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Raggok

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Everything posted by Raggok

  1. I agree that knowing when to use your consumbables is a part of "skill." And, I agree that everything should be allowed in duels except outside buffs and healing, of course.. Some great fights in the movie. Not sure how many will fully appreciate the close fights.
  2. Medpac and adrenal should be allowed for both to use in a duel, IMO.
  3. Interesting movie, it's always good to see something different. I didn't realize that your build could stay so mobile. It's looks like your damage output is a little lower than PTs and Vans I've seen running Assault. Does the slave girl outfit effect your stats? The big draw to running your build over a PT/Van build is the cleanse. That's absolutely huge in certain matchups.
  4. Running 15% faster doesn't help if you are snared and you can't snare your target. Hold the Line and Harpoon are available but are, of course, on a significant cooldown. All melee classes should have an "on-demand" snare which is why they are giving a more reliable snare which will be available to people running both HEC and ION.
  5. The marauders that you beat like that are not playing properly and aren't using the correct build. Yes, marauders not using the best build and gameplay are easy to kill.
  6. 1vN at the end is the best part of the movie. Make a full movie with clips like that.
  7. The tactics/assault hybrid build with Hold the Line and Degauss while running Plasma Cell probably has the best chance since you can immune and/or break the roots and snares while snaring the Marauder in return yourself. After that, pure assault probably stands the best chance in a damage race. But, IMO the fight favors the Marauder as the room for error and mistake is smaller for the Vanguard. Tactics can do alright with Hold the Line, but has a hard time winning the damage race. This is a real bad matchup for Shield since their damage hurts us and Shield can't kite effectively.
  8. It will not be subject to a global cooldown but will still have a cooldown. It just allows for a little more burst.
  9. If you are building around Stockstrike from the Shield tree you can get +30% chance to crit from skills, +25 chance to crit from Battle Focus, and +15% to crit from the Combat Tech set bonus. So, with just that Stockstrike will crit 70% of the time. Add in your base chance to crit and the Scoundrel buff and you will crit nearly 100% of the time with Battle Focus up and about 75% of the time when it is not up. So, it's best to go with power and surge which you can get from Champion level Scoundrel gloves, IIRC.
  10. No shame to dying to a PT or Van since they are your hard counter.
  11. I use AoE stun to set up friendly AoE, so it should still be useful. It will just require more team coordination to land it.
  12. I use a shield generator, but everything else is damage-focused. I typically have healing so mitigation isn't a huge priority. The free ammo is very helpful for long drawn out fights against other premades. If I was focused more on doing 1v1s or small scale stuff without a healer I'd probably go with damage mitigation. I don't have any DoTs with this build and HiB is on a long cooldown so I didn't want to invest points in it. To me, HiB is an all or nothing thing since it's white damage.
  13. So true. That's what the rogue community became. They felt entitled to win all 1v1s and when a class gave them problems they demanded to be buffed or for that class to be nerfed. Vanilla WoW Rogue Nostalgia for any interested.
  14. Well, I'm not trying to insult anybody. I don't think anyone expects Scoundrels to top damage boards due to their mechanics. It's more of a case of Republic not having many Sentinels, DPS Guardians, or DPS Vanguards than a case of people being bad.
  15. I'm still wondering how 1v1s reveal how classes will synergize with other. I mean, there is a pretty big difference between a tank with guard that is doing a 1v1 and a tank with guard that is doing a 2v2.
  16. Yeah, a few reasons for that. As mentioned above, my server really is lacking on standout DPSers. It's very uncommon for anyone to go over 400K damage for Republic. We typically have a ton of support and healing classes. Second reason is that Bioware has made going true tank pretty unattractive which is why I'm using damage mods.
  17. Oh, so you are the other one that I've heard people talking about? ;P
  18. Vulnerable to LoS and mobility. There are good for getting up on the rafters and helping to control middle but that's about it. There are other DPS classes that melt people when two of them are working together that don't have LoS, mobility, or utility problems.
