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cupofwater

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Everything posted by cupofwater

  1. Again it is not that difficult to acquire top end mods/enhancements. They gave you the ability to change out mods/enhancements for a reason. I know some high quality OP healers that think of alacrity as very useful. Operative should not be running out of energy period and the decreased cast time helps with "oh ****" moments.
  2. Sure I would like to see them get buffed, but is it necessary? High alacrity can majorly cut down cast times and for one skill that isn't great. But when we are talking about a full rotation, high alacrity can atm cut down a full rotation by 1-1.5 seconds which can drastically improve overall damage. Just depends on what kind of rotation we are talking about and for what classes, if your current build uses mostly instant casts I suggest going for surge/crit/power. Mods and Enhancements are extremely easy to get, even the higher tier ones..
  3. This really comes down to pugging or premades. Pugging as a healer really just sucks half the time, no one on your team is going to help protect the healer, you'll get guard 1/4th the time, the other team will tend to focus you more often. Once you start rolling some premades though, you can turn average teams into great teams. With guard, and your team protecting you, the sorc can be almost unkillable. You also are the top healer on the imperial side, mercs are generally pretty terrible healers (few exceptions of course) and operatives generally cannot heal for the same amount as sorcs in pvp and lack the cc abilities the sorc has. (Don't get me wrong operatives can be extremely good healers and are easily the top healers in end game raid content) Oh and I saw some qq about trace missile, use your interupt and half the mercs won't know what to do after that. (many will begin to auto attack)
  4. Just wanted to discuss full lightning builds and I am talking about 3/31/7. The build itself is terrible in pvp or for undergeared pve sorcerers. Once you start getting the columni and rakata pieces, many of them have high alacrity, and scale much better with the lightning tree then the madness tree. Also keep in mind that surge is being nerfed in the upcoming patch. The 31 in lightning also offers a much more consistent rotation then when compared to the higher madness builds that rely solely on the wrath proc which is a 30% chance. I've had times where I had to spam force lightning 2-3 times until wrath would proc for me and I could begin my rotation. This causes a major dps loss over the course of a prolonged fight. The HM EV fight for the 4th boss also helped me understand the higher dps potential of x/31/x builds because I was able to finish my guy off 15% faster then another sorc who was going the cookie cutter lightning/madness hybrid. (Keep in mind he is also more geared than I am) Without DPS meters though it is still very tough to judge the higher dps spec. In conclusion: Pros: Scales better with the high alacrity gear sorcs receive from HM OPs, more consistent damage, and a more consistent rotation Cons: terrible in pvp, less burst damage then madness hybrids
  5. Succeeding is very relevant for pvp, Your argument comes down to "Assassins being able to outperform Operatives" This argument itself is extremely vague because both classes perform in similar and different ways. IMO the Assassin is in no way stronger then the Operative Opener: Operative > Assassin Stun Lock ability : Operative > Assassin Sustained Damage on single target: Operative < Assassin Burst Damage: Operative > Assassin Survival: Operative < Assassin Ability to help teammates (Guard/Heals): Assassin > Operative Overall Damage: Operative ~ Assassin
  6. I'm telling people how each class can succeed in there own way and also trying to make a thread that isn't about based on the OP crying about certain classes or why there own class is terrible
  7. Snipers can constantly do the most single target damage and can succeed in many different aspects of there own class. They also tend to go unnoticed in warzones and are able to rack up top damage.
  8. Good Operative: Knocks sorc down Starts rolling keyboard, doing insane burst damage. Sorc CC's operative, Operative breaks cc or waits out the small CC timer Stuns sorc and starts doing insane burst damage yet again.
  9. I told you how each class can succeed, Sorry you failed to read the meaning behind my post. Operatives succeed in there own way by taking out key players, and able to control 1v1 scenarios. They can also reach much higher damage numbers then assassins consistently
  10. Or the Operative is bad... Fight between sorc and operative is pretty balanced with a slight advantage to the operative. If the sorc has no cooldowns an operative can quickly take out a sorc on the battlefield, the Operative can choose when to attack the sorc providing a huge advantage with stealth and waiting for the right moment.
