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Apocalypse-

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Everything posted by Apocalypse-

  1. Anyone want to bet the OP is a Vanguard (judging that they accuse imps)? And OP, you might forget that some people have been playing the same classes well over a year now. Yeah, a Marauder in full recruit raises an eyebrow, but it's better than a commando in full recruit raising a laugh.
  2. Sage (as well as scoundrel and commando) defenses are balanced around their healing trees. If they were stronger defensively, when they're guarded they'd be invincible as healers. The issue is their DPS trees lack survivability because they're low-priority for receiving guard. So yes, DPS sages need a defensive boost, but they must be very careful not to extend that defensive boost to healers.
  3. Being a medium-range class imbues far more defenses than most people credit it for, but yes, when focused they're quite squishy.
  4. No class should be point-and-kill. The more strategy required to kill someone the better. The three heal-ACs are limited defensively because if they had abundant defensive cooldowns while guarded, they'd be immortal. However, since their DPS specs almost never receive guard, their DPS specs are lacking defensively* and that should be addressed. *And offensively, but that's not because of lacking guard, so different discussion.
  5. And you see the problem being with the marauder. Everyone complains that TTK is too short, and then complains about the one class that doesn't die quickly. A is unlike B, everyone hates B, but most people are unhappy that A is unlike B, so change A to be like B... Wouldn't it make more sense to buff the classes that are severely gimped defensively (sage, commando, operative) rather than gimping a class that is viable only because of it's abundance of defensive cooldowns? I played Sentinel before we got all the shiny toys other than Saber Ward. It was painfully underpowered. There's a reason that those cooldowns are there, if they weren't there, two lightsabers force leaping to you would be looked at like a kill delivery rather than a threat.
  6. They can alter the time they posted something at will. They did it constantly in the beta forums to put dev responses on the first page of a thread. It's certainly possible. As to the thread, putting roots on resolve would help knights/warriors far more than it would hurt them. Be careful what you ask for.
  7. It's not even close. Very similar playstyles, Snipers get the tools needed for that playstyle and Mercs don't.
  8. Snipers and Marauders get the 20% trauma that's not clearable. It's our version of taunting.
  9. Comparable number of keybindings, but Marauders have more, and use them far more often. I don't even understand how someone could say 10 for a Sentinel. I have more than that in my default rotation, without counting any of my situational or defensive abilities. Strike, Zealous, Overload Saber, Slash, Cauterize, Crippling Throw, Zen, Leap, Leg Slash, Force Kick. There's your 10, used in my main rotation. Also in my main rotation are Dispatch, Riposte, Rebuke, Pacify, and Force Stasis. However, joining those in every meaningful fight is Transcendence, Force Camo, Sweep, Resolute, Saber Ward, Awe, GBTF, Valorous Call, Blade Storm, and Inspiration. Of those, only Inspiration, Saber Ward, and Valorous Call won't be used in the fight following it. That's not counting consumables. Now, I could see the average marauder not using Riposte, Inspiration, Blade Storm, Pacify or Valorous Call, and pub stomping a Mercenary won't require Stasis, GBTF, Camo, or Saber Ward, but going south of 20 keybinds means you're either knowingly or unknowingly gimping yourself. Judging by the OP's question, he's not looking at the difficulty of being average on a class. As a Watchman Sentinel, about the only combat ability I get that I don't typically use on a good fight is Cyclone Slash, but even then I probably still use it 5-6 times a warzone (for something other than a focus burn, counting that it'd probably be ~30 times).
  10. Only ability on my main 2 bars I will almost certainly not use in a duel against a very good player is Cyclone Slash (though if it's an op and I miss popping them with sweep, it's not out of the question). On my sidebar I've got Valorous Call, Awe, and Inspiration, the first two are both usuals in a duel, with the last being if I need to make the duel quick. Add in Blade Storm if it need a ranged execute and medpacks/adrenals... Yeah, if the person I'm fighting is actually competent, limiting myself to 8-15 keybinds would mean I'm not competent. When you've got a lot of medium cooldowns and you have to constantly be making choices about them while in melee range and using the only active resource in the game, that adds far more depth to the class than any other class. Sent/Mara is by far the most intensive micromanagement in the game. Healers are only "hard" when they're unsupported. 1 DPS > 1 Tank and 1 DPS > 1 healer, but tank+healer > 2 DPS. With healing, it really just comes down to whether or not you're being protected by your team. It's not hard based on the individual effort. As for tanking, the depth of the tanking mechanics are really shallow- use taunt on cooldown, save your AOE taunt for when it's needed and stay in range for guard.
  11. Most dynamic class is Marauder/Sentinel, by far. 30+ keybinds used every fight on average. Hardest class to compete with is Mercenary, since it's basically bringing a blunt rock to war.
  12. Up on the minimap always points north. Your character's direction is the direction of the arrow on the minimap. It doesn't even take a full second to register those two things. If you're in an intense match as a melee, you can get spun around so many times that you need to find a reference point to decipher left/right on Alderaan (typically, Voidstar calls are savable, because if you're involved in a 6v2 as defenders, you're doing it wrong) unless you translate them to east/west first. If I'm chasing down an op healer who is kiting me under the ramps at Alderaan and my only visual reference is a grey floor, grey ramp, a grey pillar, and a curved grey wall, left/right and grass/snow is gibberish compared to east/west. As for a label, they already have them. West is Landing Turret, mid is Control Center Turret, east is Generator Turret. Even if you had everyone calling this, you've still got to translate them into east/west to figure out which is which when your visual queues are lacking.
  13. Most likely you ignored the part where you were taunted. So it was 3500x.7 = 2450. Taunts lower outgoing damage, so it happens first. Then defensive roll kicks in before any mitigations, so 2450 x .7 = 1715. Now you've got 59% mitigation from 10+4+20+25, so 1715 x.41 = 703. Hmm, didn't work. If they're focus spec'd, they take 9% reduced damage at all times but lose the 4% from Juyo. So 1715x.36 = 617. Close enough. Yep. You attacked a Rage Marauder that had multiple cooldowns active and while you were taunted. Here's a hint: You were attacking the wrong target. It's impossible that you weren't taunted and your normal crits are 3500, one of the two is false.
  14. So long as the disengage is a straight terrain-based line and not a leap like arc, I don't see how it could be misused. As for the resolve armoring, no. Just no. Power shot also needs to be made an instant for the disengage to be worthwhile. If you get a free 20m, but then sit there casting 1.5s casts when I can run 6m/second, you're gonna have a bad time. Also, cash, Jet boost on a 15s cooldown would be ridiculous and do nothing but make the class a gimmick. It's already by far the best crowd-CC in the game. "Signature" CC moves don't have short cooldowns. As for an interrupt, they should have one on the same lines as Sages (30m, ~12s cooldown).
  15. So... since logic seems to have taken the day off in this thread, I'll step in for it. What major game system is completely nullified by a random grouping of 8 players against another random 8 players? The trinity. One team can get a perfectly balanced 2/2/4 or 3/3/2 and the other might be looking at 1/7/0. And now you want a system that has zero ability to see this fundamental imbalance between the teams to apply rating changes at the end of the game, when the game was prohibited from ever being competitive? Solo ranked queue is almost assuredly waiting on a smart matchmaking system, because having a ranked queue's on-paper competition level based on random chance makes about as much sense as a flying monkey throwing a martian leprechaun that has a suitcase full of fortune cookies that all have the exact same numbers on them: 4, 8, 15, 16, 23, 42.
  16. Apocalypse-

