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roudysbadguy

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  1. so far wildstar poops on every aspect of this game. Despite me wanting swtor to succeed and increase its competitive pvp level(4v4 arenas) I really have to say that WildStar does everything better. Not to mention amount of communication happening between devs - gamers. Its insane
  2. considering eso had no real pvp and is pretty horible overall, no.
  3. WildStar. 95% of pvpers doing group ranked are leaving so.
  4. Yeah, MM is. You have nice dmg and + you are ranged with 24/7 entrench. Perfect for hardswwtich comps. We've played that already - MM/deception/jug/healer, you can go MM/Mara/jug/healer etc.
  5. Just gonna pull this out here, every class and spec is viable for 4v4 arenas excluding: Pyro Mercenary and Madness Assassin(till 2.8) More specifications: Marauder -Annihilation - VIABLE - can play anni in tank tunnel comps or split comps, dots tick quite good along with annihilate almost being spammable when stacked. -Carnage - VIABLE - amazing spec for hardswitch comps or tank tunnel comps, has reduced cd on fear, amazing burst and a lot of tools -Rage - VIABLE - still viable even after nerfes, can be used in split comps / hard switch ones. Mercenary -Bodyguard - VIABLE - good healer vs hardswitch comps/tunnely ones, however you might have trouble vs split comps, added utility compared to other healers via having knockback, electro net and good solo target healing capabilities. -Arsenal - VIABLE - works well in hardswitch comps, for example - arsenal/carnage/jug tank/healer. -Pyrotech - NOT VIABLE - just a **** version of powertechs pyro. pretty useless, even if u r high-end player. Powertech -Shieldtech - VIABLE - quite tanky, has charge, pull and good dmg. -Advanced prototype - VIABLE - great for playing in split comps with lethlaity oper/sniper or smash mara/jugger. -Pyrotech - VIABLE - great for tank tunneling / playing in split comps. Can also be used in hardswitch comps with marauder. Operative -Medicine - VIABLE - amazing healer that is able to heal aoe pressure as well as assisting with dps via probe/shivs/stuns. -Concealement - VIABLE - plays in hardswitch comps with carnage mara/jug tank. great burst, has cleanse if needed, quite mobile. -Lethality - VIABLE - great for split/tunnely comps, absolutely insane burst/overall dmg, can heal himself when procced, flash being appliable to dotted targets is also very sweet. Sniper -Marksmanship - VIABLE - great for hardswitch/split comps, good burst, good sustain dmg, has armor/healing debuff, 24/7 entrench -Engineering - VIABLE - usually played as hybrid between eng/lethality, can be used in split comps -Lethality - VIABLE - slightly less burst than a lethality oper, but you are ranged, great for split/tunnel comps. Assassin -Darkness - VIABLE - assassin tank with wither is great for split comps by adding extra dmg and pressure on the enemy team, quite tanky as well. -Deception - VIABLE - great pick for hardswitch comps, low slash, burst, taunts. pretty bad for split/tunnely because 0 sustained dmg. -Madness - NOT VIABLE - horrible spec as of right now, will be fixed in 2.8. bad dmg, bad survivability. Sorcerer -Corruption - VIABLE - good healer vs hardsiwtch comps. will have trouble vs tunnely/split comps, really hard to heal aoe pressure with sorc healer. Has 2 breakers tho. -Lightning - VIABLE - great for hardswitch comps, great burst, great utility, roots, stun bubbles, cleanse, 2 breakers. -Madness - VIABLE - good for split / tank tunnel comps, a lot of dmg, however lacks in survivability department. Juggernaut -Immortal - VIABLE - usually played in hybrid with vengeance, great tank with great hardstuns, has push, fear, aoe slow, best pick for hardswitch comps. -Vengeance - VIABLE - great for split/tank tunnel comps, good dmg with dots, resets, and really hard to kill. -Rage - VIABLE - can be used for split / hardswitch comps, great smash burst.
  6. Are we talking "competitive"(2-3 good arena teams, who am I kidding?) pvp here or just random yolo / nwz fest? It differs. Well the game is still allright for pvers / roleplayers.
  7. warmongers left the game because guilds started getting proper ppl and teamplay started to develop, while warmongers stood at one place -> therefore they started getting pooped on by teams like Coral, Da***, Hostile etc. Every above average PvPer leaves this game for WildStar. And for a good reason.
  8. Only noticed this with Whirlwind. Republic spell mirror works just fine, as some1 mentioned before.
  9. Whirlwind is more ticky to pull off, it has cast time and therefore you can LoS/interrupt it etc. We obviously knew there was something wrong with it, but we just never really bothered with discovering what was the root of the bug, Now that we actually took time and tested it out, here are the results
  10. Im not a big forum boy so Idk, but in this case he is right.
  11. I see you have no idea. Let me explain. Damage taken from guarding other players doesn't break present CC effects on the person who is guarding. That was change made long ago as well. More clarification: Player X = Tank, who guards Player Y Player Y = Guarded person Player Z = Person who uses ANY CC - FEAR, FLASHBANG, GRENADE ETC. on Player X and attacks Player Y -> as a result APPLIED CCS SHOULD NOT BREAK. That is not the case with Whirlwind. Please fix. Thanks.
  12. He is right though. We just went with what we had, no big deal. Not sure why someone would take those matches seriously.
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