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memerobot

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Everything posted by memerobot

  1. L2P issues. You see AoE, don't use any ability that causes you to go into it. This is an issue of learning, not the class/spec problem, seriously. If your gap closer is on CD, continue to DPS what you were on, otherwise, again as before, learning issues :\ I never found myself having them back then. It is pointless to give it back now. Spec was made more boring than before (thankfully not on the levels of Fury). The way it worked, was unique. Why is there a need to make it to be like the others? :\
  2. Well, if it is awkwardly enough for you, you would still in range of the core. Yeah, it may feel that you would "far away" but leap always places you in the range for melee attacks. If that was the reason of the change then it was a retarded move to do. Just because it looks weird, doesn't mean it is bad. You were still in range. Now if you mean that you would leap into attacks, bloody hell, it is your own fault. Don't blame the class for things that you/others do :| I never had issues before, at all, regarding that.
  3. "Best" Ranked Material: Healer: Sorc best, followed by Merc and Operative in a tie. Tank: Jugg. PT and Assassin received big nerf. DPS: Marauder, Mercenary, Sniper, Assassin. Best Regs: Anything that fits the situation. Nevertheless play what you like, not what its best. It could end up being boring as hell, like how I find Fury Marauder and Arsenal Mercenary to be that way.
  4. Depends on who the sniper is and who the op is. I personally have no issues vs snipers. Far from it. I find them rather easy to beat, with Marksmanship being the hardest to kill. Personal opinion, of course.
  5. Strange, don't recall having that issue in the fight. What would happen? Fall below? How is it problematic? I don't get it.
  6. Don't forget about the retard leaps from Fury/Rage specs. Gotta remove them, as well. Desync with them is just ridiculous.
  7. Well, if you are a dotspec, you really don't have a choice but attack through them, although I do like to make those stacks vanish instantly. Any class that can make dot proc automatically kills ED rather fast, making the stacks heal rather inefficiently.
  8. 1 - Actually good idea, specially if you play rep side. 2 - Or maybe add a debuff if one team has more healers compared to the other. 3a and 3b - Bad idea. As much as I understand this point, it is still a bad idea. The explanation I gave on 2 would have a greater impact regarding the premades and the stack of heals that happen. 4 - Yes although regarding ranked, I nreally hope they'd change as it used to be, or at least in Team Ranked. Weekly with 0/9 and only wins give points. Losing makes it pointless. I think SR should stay as it is 5 - Yes 6 - Eh, is conquest really that much competitive? 7 - Yes, I guess. 1 - It will still be pointless. There are players who will just get 8 medals regardless of the way to reach it and afk. I have seen this happen many times. STill have to give the credit for the attempt. 2 - Same as 1. 1 - Give higher rewards in lower tiers compared to 70. Double or triple. If needed, make it a legit credit/components farm. 1 a - And yes, agreed. 2 - What kind of quests? 3 - Or make it easier to hit as a lowbie
  9. Well, the fact that they are noobs out of choice, yes, and not out of "natural lack of talent". There is a reason to not want people that don't even try to get better. It's not that they are bad at that class. They simply don't even put effort and yes, it is a thing that happens. Example: I'm horrible as a Sorcerer and I've put quite the large amount of hours in practicing it yet still no results. I tried but a bit 'pointless' as it simply does not fit me. Now I see others that even with FOTM, they don't do sh*t anything to "get good" at it, which isn't hard, at least Arsenal Merc or Fury Mara. Also, not defending. Just stating out what happens in game.
  10. Well, I use these 2 builds for marauders specifically: https://i.gyazo.com/b1cc05bc2bcf91deff3e19cc64dcfeda.png https://i.gyazo.com/f8a5a91a3162bf6da0f3c600113fc025.png - Ambush + Takedown = +45k damage each time (Only with the utility, of course). - Evasion on cover reduces 'yellow' damage that you take by 75%. Using shield here may help, as well, to mitigate some damage. - Diversion whenever Obfuscate is off and when you have a "feeling" that the burst is coming. - Roll frequently to keep distance. Rotate legshot with the knockbacks and stuns to keep the mara at that distance. - Save Target Adquired for Saberward (1) or Obfuscate (2). 1) 130% Accuracy on your side vs 150% Defense Rating from marauder side. Only 20% chance to stop you, altogether. 2) -90% + 30% = 50%. You'll be gambling here.
  11. DPS dominant teams: Net hell by Mercs Backstab hell by Operatives Or Maul Hell by Assassins Or Ambush Hell/AOE slowdown Hell by Snipers Mysterious vanish due to DPS overload by Marauders or PTs Annoyed by Sorcerers Numberfarming by Juggs Heal dominant teams: Merc because you can 1v1 it, really. Sorcerer: "Yeah, lovely day to take a walk across the map" Operative: If you pop it out of stealth, you might have a chance until another healer comes up Tank dominant teams: R*ped by "unkillable" juggs that do more damage than DPS specs. Cleaved by PTs "Good luck trying to steal that cap point from that stealthy boi" by sin I prefer a mixture instead of seeing these weirdly effective combos
  12. Well, I am hoping that they'll readress to RA, really, and slap an increased CD on Obfuscate, instead of the change they planned. It was clearly to meant be as it is now. The devs just didn't thought about Fury with everything the spec. Or maybe they did to make it unbalanced on Fury :| Or poke on Fury a bit. Either way, it works.
