If you want to PvE and reckon it'll be better on TRE, then sure you can PvP in your spare time too.

     

    edit: Also, TRE unofficial forum may be better than official forum: http://www.redeclipse.eu/

     

    what wait.. you are back like properly now? and just getting drunk trying to kill stuffz.... much amaze.

     

    OT.

    Some veterans... especially from RC came back to the game and retransfered back to TRE, so yeah meet them and a lot of times it wont be pretty rep side. Then again it usually depends which side Muall plays on:P

     

    On solo queuing basis... i often want to bang my head against the wall and throw my PC out of the window, but than again I solo queue and you cant expect anything when doing that. ATM i doubt you can assume much quality in regs anywhere much.

     

    For rep side, a lot of pvp focused guilds folded in the last few months, one of PvE guild with a high amount of quality PvPers is focusing on NiM Progression or is having summer holidays. And some better rep side people play on imps atm because some more people they know play imps. Then again the perceive faction imbalance was exactly the other way round a few months ago. But then again I only know one absolutely PvP focused imp side guild.

     

    In general you wont recognize premade by guild tags on the TRE because people tend to know each other and just join on TS for a few games, appearing to be a pug on the outside.

     

    Since people already mentioned the community, there are sometimes organized server events like kickball team ranked, or kickball fake 8v8 ranked in which everybody is free to participate on both sides. In general if you know a few people it is easy to find groups ignoring guild borders and just plainly have some fun.

     

    Under normal conditions team ranked is sparsely popping, so if that is your focus TOFN probably is the better place.

    In solo ranked you probably get destroyed by Oberei at least until Infil is getting nerfed in 2.10 :p

     

    Usually TRE has been less FOTM prone than tofn, because a lot people just play what they like and not what is the best atm... i think TRE also is the server with the largest population of concealment operatives and scrappers, you can blame the god damn snave for that. :)

  5. That's not exactly a valid reason, especially considering how easily the dot can be reapplied and the main function of flechette round is the armor pen. The dot is mostly fluff that allows you to easily get round two procs which, if the player bothers to cleanse the dot you can easily just re-apply with your dart.

     

    And lets be honest here. No one is going to cleanse the dot on flechette round. They will be too busy trying to survive the opener from a scrapper to worry about cleansing a dot.

     

    I actually do cleanse it when healing... but the only reason is i dont like other scrapper and concealment operatives and i want to annoy them as much as possible :p

  6. Considering how good madness is at the moment, no reason to play a nerfed deception, at all. Unless you fight against mercs and vanguards only, then spec deception.

     

    Ob, you know i am a bad shadow, and also i just started experimenting with balance like a few weeks ago, but just to find TTK in balance to be not much higher than infil in live....

    Atm Balance already seems the way to go. With that nerf infil, is for once actually worse than concealment :p

  7. You got killed by an ability that does no damage. Outstanding.

     

    I managed to kill a lot of people without doing damage... rooting somebody in the firepits or troll pulling phase walking in VS....

     

    but that is completely unrelated with basically everything else in this thread.... so plz continue

  8. I think this is basically it for deception, madness or so some madness heavy hybrid with low slash now clearly will out perform deception in its classical pvp setting. Thanks QQers well done.

     

    but yeah operatives are kings of stealth burst again :p

     

    combat will no be boring has hell, maybe i should start playing smash then.

  9. Givemedanger, only your class could cleanse the dot so yeeeeeah in a 1v1 situation it's now a matter if who can burn the other faster/fish barrier out of the other first instead of figuring out when to cleanse. But **** 1v1s bc that doesn't really matter.

     

    And nala the way you're talking it sounds like you think every class has the 4.5 second cleanse, well they don't, only 3 of the 8 adv classes do. Now that is taken into perspective you have to figure how may players are actually smart enough to use their cleanse. I mean all adv classes have a interrupt but very few players in comparison know how to use it. The majority of people who use cleanses intelligently are healers, and even then they are a minority of a minority. So in truth 4.5 second cleanses are not as prevalent as you think and come at the cost of a GCD, which if every like 3-5 attacks is a cleanse they're going to be at a massive disadvantage.

