Jump to content

Dajag

Members
  • Posts

    64
  • Joined

Reputation

10 Good

1 Follower

  1. A good Sorc in level 50 PvP will own you fast if your not on your A game, trust me I have both a War Hero BH and a War Hero DPS sorc and I actually like seeing PT Pyros on my Sorc, they melt like butter if they are cocky and storm in with the attatude that, I am master of DPS.
  2. At level 50 a Powertech Pyro can not run the ball in huttball nor can he fight any better on a node (still quishy) I am not saying which AC is better just stating some facts (people often confuse low level greatness with level 50 PvP, classes normalize at level 50) I will say this; Powertech pyros do better (Single Target Burst) and get more medals due to taunts. I think Mercs shine in the AoE department (Arsenal) which is the seldom used tree, brings so much more to group play. Everyone is out for self glory and 1v1 victory they forget the big picture, rated will show which specs are the most vital.
  3. Heres the big huge massive difference: Bounty Hunter Jet Charge 15s cool down leaps to enemy player has 3 second stun (does less damage) (20 points in Shieldtech tree) -you can add a 30% 4 second speed boost (1 point) (21 points in shieldtech tree). -Can only be used in one tree (Tanking) Juggernaut: Force Leap 15s cool down, leaps to enemy player stuns for 2 seconds (does more damage) -You can add an 1 second increase to the stun effect (2 points) ( can be used in any tree) -you can add 100% immunity to all interupts and movment imparing effects for 4 second plus 20% damage reduction (costs 12 point into vengence tree) (this can be done every 15 seconds) _ you can add Obliterate 15s cool down using (15 points in the rage tree) (yes you can add all these things in one build) which allows you to jump to enemy target (deal good damage) and has a one second stun. _ you can add a 40% 5 second movement speed increase to Obliterate (for 22 points in the rage tree) (yes you can have all these things in one build) _this set of abilities allows a Juggernaut to get way more movement and damage resistance than a Powertech with a lot less points spent. ] Please do not use Grapple as a counter because Grapple is our Force push and you do not want me to go there. The big reason they moved Jet Charge so high in the tree (20 points) (used to be lower till it got nerfed) is so PowerTechs could not make hybrids much like the one shown here for Jugs _ we all know someone at Bioware plays a Juggernaut:D
  4. I take out PTs all the time with my underpowered sorc madness build, they are not near as tough as Commandos, Tankassins or Marauders. PTs have no get out of jail free cards and can not resist elemental damage at all.
  5. You see the mind numbing L2P replies of people who do not get the big picture. When a game is new, ganking is low, because everyone is leveling. There are lots of folks to call to your aid if that random high level Douche decides he sucks so bad he cannot attack people his own level and win. How does this affect the game in a negative way? as the game gets older and subscriptions fall, gankers create a wall against new blood into the game. Like this poor guy who cannot enjoy the same leveling experience we all did because he bought the game later than the L2Ps did. The new blood does not have the luxury of high populations of levelers, heck you're lucky if you see 5 people on some zones now. This deters new blood into PvP servers and exasperates the speed at which those servers will die. (Ganking = few new players to older games) No new players = gankers get bored = new players and gankers leave that game = server population drops = decline in economy = others leave game and so on. Most main stream PvP MMOs have accounted for this by giving some sort of debuff, penalty or restriction based on the zone or the player you are in or attacking. ( EQ2, AoC, War Hammer all did this, never played WoW PvP) it's smart and good business. L2Ps will tell you to go play on a PvE server but they will be the first ones to both QQ about some OP class or to jump game when the population starts to fall. Heck most of them are the gankers anyway.
  6. This is fine and dandy but what I want to see is the assassin 31/0/10 compared to other 31 spec tanks that's how you know if its OP or not, not compared to its offensive trees, and hardly anyone plays a 31 tank spec in PvP anyway
  7. Well on Jung'Ma we already have a lot of 8 man WZ and I have seen what is to come: Rebs: 3 Counslers, 3 Troopers, JK and Smuggler (the last two vary but mainly is this) AOE, Stuns, pushbacks, pulls, and great dps and healing. (Troopers putting up 350k + damage is the norm) Imps: 2 Ops, 1 Maurader, 2 Tankassins, 2 Sorcs, PT (pyro or hybred pyro) Again Pulls, AOEs, great stuns and survivability, solid heals when needed and lots of DPS. Now yes you can win with other builds but this is the face roll group structures I have seen the most.
  8. Dajag

    Does size matter?

    Alderaan is decided normally in the first 3 to five minutes (when two competent teams are facing one another), the first team to get two points wins, because you can recover from death too fast and get right back to defending. I would like to see the side speeders removed and more obstacles and elevations between the spawn points and the side objectives. Voidstar is a bit better though I would do it where both teams are equal distance from the doors and both teams are trying to reach the goal at the same time. Make more routes with more choke points and some rooms with catwalks and defensive/ hiding points. Give some doors timers, or place keys in hard to reach places and even use crafting like slicing would be fun. Have multiple capturable spawn points away from doors and objectives for tactical advantages, Make rezzing your team mates important. I like Huttball and Novare Coast, good design, good size for how quick people die in this game.
  9. I'll watch this too as long as you take the 5 best couches in their prime: they were all damn good ball players. MM Larry bird, Lenny Wilkens, Pat Riley and Phil Jackson, Jerry Sloan, John Kundla, Gregg Popovich, Avery Johnson, Byron Scott.. with Red Auerbach couching.. Yeah I would watch that.. They might not beat the current hormone feed crowd but they would give a hella fight.
  10. This would be fun but I would like to see them face a team of 3 Counslers, 3 Commandos and two whatevers with at least 2 sorc healers and one PT tank. I want to see how they counter the AOEs, Knockbacks, stuns and endless healing and damage. Just come play on Jung'ma aginst one of the two top rated Reb guilds if you beat them best 3 out of 5 I'll believe sorc healing is fine and PT tanks have the right level of survivability.
  11. Dajag

    @Healers who unsubbed

    See a lot more Oppertive healers thats about all I see.
  12. Yeah, first off I dont see any sorc healers, ooh wait its only half a stat sheet. second I can see you were up aginst some top notch competition there .
  13. This is true ^ I hear a lot of L2Ps but in fact most of these folks dont face hardcore 8 man premades all day long. a good team will obliterate all the sorcs fast. As a kite class the one things sorcs lack bad is a heal that can be cast on the move... I have multiple 50 and my sorc is DPS so I could care less.. but I see the difference in the stat sheets at the end of matches.. OP healers 4 deaths 400K healing, sorcs 10 deaths 200k healing. Sorcs just lack the mobile heal that OPs have, so a sorc has to flee to cover to heal but a good team wont let that happen ever.
  14. I am on Jung Ma its one of the top 3 populated servers, its not the same people its just the same group build every time, because its what works. Though Rebublic gets 8 mans a lot more frequently then Imps at the moment which can be very nice Commando/Counsler teams are the answer to any Marauder problems you might be having.
  15. 4 Counslers 3 Commandos 1 something else just for kicks (Normally a JK).. lol every match.. AOE hell plus endless heals, stuns, slows, pulls and pushes... Whats the Darksides OP WZ build you face the most?
×
×
  • Create New...