    wow ranked pvp

    Bloodthirst or expertise powerup (powerup hasn't changed, only the adrenal) and then rail shot having 90% armor pen. Vanguards can hit just as hard. Numerically identical in fact.
  17. The map does not flip. Couple random videos I just googled: Imps point south when leaving spawn: Reps point north :
  18. Indeed, but what was the natural way you just described which is which?
  19. You do know this is completely illogical, right? Snow/Grass change relative to your spawn the same as east/west....
  20. Please explain how to win a fight to the death with a blunt stick against someone with a sword. Arsenal mercs are gimped(as is Pyro, just not as much). Their inadequacies are not imbalances in other classes.
  21. We've been over this. Gunnery (and for the most part Assault) Commando/Mercenary is underpowered against everyone, not just Marauders.
  22. Oh, I never expect to get one. Having one would give us too much power as a lockdown. Awe is just very situational, and I find that out of sync with the rest of the sentinel kit because 90% of our abilities are every-fight use, with the 10% changing based on spec (ie watchman doesn't use blade storm much and combat doesn't use slash or cauterize much).
  23. I've also had a 50 GS, a 50 Assassin, a 50 Commando (was underpowered when I played it in beta, I can't bring myself to play it now), and 50 Sorcerer, and I've got my Vanguard to 42, but being my 4th round of Trooper I've let it stagnate. Hard stuns are significantly more valuable because they're less situational. I've read every single line of patch notes since I got into early beta, and I know how the changes have impacted the classes. I also know what is effective against my sentinel, and I know how rare it actually is despite it's simplicity. I'd readily trade Awe for Electro Dart, Force Pull, or Concussion Charge. Awe isn't bad, but it's far from great. It works for Guardians, but it's kind of out of sync with the rest of the Sentinel kit. Neither Guardian DPS spec is designed to not constantly have Chilling Scream and your taunts up. The good guardians I've seen have all played the role of crowd clearer. The ones who have tried to be dedicated DPS have failed miserably. If your survivability was comparable to ours, you'd need to give up your taunts while out of Soresu, and that'd make your role pointless. Both Guardian DPS specs, and focus especially are designed to break everyone apart. Push is just there if you have someone being stubborn. Sentinels can't clear the crowd, but have to be in it. Very similar to how tanks want to be in the crowd. Vanguards get to play on the edges of the crowd as well as being able to get their target out of the crowd, DPS Sins/Operatives (both of which I believe have sustainability issues, both energy and durability) are designed to be fringe fighters*, and the ranged classes get, well, range. *Quick thought occured to me here, not worth a new thread. Sin/Op openers (the stealth-locked ones) give a buff where if the target dies within 10s of opening you get put back in stealth. They just currently lack the staying power out of stealth, so quick in/outs would be good for them.
  24. Actually, I specifically left off DPS guardians. DPS guardians are more disrupters, forcing people to keep moving around. A single target non-channeled stun is far superior to an AOE mez. I played Sentinel before we had anything more than Saber Ward. I actually know what happens if I don't have them. It's not pretty.
  25. Mez != stun. Especially when it's radius targeted from a melee class meaning the only time it's actually worthwhile is when you're either alone or guiding a ball carrier. Otherwise, it's free resolve for every opponent near you. Play a Sentinel in PvP, then come back and say that again. Grass is always greener on the other side. The only classes with comparable playstyles to ours are tanks, and we have less than half their passive survivability, so we have cooldowns that can boost us to their survivability for short periods. Also, I didn't believe the original nerf to Operatives was needed, and currently believe both their DPS specs to be severely underpowered in value to a warzone team.
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