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Everything posted by DarthNorik
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Eliminating the PvP Participation Daily is Simply Wrong
DarthNorik replied to Krenzik's topic in PvP
You must not be level 50. Because there was no participation daily for us level 50 pvpers. -
Yea, this game doesn't need arenas. But it does need better gear between a high ranked rated pvp team and a low ranked one. Cosmetic change is a joke. Needs gear with better stats for those that perform better. This patch made pvp even less competitive with removing rank requirements for battlemaster making it a grind fest.
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Assassins
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Misread.
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Warning: Do not play a melee if you want to have post 50.
DarthNorik replied to JonnyLoveMachine's topic in Combat Styles
Shameless bump -
Now marauder can go DPS spec and PVP spec.
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In order to NERF sorcs they will need to BUFF sorcs!!!!
DarthNorik replied to greatjake's topic in Combat Styles
When he talks about squishy he should play a non tank assassin. Same armor as a sorc but has to get in melee range and no bubble. -
Warning: Do not play a melee if you want to have post 50.
DarthNorik replied to JonnyLoveMachine's topic in Combat Styles
OP goes at it the wrong way but he is correct. I leveled an assassin to 50. Did all the easy mode OPS and had no complaints. Then when trying to do HM's I was constantly ignored when whispering someone my class. My guild finally caught up to my gear level so I was able to do HM's. But I am the only melee. And I'm sure if another range was as geared as me I wouldn't be going even with them and I completely understand. Lets go over a few examples. 1st boss EV. During his missle barrage range can still DPS, because healers can heal them while they still hide. Eventually once you get a geared enough healer that its easy mode everyone can stay out. Its also easier for range to get behind a pillar since they are already near them anyway while dpsing. 2nd boss EV. Garg is about to pounce, nuff said. Garg is in a frenzy. Melee has to leave island immediately. Range can stay and do some extra dps till the last second. 3rd and 4th easy mode. SOA. Beside for mind traps during phase 3 sometimes leaving you way too far from SOA during phase 3, pretty balanced. 1st boss KP. Soo much easier if all ranged. Everyone can stand far and spread out. Melee has to watch out for his constant turning around, and his amazing 380 degree(exaggeration) swipe. 2nd boss KP. Pretty balanced. Guy flies in the air, which is pretty irritating. I know theres some extra damage melee takes though once both bosses are in the middle of room. 3rd boss KP. Balanced only because its soo simple. Tank and spank with frenzy and adds. 4th boss KP. OMG. If you have more than 1 melee on this fight its pretty much GG for the raid. Have fun having one melee run from boss to puzzle every 30 secs through those retarded pulse mines then back to boss to dps for about 10 secs, then back to platform almost dying on every trip. Only time I have done this as the second melee is with a sorc healer(best healer in game didn't ya know) using pull on me to get me up these asap. Karagga is decent though. The problem with this game is that melee brings almost no utility to the table, while also being squishier and in some cases lower dps. What utility does an assassin bring over a sorcerer dps? What about a concealment OP? The only melee that should ever be brought to a OP is a marauder/sentinel. Since they have inspiration/bloodthirst. And I'm not even sure about that because I only think the spell works on like the 4 people near the marauder. So he would have to back up to the range DPSers just to do it. Melee needs a buff. All abilities that scale from weapon damage needs to have their weapon damage scale % increased. Pretty simple and effective way to buff melee. -
The reasons why all the melee classes need a serious love
DarthNorik replied to Trimsic's topic in Combat Styles
I agree 100% with this post. I can't even count how many times I've seen. LFM HM EV/KP, Range DPS only. -
Any other attack costs force, meaning I will have less once I attack the main mob.
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Tumult is very useful for assassins. On trash, shock + tumult. On silver elites, wait for duplicity, electrocute, tumult, maul, assassinate. The only thing is the move needs to be buffed to be used on champions but also do less damage.
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That doesn't mean its not broken, which it clearly is.
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Mine is only healing me for about 334 no matter how many enemies are present and get hit.
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Jedi Shadow, Sith Assassin needs a big nerf soon.
DarthNorik replied to bahugboto's topic in Combat Styles
Sin's have a bubble? -
Jedi Shadow, Sith Assassin needs a big nerf soon.
DarthNorik replied to bahugboto's topic in Combat Styles
Assassins OP, I lol'd. And in PVP our tank spec does the same amount of damage as our DPS specs. -
My rakata gloves have accuracy power, so I put the original enhancement in them after removing the crit/surge, lost like maybe .30% surge and gained 10 more bonus damage and 1% accuracy. I will continue doing this until I have 98% melee accuracy. My crit is now 32% with 74.4% crit multiplier. Was at 83% before nerf.
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Am I an Assassin? I look like a Sorc...
DarthNorik replied to ElectricLadyLand's topic in Combat Styles
Our pve gear looks like a samurai. SOO much better IMO -
I keep seeing threads stating Sorcs are OP... Why?
DarthNorik replied to MercArcher's topic in Combat Styles
What I want to know if why would any guild bring in assassin over a sorc.... -
I keep seeing threads stating Sorcs are OP... Why?
DarthNorik replied to MercArcher's topic in Combat Styles
I just think it needs to be affected by the resolve meter. Pretty simple. Any move that affects loss of control of character needs to be affected by resolve. I've seen some teams use sorcs to stop a brave soul from scoring a 6th time to prolong the game. -
I keep seeing threads stating Sorcs are OP... Why?
DarthNorik replied to MercArcher's topic in Combat Styles
Huttball wins are determined by the number of sorcs on each team. Theres always atleast 1. -
I keep seeing threads stating Sorcs are OP... Why?
DarthNorik replied to MercArcher's topic in Combat Styles
And a friendly pull can pull him out again. All I'm saying its much easier to setup and execute a friendly pull. And if a teammate uses a stun on the ball carrier hostile pull is now useless. -
I keep seeing threads stating Sorcs are OP... Why?
DarthNorik replied to MercArcher's topic in Combat Styles
Hostile pull is affected by resolve, friendly pull is not. -
I know, this affects snipers/gunslingers a lot too. Which again I don't understand because they aren't imbalanced either.