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kernall

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Everything posted by kernall

  1. What about those of us who've already taken the transfers?
  2. I have given you the information you need. You chose not to apply it. If you're energy starved, it's likely because you're reapplying your DoTs too often against large health targets. The standard DF rotation works just fine. But just because you need it spelled out and can't read between the lines Hemo -> Shrap -> Vital -> Wounding -> Speed Shot -> Flurry of Bolts -> Wounding Shot Rinse/repeat.
  3. What, if any plans are there to offer the ability to queue as a full eight man group. Additionally, can we get the capability to keep our PvP premade groups persistent so we don't have to keep reinviting?
  4. I'm going to have to disagree with you. The DF spec is very viable in PvE. Especially the Operations. The reason for this is that there's just enough movement to make the SS spec fall behind due to the cover restrictions that SS has that DF does not. Wounding Shots does a LOT of damage, I'd say it's on par with Speed Shot in terms of overall DPS. It does lose the Energy efficiency race, but if you're managing it right, energy becomes a smaller issue.
  5. If you're energy starved in DF, then you're doing something wrong. I roll as DF primarily, and I do just fine in PvP and PvE. A big mistakes I've seen others make is reapplying DoTs too soon. You can get a two Wounding Shots out of a single set of DoT applications. Now obviously, this is for bosses or big single mobs. The downside of course is that the UI makes it really easy to lose track of your own DoTs and time remaining, the game fails big time there. Also, I have no idea if the game suffers from clipping issues like WoW used to for Warlocks/SPriests. If you're talking about trash mobs and packs... You're boned. DF fails miserably against multiple mobs using the DF abilities.
  6. kernall

    Enforce Balance

    Good god. Could you please fix the Warzones so they stop starting with less then a full 8 on either side? Nothing is more frustrating then being picked to defend Voidstar first and having to do so with only six people. Pretty much a guaranteed loss.
  7. Alderaan is bad when you start it short. However, the worst is Voidstar. Nothing is quite as frustrating down people and trying to defend at the beginning.
  8. While I agree that the force shield may be problematic, getting rid of it completely on Voidstar would be problematic. It would become fully impossible for the attackers to win without some sort of a delay on defender respawns. Think of how hard it is to place the bomb as-is.... Now imagine if the everyone you just killed was instantly back in battle. I think the better solutions would be individualized respawn timers that starts for each person as they die.
  9. To be fair, the previous objective based version wasn't much better. It encouraged people to specifically not PvP because it was in everyone's best interest to just let the other side capture points just so they could be recaptured for the daily.
  10. I have a much larger issue with the way the Warzones are implemented. Far too often the matches will start 5v8 or 6v8, leaving the short team at an incredible disadvantage. Voidstar is probably the worst example of this. I'm rather disappointed that they didn't put in some sort of protection to prevent short handed matches from starting to begin with.
  11. Someone else said it earlier, but I'll reiterate what I feel is the problem in PvP. 1. Too many stuns and roots - To be fair, this is a problem with the overall game design, but it's most painful for Sentinels. Nothing frustrates someone in PvP then not being able to do something with their character... This hurts the Sentinel the most because even just a root is enough to remove them from play given the short melee ranges 2. No assets - Unlike the rest of the DPS classes we start at zero resources and build up to full. In a long term fight, this isn't an issue, and is why Sentinels tend to do well 1 on 1. However, most fights aren't long term and we lack any real first strike ability. Since other classes start high, and spend down, it puts them in a superior position over shorter fights were burst is important. Woe to the opponent that lets us build focus however. 3. Too many abilities - PvP is ultimately about speed, and the current design limitations of the game itself prevent us from doing some things easier. Macros would be a good first step to solving this. To be fair all the classes have too many abilities 4. Incapacitate - Too many of our abilities require incapacitated targets. Unfortunately, we have no way to incapacitate our own PvP target. 5. Confused Design - I think the Sentinel suffers a bit from Guardian holdovers. So many abilities feel like "Tank" abilities and it muddles the class a bit. For example, Rebuke. A Damage Shield is typically a tank ability to help with Group aggro. The same could be said of Riposte.
  12. This argument keeps coming up repeatedly. The fact that this is happening for Sentinels and not other classes is by itself is probably a big enough indicator that there's something going on with the class. The problem is that the L2P crowd is happy to feel superior to everyone else, and will resist any efforts to change. It's normal, and it happens in every game. The problem has been pointed out many times. This class is the most complicated to play well, and there is no room for error. Like I've said before, I manage great in PvE, a couple fights have required a second try as I work out which abilities are more important to interrupt, but that's just learning and I expect that. In PvP however, we're dysfunctional, and it's the complexity that causes it. The cooldown management is tough in the current speed based PvP environment and will frequently cause issues. In Voidstar for example, you can be in combat, die, and be back in combat in less then 10 seconds which is an obvious issue when you're managing 30, 60, and 180 second cool-downs. The other larger issue though is that other classes enter combat built up and ready to go. Their resources are start filled up and they spend them down. This puts them at a distinct advantage in these faster paced PvP battles. Sentinels build their resources up, and then start to spend them down, this includes both Focus and Centering. This would be okay in any sustained battle because that would ultimately make us better over the long run and our DPS would normalize in comparison. This becomes most obvious when you see the Sentinels that have pocket healers. They are able to build up, stay on their targets and do well.
  13. This is exactly true. As I've said in other posts about this topic, I haven't had any major issues with the Sentinel in PvE, but I have to be on 100% of the time, and there isn't any room for error. Miss a kick or waste Stasis at the wrong time, and you're done. This is the problem I have with the Sentinel, and it doesn't get any better at Level 50 either.
  14. I just want to start of by saying like many others, I haven't had many issues in the PvE arena. My only real complaint is that to be efficient, you really need to have Doc with you. I can't speak for the other classes, but, I would like to efficiently choose between them, and we really can't. Now, PvP is another critter altogether, and you spotted the larger issue right at the front end. We start with no resources and have to build up to them, while the other classes spend them down. In a sustained conflict, this would be okay, but, PvP is rarely a sustained fight. To complicate matters, we don't have any Focus(Or Centering) generation that works out of combat. My biggest issue though is that this is a very complicated class to play. There are a wide variety of cool downs to manage, and that is unwieldy. A lot of people have identified the larger problem. A good Sentinel player will do good, but an average Sage will do equally as well with half the effort. Also, why the eff isn't there a proper "stance" bar?
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