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zhaiyan

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Everything posted by zhaiyan

  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.
  15. zhaiyan

    Guardian on rwz

    u know u can not have a class having everything, dont u? Very good damage, best dcd/utility in game, cc immunity, root immunity, taunt, more passive DR... Now u tell me here is a weakness lets fix it to make it perfect... Really? Before that it's not just jugg/guardian suffering from dots, sent/mara does, operative/sniper (not virulence though) does, ap pt does, deception also does. Then what about giving sniper some dots protection as they could do much less than a vig jugg in such situation? Instead of giving jugg some more buffs, imo you need some effort to remove one passive effect: no one wants to focus jugg if there are other targets. In yolo u will see conversation like: "merc first, pt first, mara first, sniper first, tunnel the sorc..." But besides the two stealth classes which are not easy to open with, u will hear something about jugg: "if u focus the jugg, then u r doing wrong." Two dots kill the jugg? Yeah, it takes 1 minute, where merc has been boiled five times.
  16. Exactly, I second this. High risk of ravage yields high reward. No matter in efficient team work or chaos of regs, have your ravage set up is like an art, it occurs, it fully lands and it kills. Now its risk is lower but not low enough, ravage is still an alarm that leads to stun/push back even if u previously are not focused, but the reward is much worse as the damage is comparable to 2 massacre... I personally would exchange the hard stun for the old ravage. yeah, it produces like 2k+ dps in intensive fight but if I really want to dps I would go for dot class and spread my stupid dots... The burst for carnage is really a meh now without ravage rupture retaliation and shorter gore. So called "moderate burst and moderate sustain dps" is a bad design in my opinion for PvP (maybe not good for pve as well, where dps number is the checker). Carnage and rage are two types of burst, one needs to align their burst while having good AOE output, and another once needed to set the burst window up rather than just press three buttons. There is no wrong to build two burst spec and I don't see why they have to make the "moderate" thing. As to the mobility... Glad they are working to fix it. I do accept best mobile class drop to 2nd, 3rd in one patch from 2.10 -> 3.0, but bring it down to bottom, thats just too much.
  17. please tell me where does the number 90% come from. I could say in my wz 90% healer die in a few sec with two dps focus as well so... Your logic is healer can heal entire group quickly, but can not heal himself quickly? Or the game just breaks? Please, tell me how nerf healing can get PVE content extended. U are talking about two dps can not kill one healer before in PVP, but how does PVE jump in like a boss? And why PvPers are highly "discontent" with the PVE oriented system? What I dont get is how do you define the word "perfect". Let me give you some choices: 1st Undying old annihilation marauder 2nd Uninterruptible Operative healers standing in cover 3rd... eh, damn, whats the third? EPA? And whatever perfect FoTMs there have been, I think operative healers are harder to kill in 2.x time, when most dots can be cleansed... Oh wait there are less than 90% healers that roll operative, no wonder why. Talk about it please, that will make 90% of my day.
  18. no u aint, u just post random things according to what new gif u have atm
  19. words, you will have a cake this time.
  20. It makes sense that a healer could live for a while against 3 dps... But u need to kite rather than just stand there as the OP said. U need to slow push stun lift them, u need to run away, position urself well and pick the right time to cast or cast in moving. Face tank is never an option unless u are really really lucky (like in OP's case if the sage's 10% defense chance mitigates two mauls and one 100% crit vicious throw/furious strike)
  21. no, carnage has massacre critical dmg+30% talent, dont think its worth to lose potential burst
  22. which level pt did you cap and did they shoulder cannon you?
  23. this looks more legit. This spec has a pretty complex rotation because annihilate comes off cool down really quick (6s), and you need to maintain 3 dots with different cool down, plus a RNG controlled twin saber throw. The most annoying thing is you might be able to maximize your performance by using vicious slash. However that quite depends on the situation, like how many rages you have. May want to practice more. In real boss fight it is pretty easy to mess everything up...
  24. if I read correct I think you not use annihilate on cool down, it should always occupy your largest portion of output. annihilate, deadly saber these two must be used on cool down.
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