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Mavnas

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Everything posted by Mavnas

  1. Some of your abilities will be useless. For example, as a sage the double saber strike one is uesless. The three swings one is close to useless. Disturbance is useless for non-TK sages and it's a Sage base ability. Adding a three second stun on so short a cooldown is dangerous. First it's kind of crazy powerful. Second, it means if you have to be careful about not making your target immune, you give up your ability to use project. It makes the ability both OP and situational, which is pretty impressively bad.
  2. Yeah, I'm not sure I'd call the class with almost 1 sec animation delay on their knockback OP for that reason. Really I'd complain more about rescue or it's equivalent that lets us pull a non-squishy ball carrier instead of having to receive a pass and insta-die to the other team. Of course it's entirely possible the sorc animation delay is shorter than the sage one, it wouldn't be the only ability where that's the case. The other thing I realized is that the expertise buff thingie hurts. I got wrecked by some sorc and I was like... how the heck is his gear so much better then mine? Then I realized he'd probably popped trinkets and definitely picked up the red buff thingie. You could also be experiencing that.
  3. Yes, please buff TK throw so I can map all my buttons to it and just roll my face on my keyboard.
  4. It's just a sign most of you didn't play DAoC
  5. Of course sages/sorcs are totally immune to the surge nerf. That's just how it works.
  6. Ooh, yeah let's do that. Then we can trim the useless talents no one takes, then finally we can just have your spec be one of three buttons you click one time. Then we can work harder on getting everyone to fit into a very cookie-cutter progression and... But seriously hybrid vs. full specs should be about trading damage for utility. PoM is a very silly talent without a hybrid spec because it doesn't really do much unless you spec into TK. the +10% AoE damage/healing thing in the seer tree does very little if you spec full Seer. I have no idea why the +20% force armor strength isn't in the healing tree. (Swap it and egress?)
  7. I have long ago given up on seeing DAoC2 Now I just accept the sucking of open world PvP. Also, I blame WoW.
  8. Well, to be fair with 4 snipers on you, you'd be back at your respawn so fast you'd barely miss a beat there. The reason to spam lightning/rocks is that it's our highest DPS attack, not counting ones with 15 sec cooldowns. (Well, ok, I don't know about the tops of the trees.)
  9. The point of it is to use it to gear yourself so that the process of getting your first few PvP pieces isn't super painful.
  10. This is already the case. Making RE expensive just makes the situation stupid. Someone asked me if I could make one of the purple offhands with an augment slot in it for them. My reply is that until I can sell the ones without, it's not worth the cost of the mats to make them that item. Consider this: Person: I'd like to buy the most powerful/expensive thing you can make! Crafter: Not worth my time. I might go back to making lower tier stuff, but honestly high level money scales up so much that messing around with the terrible market interface and figuring out what mats I need just make 20-50k seems like more hassle than just killing things. This is wrong. I like crafting while levelling up because it allowed my gear to keep up with me even though I became more and more over the level of the world I was doing (I hit 50 before setting foot on Belsavis.)
  11. If my stun break thingie isn't up, I'm dead before they're done CCing me. Well, I suppose it also depends on whether they run up to me from behind or while I'm DPSing someone else. If they don't blow their gap closer and all abilities are up for both of us, they can effectively negate my CC. Then it's just a sad day. Also, even if I manage to get off all my CC at a marauder and he does nothing to counter it force lift/whirlwind doesn't let me DPS him, knockback buys two seconds or three, and stun is 4. I'm not killing a geared marauder in 7 seconds. Yeah, those people are too busy winning PvP matches to whine about it on the boards. I win a fair bit. I also die a lot, but that comes with being willing to sacrifice myself to interrupt enemy heals or keep people off doors while being beaten on. If I turn my attention to self-defense more than throwing up the odd CC, I'm no longer doing my job.
  12. See, the problem is prefer to go into fights pre-shielded. That makes the movement buff somewhat less useful. If you're moving too much to activate healing trance, you shouldn't need NS.
  13. You're pretty deep into diminishing returns by that point. What spec/rotation are you that you hate alacrity?
  14. If you have 12+ points in Balance project is only useful for blowing a bit of force and doing a bit of damage while moving. The math isn't hard. If an ability does less than 41.7% / ( 1 - cast time reduction) of your TK throw damage it is useless. Moreover, it's expensive. Really, by that math my damage rotation should include only TK throw, FiB, Mind Crush, and maybe Weaken Mind, and really... it should be TK Throw and Mind Crush unless I have spare force to burn. Disturbance is utterly worthless without points in the middle tree. (Well, maybe as a second instant if I TK throw then have to move?) It's so situational it came off my bar. Right, but without substantial investment in TK, using your PoM to cast disturbance is a waste of 1.5 seconds you could have spent channeling your next TK throw. As a pure seer, Project is the last thing you should cast (i.e. only if you really have 9 seconds of DPS time: TK throw, Mind crush, Weaken Mind, TK Throw, Project).