  19. I've heard that Vanguard is one of the least popular classes.
  20. Hello, I'm going to keep a library of full Shield build movies here. Why full shield? Well, because it's necessary for me to be running Ion Cell to support my PvP friends and I didn't want to do one of the popular builds. When making movies, I want to present something different. When I see a bunch of negative comments on a build, I like to test it out to see what I can squeeze out of it. The downside of defensive stats is well known. The extra survivability is very situational on what type of attacks you are being hit with and you are just as squishy as the next guy to many types of attacks. However, there IS extra survivability. The question is, is it worth it? Does it make enough of a difference to go all out on defensive stats. My answer would be no, ATM. Like most, I have geared for damage. So, this is a full shield build with mods ripped out to provide power and surge. I typically run with a Scoundrel so I don't mind the downhit to crit rating that much. I see two key features to the build. A reliable hard-hitting Stockstrike (highest crit is about 3.8K) and worry-free ammo management. Between the three ammo management skills, I rarely run low on ammo. I go many warzones without having to Recharge Cells or use Reserve Power Cell. The only time I do have ammo issues are the times when I'm not drawing any attacks or CC. That does not happen often. Because I have so much uptime, I can pull some respectable damageboard scores. I've included some damageboards in the movies just to give an idea of what a good warzone looks like for me. This is not epeen stuff and it won't compare to what a pure DPS build can do, but it's not as bad as some would have you believe. A "good" Voidstar will typically have me in the 300K-400K damage range with 50K-100K on protection. There are not a lot of good damage-dealing Republic PvPers on my server, so I typically have to fill that role when I do WZs. That drops my protection score down a good bit from where it could be since it's difficult to maintain a 15m range when I'm chasing people around trying to kill them. OOZO STRIKES BACK: FURIOUS ANGER! Content: RAGE, Stealth Scan, Smuggle, 1vNs, 2vNs, and a 3vN OOZO STRIKES BACK: Why I Almost Quit the Game Content: Civil War, some 3-CAPS, Side-rush cut-offs
  21. Hello, I'm going to keep a library of full Shield build movies here. Why full shield? Well, because it's necessary for me to be running Ion Cell to support my PvP friends and I didn't want to do one of the popular builds. When making movies, I want to present something different. When I see a bunch of negative comments on a build, I like to test it out to see what I can squeeze out of it. The downside of defensive stats is well known. The extra survivability is very situational on what type of attacks you are being hit with and you are just as squishy as the next guy to many types of attacks. However, there IS extra survivability. The question is, is it worth it? Does it make enough of a difference to go all out on defensive stats. My answer would be no, ATM. Like most, I have geared for damage. So, this is a full shield build with mods ripped out to provide power and surge. I typically run with a Scoundrel so I don't mind the downhit to crit rating that much. I see two key features to the build. A reliable hard-hitting Stockstrike (highest crit is about 3.8K) and worry-free ammo management. Between the three ammo management skills, I rarely run low on ammo. I go many warzones without having to Recharge Cells or use Reserve Power Cell. The only time I do have ammo issues are the times when I'm not drawing any attacks or CC. That does not happen often. Because I have so much uptime, I can pull some respectable damageboard scores. I've included some damageboards in the movies just to give an idea of what a good warzone looks like for me. This is not epeen stuff and it won't compare to what a pure DPS build can do, but it's not as bad as some would have you believe. A "good" Voidstar will typically have me in the 300K-400K damage range with 50K-100K on protection. There are not a lot of good damage-dealing Republic PvPers on my server, so I typically have to fill that role when I do WZs. That drops my protection score down a good bit from where it could be since it's difficult to maintain a 15m range when I'm chasing people around trying to kill them. OOZO STRIKES BACK: FURIOUS ANGER! Content: RAGE, Stealth Scan, Smuggle, 1vNs, 2vNs, and a 3vN OOZO STRIKES BACK: Why I Almost Quit the Game Content: Civil War, some 3-CAPS, Side-rush cut-offs
  22. I'm comparing it to the plasma cell snare which is much more reliable. Also, compare our tank snare with the other tanks' snares. It's not even close. Vanguards are the worst tank for peeling melee off of friendly healers since we do not have an AoE snare AND our single target snare kind of sucks as well. I mean, their AoE snares are better than our single target snare. Heh.
  23. No, it's going to be much worse than any other game. The seperation between the usefulness of a mercenary and a marauder is laughable, for example.
  24. The balance is not horrible from a 1v1 standpoint, but when it comes to rated group PvP I think you are going to be seeing a pattern of high level teams not taking certain classes because there are other classes that fill the same role but have much better overall utility.
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