  13. Well, the alternative would be that, upon picking RA, the CD of Obfuscate would be increased by 30s / 45s. The OP'ness of the utility, by doing this, would somewhat disappear. It would counter the fact that this is currently being used as continuous stun immunity for Fury marauder. At the moment, the way you can rotate abilities with RA, atm, with Fury is pretty broken. Force Crush : 6s of immunity (if you take tier 2 alacrity, the CD will be 26s on the CD for this proc) -> Wait 5s - 7s to use Obfuscate : 8s of immunity -> Wait 5s - 7s for proc Force Crush : 6s immunity -> Wait 5s - 7s again to proc Saber Ward with utility : 6s immunity -> Wait 5s - 7s for proc Force Crush : 6s immunity -> Wait 5s - 7s to use Obfuscate : 8s immunity -> Wait 5s - 7s for proc Force Crush : 6s immunity -> Saber Ward is between 2min - 2min:30s CD Obfuscate is between 23s - 27s on CD You are "vulnerable" within the time you are waiting but I think it's nullified over the long run, really. Plus you still have the Stealth, Undying and Mad Dash left. This is assuming you haven't used these 3 either since Marauder isn't usually focused at the start of the fight. Or straight out strip the stun immunity from Fury itself. I don't understand why this spec has it anyway. You can just bash your feet in the keyboard and you solo anyone with it in a third/half of the time compared to the other 2 specs. Ridiculous :\
  14. Lucky crits. That's all If you pull 9.5k, anyway, it is already good. If you are aiming for higher, just continue to parse until you get higher.
  15. Skank tanking was only fixed on PT and Sin(this case was unfortunate and unnecessary as they are the lowest by quite the margin :\ ) and with a sledgehammer. Jugg didn't receive it like the other two specs did. At best, they received a small breeze, as it gives the impression that they weren't touched, at all ( The damage bonus given by Pillar of Strength is, at the moment, 30% bonus damage on three abilities [ Crushing Blow, Ravage, and Backhand ] and will be nerfed down to 15% and this is sort of a joke, or gives the impression of that. ). Plus, they are getting buffed in DCDs, so they pretty much are getting buffed overall, imo. Plus, this "fixing" didn't solve anything regarding the fact that players take DPS stats only on tank characters. In fact, it will make them to go for these even more, since DPS in regular tank gear will become more useless/crap than already is. DPS from Tanks, regardless of it being ridiculously high or almost non-existant, still is and will always be essential for the fights. The devs should take more time to consider what the problem is. A change to how Tanks work like what players have been suggesting through last months/last year. Example would be to make defensive stats have a roll in the PvP, such as affect Guard system so that a tank with full DPS can mitigate barely anything (say a 20% 'base' as default ) or almost nothing ( 10%? 5%? 0% if absolutely no tank stats? Perhaps I'm pushing too much here but some thought is required into it and it would avoid the full DPS for sure ) but a tank with some defensive stats can mitigate much more ( cap the mitigation at a certain level, perhaps 70% if the stats are full tank [same stats that a tank usually uses in end content PvE] ?). In a way, it would lead to this: 1) If the team is good in handling their defensives (mainly DPS and healers), the tank could go with more DPS stats than tank stats, for a more aggressive approach and play with 2 DPS + 1 DPS that is 'tanky' and can intercede some of the damage. 2) If the team would have some problems with teamwork/handling defensives or perhaps they'd want to play more safe, make the Tank use proper tank stats instead of more DPS, making it a 2DPS + 1T. And yes, I am aware that if they were to go for this, they had to re-work the whole thing and that takes money and resources but it would definitely create a more interesting mechanic in game and make it more fun (I think). Make a creative nerf, not just bash a sledgehammer on it, with the hopes that it will fix the issue, and, in the end, may have a sort of reversed effect.
  16. Well, no offense, but the nerf on Tank Jugg/Guardian was a joke. It barely affects the dps it does. Right new, they must be the "strongest" tank, atm. Now Sin and PT got nerfed in 15% - 20% at minimum in their output (although I think it's higher.) There was a topic ( I couldn't find it again, sadly but I am still looking for it so I can post it here) that would show that PT Tank parse would become much lower to the point that it would be 5.6k tops and if we pick the highest parse, we see that it's 8.4k ( http://parsely.io/parser/view/339780/0 ). It is a huge nerf, around 33% if I'm not wrong, and yes, I know tank's damage is based on AOE but well, I am showing in single target so that one can grasp the idea of how much it got affected. And people can blame PvP community all they want. The players over PvP have been recommending changes to deal with this such as tie the Guard mechanic to defensive stats such as Absorption and/or Shield yet Bioware just takes the easiest and crappiest route. And worst part is that this change they did won't make a difference regarding payers taking full DPS gear as tanks. Tanks will remain broken, in some way, on PvP.