  15. Either that or they'd get destroyed by people to PvP regularly and are used it. I've seen this sort of thing cut both ways. Overgeared people with no clue what they're doing are pretty hilarious.
  16. The expertise stat exists because raiders in WoW whined and moaned that it was too easy to get raid-quality gear through PvP grinding. Since then many MMOs have worked hard to separate out PvE and PvP gear through stats that only work in one or the other. I find it a terrible fix. Instead of just making gear harder to come by then allowing you multiple paths to it, they just made it all incredibly specific and you get destroyed if you bring the wrong type to the wrong thing. Expertise is just another one of those terrible things that ultimately comes out of WoW and other games copying terrible ideas from it.
  17. That marauder should probably map his interrupt buttons to his hotbars stop the heals. It's not super hard, especially against someone that's DPS spec and doesn't have the tiny instant HoT. Don't get me wrong, it's easy to interrupt the wrong thing and let people to heal to full, but eventually you learn not to.
  18. Please die in a fire. The utter destruction of hybrid specs was what caused me to quit WoW and declare it dead to me. Forcing everyone into cookie cutter specs negates the whole reason to have skill trees at all. Your change leaves healing/hybrid specs with no damage options and makes PvE levelling significantly more painful. I'm already giving up my AoE heal just to have one spammable ranged attack worth something. (We don't get a ranged auto-attack like other ranged classes.) Sages/sorcs are plenty squishy when people know how to interrupt heals and focus down one target. A lot of people are bad at this. Sometimes the sage/sorc is being guarded/healed by someone else and there's nothing you can do, but that's not a class feature, that's the other side playing as a team. Multiple healers backing eachother up are always going to be hard to take down. Now, I haven't played my sniper past 21, but if anything felt OP it was me 3-4 shotting people from long-range without really any skill. Granted some of that is the wierdness of PvP damage scaling when you're level 12 wearing all blue gear.
  19. I wouldn't mind higher chances but more tiers. This would allow you to determine better how much you're willing to put in it and get out of it. Right now it's too random. Also the massive drop in chance for the 22 items is just silly. I basically started trying to learn level 49 enhancements around the time I was 43-44. I managed to learn one purple by the time I hit 50 and started getting gear that negated my need for it. I was going to gear myself awesomely before starting HMs, but now it seems like pointless effort given the difficulty. When I was 39, I was able to fill every slot with purple gear while my laptop died for a week and I was mostly confined to crafting. At max level, a month wouldn't suffice.
  20. RE chances for 22s are totally different than for lower items. When levelling my Armstech the other day, I made 4 barrels and learned 3 blue schematics. On my artificer trying to learn level 49 enhancements, I count myself lucky if one in 10 leads to a discovery. Even then there's no point in making them to sell since I can get just as much money and faster just selling gems. The system is broken if it's built to ensure a monopoly by setting high barriers to entry to the market, but then that monopoly proves to be unprofitable.
  21. No... because force lightning. I'm still sad that the classes are just mirrors of eachother and my main throws pebbles I might have to make a sorc anyway.
  22. Yeah, currently purple lv. 49 enhancements don't really sell at a profit over the mats needed to make them. This means that you can waste 50-100k worth of mats to learn a recipe that's worthless even if you're the only crafter with it.
  23. I was making decent money selling stuff, but the real problem is all the money you make it pocket change compared to what you could make at 50, all for a lot more effort than it's really worth. Then at 50 the items might sell for as much as just selling the purple components. The market also doesn't help with its sizable upfront deposit, 2 day limit, and lack of buy orders. The search functionality is pretty terrible and it takes many clicks even if you know the name of the item you want to sell. I regret not having played with it more in Beta then unloading an appropriate rant about the horribleness of the GTN as currently structured. Then again, I've also been playing EVE lately so every other MMOs market/AH seems so... primitive.
  24. I'm not seeing anyone hit that kind of numbers in the WZ I'm in, at least not regularly. It also feels that the better I play the WZ, the lower my damage will be. In Huttball playing well involves a lot of healing, rushing ahead to Rescue people and/or catch passes and ending the game early by scoring 6 points. In Void Star this means quick offense where I'm sneaking up to the underdefended door or paying more attention to CCing the guys trying to interrupt our guys from planting bombs. In Alderaan this means not abandoning a node just because no one's hitting it right then.
  25. Super squishy, unless fighting someone that can't find their interrupt buttons. In that case, whatever the opposite of super squishy is. Running away and surviving still negates my ability to do the bulk of my healing/DPS, so just being able to survive doesn't count as not being squishy. If I have to spend the fight stunned/CCed/running around like a headless chicken, then I'm effectively out of the fight.
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