     

    Every class that has a burst rotation can have that rotation interrupted through CC and quick los or ranging, with dots CC and ranging isn't a very viable option because the damage is still there.

     

    maybe something that makes your point and my point clearer is... what if you grant carnage marauders gore protection... meaning you cant be cced.... it people really thing the damage is the same, it is a fair proposal

     

    i think it we can pretty much all agree it is not... stuff to think

     

    edit: or give scoundrel/operative in middle tree cc immunity after hidden strike/ shoot first.... outrage would be the same, i am pretty sure.

  10. The part that I don't understand is why people believe that it would be more OP to apply dmg over time than dmg at once. It's a different approach, but the outcome is the same. If you eat 15k, then why does it make a difference whether they come during 1-2 globals, or rather over several secs? Besides, dots can be healed against and it's always possible to cc or los the dotter. This is exactly the same that one has in hands against non-dot classes, so why would there be a need for an additional hard counter against dots? And which counter against non-dotting classes would correspond to that? Where is the hard counter (other than heal, cc or runaway & los) against ravage, master strike etc. that makes the dmg disappear while the resource has still been wasted? Why is it ok to deny dot classes their main dmg source while leaving all others untouched?

    Ravage... srsly alone your sorc standard bubble mitigates damage from that, if it is isnt vengeance you can knock them back taking zero damage from that and ravage has 30s CD. Snipers and operatives evasion completely nullifies it. Why do you think good carnage marauder have so many strategies to force CD and tease CC just to get that ravage off fully. Why do is "This freaking roots" the trade mark rage cry of almost all sentinels and marauders.

    Or imagine the rage of a lightning sorcs that casts thundering blast only to see it hasnt gone off be cause he was LoS. Aimed Shot or not completing trickshot (those love evasion are pacify as well... completely nullifies the burst).

    Well no, the kind of LoS the ranged burst specs are subject to makes the cast abort the attack not hit and no damage being inflicted. If a ranged dot spec has dotted up its target, which usually doesnt involve hard casting at all, the target can run anyway at all, the dots will tear it appart anyway. LoS doesnt help against ranged dot specs. That is whole point of it... any way say lethality is usually easier in pvp than say marksmenship, madness than lighting etc. In fact ranged dot specs can even use LoS to their advantage, as a typical madness sorc vs gunslinger 1v1 would prove.

     

    About anni ... havent played it much so far, but for me i think it just needed some kind of root breaker and better means to stay on target, weirdly a formerly OP sent/mara tree has the ability that would have fixed the tree:P

  11. Look, the classes that have uncleansable DoT's, needed that perk. Prior to that perk, cleanse was pretty much shutting DoT spec's (Madness and Anni especially) down entirely, and let's be honest, that isn't fair at all. The protection brought a bit of balance. Now, on their own, the DoT's don't really do much outside of crushing darkness. Yes, it makes it easier for a Sorc/Sage to one v one someone, but that's about it. That nice perk is what put Sorc and Anni back in the viable use area vs not at all. Those against it are also forgetting there's usually between 3-7 other people on a team as well, some of which are tag teaming on dot inflicted people. So..it's not all the DoT spec's fault. There's other people doing damage too. As for the uncleansable perk? It's here, it's not going anywhere, just suck it up and get over it.

     

    i was just wondering, madness/balance with sage/sorc healers not being the most viable healers for arenas, in what sense did the dot protection help there?

    News flash, operative and mercs never ever could cleanse their dots (the could cleanse anni's though)

  12. 1) You just ate the infiltration damage, which is internal BTW;

    2) You have time to react to the Balance Breach which is a kinetic DoT.

     

    .

     

    What you are not telling here, that for getting discharge/breach even remotely reliable into that damage region in deception, you need to pop recklessness (1.5 min in deception, or burning combat stealth to get it back quicker). It is not like you can spam discharge and expect to do any meaningful damage. The thing is the whole point of deception (and that is why that spec is quite bad for pve btw), is to have relative hard hitter in a very short period of time (recklessness buff force crit chance) and then have longer periods of less than mediocre damage output. Voltaric Slash x2 + Shock doesnt really scrare people it is the crits on discharge, shock and the duplicity buffed maul (with improved crit chance from the force crits). If you manage to deny that upfront burst, deception does no offer much damage wise. It is harder to shut down than say carnage, but not impossible. Say a sentinel is poping saber ward as he sees you using recklessness. that reduced the impact for your force attacks quite significantly and of your melee attacks quite massively. He can basically take the juice of the burst window with that, leaving the deception sin with the option either to restealth and reopen (with recklessness reset) or trying to go through the down period and trying to to survive his fight back.