  11. Sorry but I have seen a number of successful operatives in pvp even after the "nerf". They can still dominate 1v1s and now have a longer stun combo with the reduction of stuns to resolve bar. The role of an operative isn't to be tanking on 3 people and face rolling keyboard but to stun and take out important opponents (healers, sorcs aoeing groups of people, ect.) Sith Assassin's as tank spec paired with a healer can dominate warzones. As Dps even at the lower lvls they can hit 3k damage, I have seen assassins basically melt players in seconds with the amount of damage they can reach. Some of the best pvpers on my server are assassins, one of my guildies as a tanksin hit 300k damage today which as a tank seems very OP not including his ability to guard other (key) players, and overall survival abilities as a tank. Comparison between Operative heals and sorc healers is like comparing apples and oranges, sorc will always do more overall healing because they have a controllable AOE they can throw on certain pvp hotspots. Operatives themselves have vanish, evasion, abilities to keep themselves much more low key then the sorc with the giant bubble around himself. They also have stronger single target heals with the ability to never run out of energy. Even as heals, the operative can still do decent damage and has stuns available
  12. As a republic player, you can have much more chemistry with your team overall, teams with a few trooper healers, sage healers, sentinels can dominate pvp WZs. I have seen some awesome troopers/counselors/sentinels on my server that can dominate pvp. Sorry your server lacks the numbers for full pvp but look at it this way... you can have 8 man premades with the lacks of other republics queueing up
  13. Tell me a certain class that cannot succeed in pvp and I will tell you how they can and how they have. I have yet to see one class that cannot dominate a pvp game depending on the player playing it. Learn to play your classes role and you will help your team succeed. Hitting top damage doesn't mean you are helping your team win in WZs or helping your team at all.
  14. Polarity shift is a must need if you are going that far into lightning. For raiding put the extra 4 skills into lightning and get conduction. (dropping madness skills and only getting up to wrath)
  15. Wrath. Chain Lightning isn't that great without it anyways. I'd also recommend 25/16 for sorc dps. -I've ran all HM OPs with both specs and like 25 lightning/16madness better O.o but please try both builds, both of them have advantages
  16. edit: Sorry I looked back at my comment and it seemed derogatory. You should really try a 25/16 build for pve raiding, you will see an increase in damage and almost unlimited force. The main issues with 13/28 is the force management against higher health bosses. (HM OPs can have bosses with up to 2mil HP) If you do a constant madness rotation maximizing DPS you will quickly go OOF. With lightning skills you will see an increase in overall consistent damage while never falling under 80% force. This allows you to bubble healers, help offheal in critical moments, able to blow cooldowns without worrying about going OOF if a boss needs to be burned during a certain stage, ect. ect.
  17. Getting 600k damage in no way helps your team actually "WIN". Sorcs able to get over 300k damage is in direct relationship between the stupidity of the other team. The damage is also inflated because the amount of damage is spread out between the whole team because of AoE's If 5 people group up and stay with 1 meter of each other, of course a sorc not getting focused is going to do insane damage with Chain Lightning and Death Field. If no one targets a sorc and allows him to spam his AoEs in a grouped up opposing force obviously he is going to do insane amounts of damage. PRO-TIP: Spread out and don't zerg players 1 at a time with 4-5 players. I would take a guarding tank, or healer over a dps able to get 400k+ damage any day. I don't know why I even bother posting, everyone on forums just cries about every class. I have seen nerf threads on every class now.
  18. That's the problem you shouldn't have to consumption to keep up your force, if you happened to get spiked at the same time you consumption you are putting a lot of strain on healers to keep DPS healed up. A healer should have to worry about a DPS damaging his self to keep his force up The 25/16 offers similar damage, imo more vs single raid targets, while at the same time making it almost impossible to run out of force. You can bubble other players, off heal if needed (if a healer is stunned), it allows a lot more options to use your force on. You will also have full force If you need to burn an enraged low health boss (some enrage automatically at times) If you burn the alacrity CD and have decent gear it will move you lightning strike to a 1 sec cast that hits for up to around 2k a sec with crits. If you pop a relic, surge from biochem, alacrity CD, and recklessness you can do an insane amount of damage over the next 5-10 seconds.
  19. I just finished Karragas today with the 25/16 spec and I saw a major improvement with overall damage. The force regen abilties allowed me to constantly spam my major attacks without worrying about conserving my force. Lowest I dropped was probably around 80%, and many of the lightning skills offer great raid damage for longer fights.
  20. 25/16 seems like best raiding spec for me atm burst damage whys: 13/28 > 25/16 but if you keep your full dps cycle with 13/28 you will quickly run out of force and it is much harder to sustain your high damage cycles. 25/16 makes it much easier to manage force and allows for more utility. I also feel like it has a lot more damage overall in longer fights. I have pvp'd/endgame raided both specs If you don't think you will run out of force with 13/28 trying raiding against the higher HP bosses with 1mil + HP. Also if you still aren't running out of force then you are not getting anywhere near the highest amount of damage you can do. My Advice: Try both the 13/28 spec and 25/16 spec and see which one you like better, they both offer great damage for raiding.
  21. I agree 100%, thanks for providing the forums with a post that isn't completely illogical. Too many fresh 50s walk into warzones and get destroyed by the 500+ expertise pvpers that have been pvping for weeks now and then complain on forums about classes being OP. Get geared and you will see how balanced the game really is.
  22. Have you ever heard of interrupt? Quit crying and learn the basics.
  23. Seriously? Where do they make people like you? Stop crying, the only real issue worth notifying people about is the Illum exploit at the moment. But seriously I have come to hate these forums because every single person is like you and cries about the aspects of the game that they personally dislike. Learn to play with it.
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