Jump to content

zhaiyan

Members
  • Posts

    83
  • Joined

Reputation

10 Good
  1. Already unsubbed even before hitting lv80. This "expansion" is such a failure.
  2. lol OP plz stop trolling, look what you have done to the forum http://www.swtor.com/community/showthread.php?t=985917 "melee classes and Sorcs utterly destroying everyone in their path" "Melee does way too much damage, too many gap closers, too much healing, too much CC"; http://www.swtor.com/community/showthread.php?t=983677 "It's high time you took away roll immunity and cut healing by 75% (so they are on par with other classes) and make Operatives have to work as hard as other classes for kills" http://www.swtor.com/community/showthread.php?t=981417 "Can't get Sentinels off me" "Vanguards take 1/2 your health in the first second" http://www.swtor.com/community/showthread.php?t=977392 "ONE SINGLE OPERATIVE can stop 8 players from capping a base" http://www.swtor.com/community/showthread.php?t=976849 "Any team with 1 or more Scoundrel/Operative can keep an entire opposing team busy while the other bases are capped" http://www.swtor.com/community/showthread.php?t=975698 "It makes Warcraft's ROGUE's look like clowns" "PLEASE NERF THEM HARD" "Make SWTOR (PVP) Great Again!" http://www.swtor.com/community/showthread.php?t=975809 "fixing the OVERPOWER problems with Shadows and Scoundrels" http://www.swtor.com/community/showpost.php?p=9802440&postcount=5 "Considering how way OP Juggernauts are right now, I am not sure why every single player in the game isn't playing one." http://www.swtor.com/community/showthread.php?t=973072 "SIth side that is topping DPS" "It seems that Juggernauts are nearly unkillable, best defenses and self healing" http://www.swtor.com/community/showthread.php?t=968693 "how Juggs are allowed to even entrer PVP when they are unkillable, have so much defense and so much damage" http://www.swtor.com/community/showthread.php?t=968317 "Please nerf Juggernauts" "Literally destroy everything they touch in PVP" http://www.swtor.com/community/showthread.php?t=968247 "Marauders, Operatives and Sages easily withstanding attacks from 2-3 enemies at a time in PVP, yet my shadow is easily destroyed by any of those classes in 1v1."
  3. I thought this would be another merc or sniper related period... But jugg
  4. zhaiyan

    5v4 Arena?

    Pretty sure this is working as intended:rak_03:
  5. Dude u expect opponents like this or teammates like this and this to bring up competitive matches? No of course not cuz midbie is a legal place for being suck. If u choose to enjoy the feeling of being a god in the place where so few people know what they are doing, then u also choose to carry them in ur backpack. If u can not? Then follow me and roll a no AC toon so that u can find an excuse:" I am not trying so hard yet!"
  6. It's all operatives fault, nerf them plz:rak_03:
  7. Objective is a lie, there is only tunnel, through tunnel, I gain points, through points, I gain records, through records, I gain screenshots, through screenshots, my life has meaning, and the ego shall free me
  8. The problem with vendor gear is that armorings and hilts are bound to a certain slot. For your problem a saber can be either in main hand slot or off hand slot. However, when u put in an offhand only hilt, the saber becomes offhand only as well. the solution is to buy a 186 hilt from GTN, cuz GTN sold hilts/armoring have no restrictions on slots, and they are pretty cheap now actually (186 things on my server is like ~100k per piece). 192 and 192+ main hand only drops in operations. U can now still buy 192 hilt from GTN but it is much more expensive (like at least 2 million+).
  9. Sages are for the weaks.... Come on I am weak I will play it, why not. Who will rot as a mara, a sniper, or worse, a merc?
  10. nice result, thanks dude! besides, as to the dps difference, there seems to be multiple changing factors. I am just wondering will build A benefit more if some of the stat can be put on crits? To me the crit chance benefits the main filler massacre, and might create some difference. Just personal guessing tho, I am far from having a full set of 198 atm...
  11. well kinda cause confusion here but what I mean is the dart itself does not produce visible output in pvp, not the debuff is useless. 5% more damage is definitely nice.
  12. assume without taunt, without dcd, on a light armor thing ambush -> 5-6k (non crit) 12-18k (crit), on pve guys it might be more than 20k... PB -> each tick gonna be ~2k (non crit), 3-4k (crit), normally I'd like to see 12-15k removed from target if he eats a full PB, FT -> 3k (non crit) 7-8k (crit) Takedown -> 4k (non crit) 8-10k (crit) Snipe -> 3k (non crit) 7k (crit) Suppressive fire -> hard to say, but I'd expect a full channel on someone would take away more than 5-7k hp other abilities? Who cares about corrosive darts' fluffy damage And everything hits a bit harder with target acquired. It is good against classes that have like deflection/saberward or combined with laze target to make sure sages can not dodge it with their extra 5% defense chance.
  13. had one pop yesterday in maybe half an hour around 11:00pm central, and then dived into group regs
  14. zhaiyan

    Guardian on rwz

    so u r saying there are only 5 ACs in this game ? Remind u Juggs are at 5th if u look at the first 50th, first 100th, or first 250th. The problem is not juggs are too weak. Like the dot problem it is a general problem, not just for jugg as I said. The source of the problem is not because u dont have dots protection, but the dot spreading mechanism is just too silly IMO. In 4s it might be all right cuz u have healer. In regs u have more chances. But in yolo where 4 dps match occurs most of the time, it just puts too much pressure on the side with less dots spreading. For burst class like mara/sniper/merc/fury jugg, the only option is to burst down target asap to avoid consumed by those countless dots. But unfortunately, if u r fighting sin/sage who know what they are doing, u r very hard to bring them down fast enough. Similar things apply to slow/root as well. There are just too many root/snare/cc in this game at this point. It is not desirable to adding more slow/root immunity cuz it will further aggravate the life of some other classes that really need it like sniper/merc. Instead dev should be looking to get back some unnecessary root/snare/cc. So here my point is to improve the things, devs should not look into buffs any more, especially when juggs are perfectly fine with a handful of tools to perform their roles and survive really long enough to get things done. Instead, what they need is to bring those OP classes back.
×
×
  • Create New...