    For madness that saber ward is less of a problem. Yes the dot damage is reduced considerable as well, but he is not so dependent on recklessness and high force crit hits, he can just continue normally and wear him down.

    Sure this a bit of a pet scenario, but my point is just burst specs are usually dependent on some small window in which they deliver their hard hits. If they can not utilize that window, their damage potential is screwed more or less.

  13. snip

    1. first of all yeah get pvp gear asap and if you are not 55 yet you can already start saving up comms (there is pvp weapons trick to have full obroan when you hit 55, which involve buying on the sub 55 pvp weapons at the vendor and selling them back before the ultimately get bound, this way you can transcend the comm cap). Expertise is a really strong stat, especially defensively. One operative managed to land 3 10k crits in a row on pve gear player, this is not possible with full expertise. There are probably still some BiS PvE pieces that give better stats, while still having 2018 expertise,(they never manage to fix bolster), but roughly brutalizer is the best you can get for pvp. Somebody with only 180 can still wipe the floor with you, if he is the better player by quite a margin, but in general expertise makes a massive difference.

     

    2 orange gear, or the adaptive CM stuff can be modded with the pvp mods, so yeah you dont have to wear the ugly pvp sets and as the previous poster said you dont lose the set bonuses. This it is wise to get modable gear anyway, since to be truly effective in pvp you need to augment your gear (in your case with resolve (willpower) augments) and augmenting the orbroan shell and then removing the augments again to hand them in for brutalizer and augmenting those again just costs you unnecessary credits (i and sadly i am sure we will get another tier of pvp gear at some point)

    1.5 you already got an answer on this, but i will say something else. All story mode pve content can be done in full pvp gear (that was even before the brutalizer tier came out). More so, quite a bunch of players completed all the HM content with pvp gear (again before brutalizer). So in case you wanna go some PvE you can definitely do it in your future brulizer set. Surely it is easier to do so in proper pve gear, since you get better stats and prog raider might act silly but it is possible at least up till HMs.

    3) depends a bit on who you are playing against, but expect most people to know their classes and all others way better than pre end game. Meaning a lot of stuff you could get a way in lowbie and midbie bracket will no work against a lot of players. Also expect focused more as a madness assassin, people know they are squishy and people also know that they can now deal out quite some serious damage. Be prepared to met premade on a more regular basis and also be prepare to rage at undergeared players on your team and to be happy to spot them on the other side :p

     

    4.) Phase walk can often be an assassin life insurance. If you enter the main fight for example, before you engage drop phase walks in a place that breaks LoS to where most of the action is. If you get targeted in that battle and hard stunned, you can get out the heat. While node guarding place it near the node and done guard near the node yourself. A lot of player throw aoe on the node in hope knocking a stealther out of stealth by surprise that is too close to the node. If guard a bit away from the node, you can still sap cappers, you can normally see more about who is comming and arent exposed that much exposed to risk of being spotted( if will usually look for stealther near the node, in the hope to get the opener on them).

    So in general you might use it as an escape tool, when you find yourself on the losing side. This works quite a lot especially since you can use it while being hard stunned. So even when attacking an off node, place it near med packs and stuff. always have some escape plan at hand.

    Another use might be to get quickly to the nodes in hypergate.

    The true fun with phase walk though happens in tank spec with pull. Troll killing in voidstar or huttball is one of the most fun things i have done in the game.

    For example voidstar second stage (bridges) you are defending. put phase walks down the edge (you are stealthed), focus an enemy player trying to cross the bridge, jump of the bridge, pull, phase walk, feel good :p

    And there are similar things in huttball you can do.

    Pull, Overload, Phase Walk, Shroud... such a deadly combination

  14. Stealth was, is, and always will be strong as far as lightly defended nodes go. Most PUG teams just need to learn to always leave 2 at a node when confirmed stealth in the match.

