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zhaiyan

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Posts posted by zhaiyan

  1. 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."

  2. This bug exists since arenas release. No way to fix it. Also there can be 3dps+heal/tank vs 4 dps ranked match. I don't even say about loading bugs when 1 man is loading the whole round. Sure devs do care.

     

    Pretty sure this is working as intended:rak_03:

  3. 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!" :rak_03:

  4. 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

  5. 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+).

  6. 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 :rak_03:

     

    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.

  7. You know that the ac is currently at the bottom in terms of solo q leaderboards, right? In spite of all of those wonderful things you mentioned they have the lowest average rating and the worst top performers. When you just look at characters with at least a few wins (filtering out trolls, really bad gear, etc) the average rating of guardians/juggs just goes down relative to that of every other AC. Either they need more (root immunity) or cc mechanics needs a look or everyone else needs a nerf. While I will say they can be great in random regs (but not in premade-vs-premade), they are bad for 1v1 and solo ranked and (probably) group ranked. They aren't unplayable, mind you - some players make them work - but those same players would likely do better with other ACs.

     

    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.

  8. Previously i wrote about what needs discipline Vigilance, now I want to tell you what's on my opinion all the disciplines needed guardian. The main problem of the all guardians on rwz is a dots and we need protection from that.

     

    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.

  9. Hey Friends,

    From a PVP perspective, Carnage has essentially turned into a three dps ability class, gore - massacre - devastating blast. This not only makes the class boring, but it also makes it very predictable and much less effective in ranked. With the old ravage, both higher damage and higher cooldown, we were able to create extremely effective precise burst windows that made the class so desirable.

     

    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.

     

    Now, I feel like all I do is run in circles spamming massacre with the occasional devastating blast, sure it does pretty well for sustained damage, but it's absolutely mind numbing and sub-par burst for pvp when compared to powertechs or operatives.

    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.

  10. Lets be clear:

    On WZs, 90% of the Healers dont die with 2 DPS free on their backs

    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 :rak_03:

     

    For a class that is not a Tank in full defense with low DPS, and have capacity to heal entire parties quickly, this is too much. There is a balance problem.

    so... Your logic is healer can heal entire group quickly, but can not heal himself quickly? Or the game just breaks?

     

    Resuming:

     

    If healing skills dont get nerfed, the game will not live as much as it could. PvE content cannot be extended forever in SWTOR, for various reasons. And PvPers are highly descontent with the PvE oriented system.

    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 that SWTOR had a model system before. Perfectly equilibrated once. And made the various kinds of players happy for long period.

    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.

     

    Open World PvP, its not even worth talking about.

    Talk about it please, that will make 90% of my day.

  11. That actually does make some sense; If i have all my cooldowns available and can stay in the bubble for the full 8 seconds i can pretty much guarantee that i stay alive for 30 seconds against most 3 dps comps. It's what usually happens in 1 heal 3 dps arenas. Only thing that could kill me faster is probably a gank from 3 stealth.

     

    You have to keep in mind though that the bubble has a very long cooldown, and i'm not doing anything while in the bubble. This is incredibly powerful when i have to hold a node until reinforcements come, but in every other scenario i often have to break the bubble early to prevent someone else from dying, which also reduces the enduring bastion shield after the bubble.

     

    Also Mental alacrity gives 10 seconds of interrupt immunity on a 2 min cooldown, enduring bastion gives another 5 seconds from barrier, on a 3 min cooldown.

     

    So it's very possible for a sage heals to look invincible for 20-30 seconds (8 of which he does nothing), but that means he used everything and will totally crumple afterwards and for the next 2 minutes or so.

     

    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)

  12. You want RNG back in Carnage? Vicious Slash does more damage than massacre IF atayru hits (though the increase is less than 50% of an atayru form hit). So... just use Vicious Slash over Massacre outside of Berserk. You might do more damage. Maybe.

     

    Hell, you could improve your chances by using Vicious Slash over Massacre only if you have the massacre buff.

     

    no, carnage has massacre critical dmg+30% talent, dont think its worth to lose potential burst

  13. Latest: http://parsely.io/parser/view/21590

    2nd highest Marauder parse on The Progenitor! There's only 3 but that's not the point.

     

    I still stop to think about what to use next though.

     

    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...

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