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Posts posted by Latrodectus
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"do not kick the ball, hutts don't have feet."
god damn people the game had one rule, get it together.
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I stopped reading here
Oh good so it wasn't just me.
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This. I don't think many people understand, this "nerf" to undying rage will not affect carnage and smash. When we blow those in those particular specs, we are already dead at the end if we still haven't managed to kill our opponent. And for those with pocket healers, they will still be healed to full. The only one this affects somewhat negatively is watchman, because we no longer use gbtf to have uninterrupted healing paired with a medpac. That just means we medpac earlier, like the other specs. Nothing real life changing. The only "nerf" that will even have somewhat if an impact is the lengthened cooldown. But even then, it's still not that big of a deal. 45 seconds was too short anyway.
Apparently you missed the part about Undying Rage consuming 50% of your health *after* it ends, instead of when it activates. So all the healing you take while Undying Rage is up will be less potentially. This change isn't massive, and with Rage spec the amount of health consumed is only 25%, and really all it will do is require people to possibly throw in an additional cooldown at the end of Undying Rage, like force camouflage or medpack.
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I agree with the OP, once 2.5 comes out and tanks and Operative healers disappear, Dark Maul is going to be soooo overpowered. You'll be sitting there an-...huh? Tanks and healers will still be in the game when 2.5 comes out? Oh. Never mind. Have fun killing under geared bads in warzones.
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You know it wouldn't be so bad if I didn't have to buy an entire piece of gear just to rip the power/surge enhancement out of it. Give us the option to buy specific enhancements just like we can do with mods instead of making us buy like 7 pairs of boots.
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Cool story bro. This game isn't perfect and the cartel market while flawed has actually saved this game. Keep in mind that nothing in the market affects gameplay at all and is all cosmetic.
While I agree with this sentiment to a point, there is one glaring flaw here, and that is that the Cartel Market DESTROYED the artifice profession. Dyes and Crystals were supposed to be the realm of the Artifice craftsman, but they took all the best ones and threw them on the Cartel Market. After being an Artifice for over a year I eventually dropped the profession--because I knew it wasn't going to get better, only worse.
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bioware isn't going to do anything about it, until everyone plays one, and warzones are nothing more than operative healers trying to heal each other to death.
our probes will blot out the sun
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Also, if you watched the live stream the other night: Season 1 does not start as soon as 2.4 drops. The devs had confirmed this in that stream.
Season 1 is like Half-Life 3: none of us is going to see it in our lifetime.
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I would like to see Guard taken off the GCD but given a 10 second cooldown for swapping so you can't just constantly toss it around when a team is trying to switch targets. Classes have defensive cooldowns for a reason, throwing a constant guard into the mix just makes gameplay sluggish.
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Not only will double shock use up Recklessness, any force attack can use a charge. I'm talking interrupt, stun, you name it. Long story short better make the first two abilities you use after activating it the ones you really want to crit. In pvp before I've popped reck then had to immediately stun and interrupt and lost two charges >.< it's incredibly annoying.
^ This. This really should be the primary concerns for the devs right now because it's probably such an easy fix. But they seriously need to remove the the ability for the following attack to have any kind of interaction with recklessness:
Overload
Force Slow
Spike
Electrocute
Jolt
Also, if they don't want to make it so Death Field only consumes one charge regardless of how many targets it hits, then they might as well add it to the list.
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They're called flashpoints.
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Since the general consensus is that 2.4 won't bring the sweeping balance changes that are needed to trim down snipers/op healers/marauders could you turn on the double exp so I could level up a class that will be viable as soon as 2.4 hits? I'm really not interested in waiting another three months for 2.5 or whatever to come out. THE MARAUDER is already level 25, but I could really use the boost here.
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I'm not going to discuss Vanguards/Powertechs because I play the class very little and unlike most people, I can admit my ignorance when it comes to subjects I don't know. For Assassins, here's a nice list of their unique advantages that affect PvE tanking. Of course, I don't actually think they are OP, but here we go, anyways.
1) Require the least amount of external healing due to their abundance of self-healing.
HAHAHAHAHAHA
Oh, oh my sides.
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I can't believe people think this was somehow accidental. That's the whole reason they put the one-hit kill droids inside the spawn area, they knew this kind of thing would happen. I strongly believe that they funneled people into that small cargo bay on purpose, to promote a WPvP orgy.
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look new cartel items!
all of my fears and complaints have been instantly assuaged
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One of my biggest problems with Madness is that our PvP set bonuses don't really do much for the spec.
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As much as I would love to see some changes to world PvP, I feel like the developers are probably more focused on pushing out the next contraband pack. World PvP has always been this game's biggest weakness, and at times it feels like the developers don't want factions to interact out in the world. I mean seriously, most of the planets that are accessible by both factions seem to have quest zones that herd you away from each other. The only planet I have ever PvP'd on while leveling up was Alderaan.
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Star Wars is all about revenge. I'd shrug it off as roleplay.
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Just finished this quest with a group of three. Used my Assassin's phase walk to be in two places at once for the puzzles. If you can't finish it with four people, you have my sympathy.
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It's either time for fire the gear design team or make some basic cloak ensembles readily available for modification.
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I was surprised at first that they didn't do anything to nerf Darkness Assassins in DPS gear, but honestly I don't think it's something they can do by moving a few numbers around, they would have to really cut in to the core of Darkness tank mechanics. I still wouldn't be surprised if we ate a nerf in the near future.
On the topic of Deception, my belief is that it will never be made to be PvP viable, because the Darkness talents just give way too much of what we need. Thrash with talents tends to hit harder than Voltaic Slash, which kind of makes it an embarrassment of a 31 point talent, especially considering Thrash costs less energy. As of right now the Deception tree is shaping up to be a lot like the Combat Rogue tree in WoW, it's the PvE spec, and all of its talents are far more geared towards PvE damage than PvP viability.
If they do decide to push Deception more towards the PvP arena, hopefully that will happen before the Darkness nerfs come.
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Pretty sure in 1.2 you can move around all your mod pieces into whatever piece of gear you want (that's within your armor class). So this will be less of an issue.
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It's important to remember that the secondary chain shock does not get the 30% damage increase from voltaic slash.
How to fix sorcs.
in PvP
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