     

    wouldnt make much of a difference for a competent stealther against 2 bad players possibly in pve gear, not to say you are definitely one person down in the main fight. So the stealther has achieved his goal before even trying anything.

     

    Btw I posted it yesterday, and it is in accord with what a lot of concealment operatives and shadows and assassins think. Mercs/Mandos and Madness Sorcs are 2 of the hardest classes to play against if the player behind the keyboard is knowing what he is doing. Against a good madness sorc, hardly any operative will ever win a 1v1 or get the node and that was even so pre buffs. And it is pretty similar for deceptions sins. The thing is like, at least from my experience most people that node guard on these classes, dont play them to full potential and then come on these forum to complain how overpowered stealth is, never even considering that they might have failed big time.

    Granted good mercs and sorcs tend to go the main fight anway, but once you encounter on at an off node, you know what i mean.

  15. An Op stun locked you -.- You do know they only have ONE single stun -.- And if he opened with Shoot First you should have poped Jet Boost... If an OP can complete his opener on a) a merc b) a sniper c) a PT d) a sorc e) a sin f) a jugg... Well they are bad.

     

    He could have lol Hold the lined away, e-net him, and laugh at his rage being kited to death.

    And as you said, with that one hard stun, operative now can so stun lock to death, because a gear player dies in like 4 seconds right:P

  16. Wrong!

     

    Almost every dot can be immediately reapplied. If ravage, railshot, ambush and executes had NO cooldown you might actually have an arguement. They have good long cooldowns with settup required to capitalize on them.

     

    What setup do dot's have.. NOTHING!. Tab dot tab dot tab dot... oh someone cleansed.. no worriess.. tab dot tab dot tab dot. It's all internal. It goes through defense, shield and armor. The counter play is meant to be cleanse.

     

    and just to make it explicit, the counter play against burst so either create a gap or LoS, exactly doesnt work with dots. Add to that burst counter play is available to almost every class and spec in some for or the other, dot counter player was a healers domain.

  17. Wow, what help! thanks.... really should have known the "Q-Q" trolls are the ones usually here just to have a good laugh for themselves at someone's expense.

     

    Pt.1: Bioware devs made changes to the stealth class of Shadow/Assassin that are great for PVE but made them more powered in PvP which I am thinking wasn't part of their goal nor did they seem to even think about it, in my opinion seeing how some matches are being played out. I have been in this game a long time and it is the only one I play consistantly.

     

    Pt. 2: Recently I have seen that the more of these Shadows/Assassins in a PvP warzone the more likely the win for that team, particularly in Civil War or Voidstar. Now all classes have advantages/disadvantages and counter moves relative to each other but dot spec stealth class that can leave combat and that have the defenses of this group, is in my opinion, unbalanced.

     

    Pt. 3: Other than point one, I don't freaking care really, I can roll a Shadow/A-ss and be op till the next BioWare misadventure of macro/micro managing this game till everyone leaves and servers dry up. This point three just wants to indicate that out of these changes indicated above, why wasn't it considered and regulated? Or is this the new "Swtor"... making one class op, like Scoundrel/Operative healers were a while back, and let people "play" to win for a while and try to make some cartel bucks off them? The retorts may commence anew...

     

    What changes are you particularly talking about?

     

    I mean if two assassin troll you, they could do that with the proc on the finisher and higher dot damage in madness. Every competent stealth duo can sap cap the **** out of you and always could.

     

    So yeah changes in particular do you mean, and why do you considering them game breaking?

  18. Isn't the conventional wisdom that Sage Seers/ and their Sorc equivalent have little to no utility in ranked?

    I realize this is highly tied to their cast times and channeling, but making more dots uncleansable was icing on the cake of uselessness. They already cannot cleanse tech dots as it is, so why not make them completely useless by removing lots of cleansable Force Dots too?

     

    Perhaps making some more force dots cleansable isn't the best way to make Sage Seers more useful, but, did they really need another reason to stay on the proverbial bench?

     

    Well uncleanseable madness dots, was funnily a massive nerf to sorc healing, the only of the 3 healers that could cleanse the dots anyway (well shroud and evasion as well, but that is a different story).

