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collapsegen

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Everything posted by collapsegen

  1. oh yes just CC the operative as soon as his teammate is dead, as long he isn't dotted, resolved, has no stun break, doesn't dodge the stun and your team actually has the CC and altogether doesn't break it. just like that! just teach your team, pass on that knowledge got it id love to know what this "disable" button is. never heard of that before. unless they added a silence to the game il assume you're referring to roots. you know they have ranged abilities right? and that's after you forced them out of stealth and id, love to know how you consistently do that oh and all this before his teammate gets back from spawn which takes about 4 seconds once the gate opens. i could go on but id just be repeating myself and from previous replies
  2. this is true for every warzone, it's obvious. but i see too many teams all getting trolled by 2 ops on their pylon never able to kill them both before one gets back and keep stopping the cap. it doesn't always happen but 2 who know what they are doing will consistently prevent a team from capping the whole warzone and do so with ease because 2 rolls, surrender, and holotraverse and their back in seconds. i had one yesterday where neither team capped for 2 rounds. that's what prompted this post. and killing wasn't an issue they were just getting back almost instantly Yes there are things you can do but explaining these sounds like a self-defense instructor telling me how to stop a specific attack that he tells you to do and therefore expects. i don't blame the warzone though. i blame power creep. not that any one class is overpowered or anything like that we just have way too many tools and CDs and damage is fairly low compared to previous expansions. this is why it should be taken out. there is no way to simply fix it. maybe reduce cap time? but then its too easy to sap-cap so i dont know. you are right in that everyone should defend and focus them but when does that ever happen? all i ever see is 2 or 3 people just get trolled for trying to play the objective in a way that inst possible in other Warzones. why do you think civil war no longer has a speeder to grass and snow? (yes it used to) its to stop that exact scenario
  3. and this is why i almost never post. you all agreeing how hard operatives are to kill in another thread but now suddenly git gud bruh you caneasy delete 3 before they get back and stop you capping. kden whatever
  4. not gunna lie this actually made my head hurt lol well done. forcing a stealther to unstealth by bombarding the pylon lmao yes hel be stood back there like well now i gotta unstealth. ggez why didnt i think of that. he deffo doesnt have to stay alive and stop cap until the other stealther gets back which takes no time at all on AHG. The point isnt that stealth classes are hard to deal with its that if you have 2 or 3 running interference you have to delete all of them at once or your not capping because the first one you killed will be back long before your done with the next if they have half a clue how to play. i see this almost every game they can get back way too quickly on that map. because survivability and mobility is somewhere between 3 to 5 times higher than it was when that map was added
  5. you mean the maps that force you take a speeder to the battle field or the one with the enemy node on the other side of the map to you?
  6. As it stands now and has done since the last level increase it is far too easy to run interference on this map. double stealth out alone causes this problem enough on other maps but factor in all the utility and mobility and this low damage super tank meta and there is nothing you can do about one or 2 competent stealth classes stopping caps unless the whole team commits and gives up the orbs.
  7. 12 gig excuse me? anyone else having to deal with this?
  8. YES! and i main a merc XD. its so easy to take the 3 utterly broken heal2full CDs for granted but id like to have some fun playing my assassin and marauder from time to time and not want to punch my screen every time i get singled out by a mando/merc who's only keybind is the S key.
  9. Il be happy when this whole RNG gearing trend is over amongst game designers. i log in to fight monsters not play the slot machines and hope i get lucky (unless its the night life event RIP) seems like bioware just want to get me addicted to gambling. not gunna happen! now if youl excuse me i have to go out and buy 300 packs of MTG cards
  10. honestly this could make pvp amazing. it wouldnt be hard to get a pvp group using the usual LFM LFG method and its not hard find an active guild either. add to that peope actually communicating and maybe deciding not be so toxic in chat for fear of difficulty getting into other groups or finding good players along with thought to compositions, strategy etc. now im saddened by the reality that this is a sarcastic post and could never happen
  11. when has getting good PvP gear ever taken a long time in this game? same with wow for that matter. a couple of nights to get more or less on par and then what a week to really optimize it? might as well remove the factor altogether and leave gear progression to raiding. Besides this game hardly has the numbers for long arduous old style rpg pvp gear grind anyway. it would just descend into having that one premade with top tier meta gear and a whole lot of rage quitting.