  17. It's broken as hell, specially PvP. Carnage is just straight horrible to level with. Fury is much more friendly for the starters and thing is, they stick with it. In PvP, you get constant stun immunity and auto crits that actually deal significant damage and honestly, the skill gap on this spec is just significantly lower. Everyone can just spend 5 minutes and know what the "rotation" intended was. The only nerfs I'd like to see would be removing the retard stun immunity and perhaps change the auto crit for increased 15% damage on the same abilities. They plainly nerfed every spec and left Fury basically untouched :\
  18. I'm talking about the heal spec specifically. Compared to merc and sorc, operative has absolutely no defenses. It needs to be buffed in some way in defenses and changes a bit, as well, due to being the spec that is, probably, the msot vulnerable to interrupts. DPS PT/Vang aren't broken. The skill required to use them at ranked level well is pretty high. If they'd change back to the old trees, I'd be happy. If they'd change to something more crappy, no.
  19. When those happen, I am actually happy. I absolutely love tight games, and I, most of the time, don't care about the end result (I mean, I still care but I do love tight games over winning games). I do my best, they do their best. They win, congrats, I still liked the game as there was challenge. If I won, I'm happy, I managed to win a game that was entertaining against a good team. Sadly that doesn't happen and the games, in reality, are lost out of dumb errors. I lost count of the amount of times I see others not calling in time, or when I'm defending and I call for incs, the team doesn't assist right away. And it is rare when I call for help right away, as I usually find myself often in 1v1 or 1v2, I don't call since I can just stall endlessly, although after a while I may go for a call so that everything goes safe. If 1v+2, I call right away and do my best, but it is disappointing that I don't receive help. Even though people think I rage, I don't. It is more like I am calling them out for the mistakes. Of course I also feel frustrated. Other situation is when I drag the enemy players far away from the capture points, like fighting on valley against 3 or 4 on Novare Coast, or fighting on the tunnel below at Alde Civil War although I only do it if I can drag, at the minimum, 3 players, so that I am giving the number advantage to my team. I get often flamed for that and I understand why but since I'm giving a number advantage, they really shouldn't be complaining and actually take the opportunity.
  20. You mean the AOE damage they do? Well, don't know. The spec always worked that way. It only started to get attention in 4.0 even though it always worked that way. A CD on plasma probe would be enough. Used to have CD of 9s. The absurd mobility is the issue, I believe. That or bring Trauma debuff back to 35% although tweaking the heal specs (operative the most) to the changes. That, or give them insane DPS potential. Agreed I am wondering what kind of nerf Bioware will implement to deal with shank tanks Well, some DR should be enough although the class always suffered here. Well, only thing I'd change is the 75% resistance and it wouldn't be in this value of % but rather I'd add a "consequence" upon picking this utility. Perhaps increased the CD of Obfuscate by 30s. Naturally, Obfuscate has a CD of 1m. Picking the earlier utility, which is in Heroic or Masterful(can't recall) reduces CD to 45s. Upon picking the one on legendary tier would increase the CD by 30s, aside from giving the resistance, which would make 1m:15s of CD if both picked and if the earlier one wasn't picked, the CD would be 1m30s. Not so much as a spammable thing anymore and would start to be used as a proper defense instead of something that prolongs your CC immunity for ages. Also remove the stun-immunity from Fury and/or change the auto crit attacks into increased damage instead. The class itself doesn't need exactly a nerf on DPS or anything. I mean Carnage is my favorite spec although it is a mere shell to what it used to be. :\
  21. If I know the players of the opponent team, and depending on who they are, I usually continue to fight and try to win, unless its almost if not already lost, or I straight go on just farming kills. If we are losing because own team is being dumb, I just start to question as to what they are doing and why they did so. Figure out the reasons, point them out and make them see how dumb they were for doing such things. If the other team is just superior due to better chemistry, while also my team being good, well, nothing can be done. Simple "GG WP, we'll do better next time" comes out.
  22. Leap/Gap closer as PT/VG doesn't work 80% of the time :| So yeah, probably the game with some *** bug that doesn't make it work.
  23. That's why you can increase your accuracy by 30% for a short time with target adquired. If the target you are supposed to melt through goes up with it, simply use this and most of the shots will connect. It is surprisingly effective, trust me. Well, you could start considering on cancelling Ambush whenever they pop abilities lie that and swap target for a short time. The fact they waste abilities to reflect is a good thing. About LOS, yeah, its really mean when it happens but that's a thing one has to fix themselves. Not fault from the other players that they are avoiding getting hit by you.
  24. I got the same issue. Its Tython and Rishi FPs but also Iokath introduction. Everything else is fine :|
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