     

    1), cleanse is never still not usless in this game, even if they would dot protect pyro and lethality as well, since you can cleanse a lot of cc, but as with dots hardly a healer does so anyway.

     

    2) I do thing dot protection is bad design, because if remove choice both from the dotter and for the healer. If a healer cant cleanse stuff he is not forced into a choice between healing and cleansing and his only option is to heal through the dot anyway. cleanse might be only a 4,5 s cd but it still costs you a global CD in which you could have used a bigger heal. So who ever has healed on any class, that a lot of team such a choice can make a massive difference for the lifes of your teammate.

    On the other hand the dotter, does not even face the problem that he can be cleansed out of his damage, so you can more or less mindlessly dot people up without having any consequence from not really thought through decisions. If cleanses are possible you often have to bait them, by fake casting (much like operative healers casting diagnostic scan with the hope people might interrupt it, so they can get a big heal off).

    Not being unsympathetic with dot spec, i played quite some madness on my sorc (well 1,5 year ago), quite some lethality and now even some balance on a shadow, but i think i clearly removes some element of choice and skill on both sides.

     

    3) Burst vs Dot Specs.

     

    In this thread the argument came up that pre dot protection burst specs had the advantage they their damage could not be denied, whereas dot spec were always subject being cleanse out of their damage.

     

    first of all 1k damage burst damage vs. 1k dot damage, is not a comparision. 1k burst damage is not really burst damage.

    Burst essentially means delivering a high damage numbers quickly over a very short period. So you wanna see the really big numbers 5k dps over 5s is what burst is about. But on the down side burst spec can keep this insane dps up for long. They usually have a burst window in which they deliver insane dps and then a build up periode in with their dps is rather pathetic.

    The too burstiest specs in game are probably still carnage and deception. Both rely on a very small window in with they deliver their big hitter and then have some really bad down time. If you deny them that burst window, their overall damage is pretty meh. Again carnage and form of cc pretty much does the job, you can stun a carnage marauder out of his gore window. Also carnage and deception melee gap creation and gap maintainance pretty much take the burst away. Deception gets its burst from the recklessness and the duplicity proc so popping defensive CD the moment recklessness is pop, already is a good method of denying quite a bit of their burst.

     

    Concealment doesnt have such a clear burst window as the two spec mentioned before, but still, if you deny them their opening rotation, they are in trouble (earlier force barrier for example).

     

    Lightning, marksmanship also have this little windows of burst (not as easily visible as with carnage and deception, but still), here line of sight is the preferred method of damage denial, again something that dot specs dont suffer from.

     

    Burst spec highly depend on their uptime during their burst window, denying them that time, will significantly reduce their damage. You dont even need a cleanse for that.

  19. it is like being flashbanged through resilience or low slashed through dodge, or even roll bug. Seems still a lot of stuff not working properly :(

     

    Anyway from that combat log i am not sure, whether he broke his barrier just before in the comming blade storm or not. It is just really hard to judge, it could that bug (which i am sure exists, see the above) or that he just accidentally broke it.

  20. I was in the Black Hole on my Sith assassin when a republic player toggled for pvp comes running by while I'm about to target an npc and I accidently hit him. He then proceeds to 3 hit kill me in 2 seconds. I have the marka ragnos adaptive armor set on with augments and all rating 156 modifications on (I know it's not the best, but still). I tried to find out what he had on to do that much damage, but couldn't find him again. He was a sentinel. I think it was a little ridiculous for him to be able to 3 hit kill me. On that note, does this happen often since I don't really pvp?

     

    with lucky procs and zen and inspiration up, a combat sentinel can close to three hit every class in every gear (it can just go ridiculously quick), with a little bit of luck focus isnt that far being in terms of burst...

    with the lack of bolster in open world, proper pvp gear does it bit. Expertise does quite a lot, but you don't really see it in WZs thanks to bolster. Add Stims, Augments and since it was Open World.... Adrenals as well.

     

    So it can just be those two factors, a really burst spec (and the necessary luck with crits and procs) and the gear difference. Just in case you trying to accuse somebody of cheating, what happened to you is perfectly possible within the current setting of the game.

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