  12. welcome to DPS life in PvP. let me guess. you spend 5 minutes training a guarded heal that's backpedaling his way to being the next darth sion until a PT or smash monkey or a gang of deception assassins jump you and stun you to death because 1 your not guarded and 2 you dont heal to full with the press of one button. TFW :rolleyes and the saddest part is that the shared damage mechanic tanks have in PvP is not present in PvE all it does is transfer aggro. fact is the meta in this game is to play a tank or healer and win by living.
  13. thats one lightning attuned vented saber on my server. and i dont see too many of those being swung at raid bosses, except mine of course
  14. how will this effect PvP. 3 months and those few who have been lucky with gear will just dominate those who havent. its going to go one of 2 ways. leachers just taking it in the name of easy gear or constant RQ abortion sequences.
  15. i actually came here thinking of posting about pyro. everyone has been telling me that its trash and worthless and doesnt kill anything and i decide to see for my self and well, they are wrong. it kills very well iv been finishing WZs with multiple solo kills, top damage, even a couple of 1vs2s and the kolto overload buff is amazing! Pyro is a great sustained DPS alternative. not to mention how horribly unpleasant scorch is . Dont get me wrong AP does have an edge over it if your looking for a nuker class but Pyrotech is definitely still relevant. atm my rotation is 2 dots, flame fist, rail shot, flame burst, immolate, flame thrower. repeat and to burst i just hit my shoulder cannon and crit buff.
  16. The jug would have put a bunch of sundering debuffs on you as well as the PT's. energy burst doesnt commonly hit nearly that hard. 13-15K is usual 20-22k if your lucky. if its any consolation assassins seem to be exactly as lethal to PTs as they are to sorcs
  17. here's what the heroic area for jawa trade looks like. all the NPCs are there but nothing further than 10 meters away from me is rendered http://puu.sh/luuPM/67e31e31ed.jpg http://puu.sh/luuXH/bc0f21fb33.jpg http://puu.sh/luuYb/99804fa532.jpg http://puu.sh/luv12/5503ffbed7.jpg Im seeing this on almost every leveling world iv visited.
  18. LOL I need to stop mixing those to up XD ty
  19. Also the cruelty talent for fury doesn't seem to be working. ravage builds no rage
  20. (in juyo form) ravage does 10-11K while viscous slash does almost 5K? making viscous slash near enough the same DPS Not that im the kind of try hard that runs parses and that kind of thing but im sure it used to hit harder than that in relation to my other abilities
  21. Are these crystals that once came standard with every battle master, war hero, elite war hero, partisan and obroan weps gone from the game?
  22. Since every class has a shared discipline (hatred/madness) etc and the difference revolves entirely around proficiency that require a certain weapon or offhand why not grant access to BOTH of the ACs talents and passives upon selecting the shared discipline? for example say a marauder wanted to walk in jugs shoes, selecting fury could give him heavy Armour proficiency (most Armour is adaptive now) access to an generator and enraged defense, enrage, saber reflect and so on, but all those talents would require him to have the jug offhand equipped. same for a jug. if he goes rage, he can wield a second light sabre but can no longer wear heavy Armour and gets camo etc. From what i can tell these Advanced classes are entirely built by whats in their spellbook. add the weapon requirement to them and i dont see why they cant be shared across both ACs and simply add the weapon passives to the shared discipline. just a passing thought
  23. Playing hypergate, we get crushed in mid, outnumbered, i press M, surprise surprise 2 stealthers hanging round their node, they dont cap it, we are behind from being outkilled. Sadly the class just attracts idiots that just want to chase 1vs1s and don't see just how easily they can throw a match doing this at the wrong time.
  24. collapsegen

    sorc vs mara

    mara damage is mediocre at best and its too squishy to stand against anything. no one plays it anymore, no one wants it anymore and why would you? why would you pick a medium armour wearing melee with no secondary purpose or ability (tanking/healing) when you can have the same mobility and damage on a plate class that does have those things. and other things and simply more in general. Yes you should be beating marauders, every class should be, even low levels have a decent shot at them. just give them a generator and heavy armor proficiency and put them out of their misery
  25. Id say this is true of carnage still. but anni has become a vulnerable support class, damage feels lacking and i dont even know why rage was redesigned for marauders its suited our glass cannon play still, but now its more like glass bruiser IMO, would be worth while if it had the offhand damage you could back up a tank nicely but i see no reason at this point to pick a fury mara over a rage jug
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