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Xandole

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  • Location
    Texas
  • Interests
    My truck, my woman, computers/electronics and MMO's
  • Occupation
    Business owner
  1. Being as this is a space based game and the only means to acquire a ship, other than the class ship, are guild ships. Players should have the option for a Frigate Class war ship as a stronghold. Could go as far as being able to form armadas with guild ships, dock player ships or even your personal galactic star fighter ships for display. player ships are fine, but have no real customization options. and with all the customization you can do to your GSF ships, its a shame to not be able to display them for people to look at being as you cant really see them while fighting.
  2. making of an ultimate matrix cube that utilizes all 12 shards with the bonus as follows: +100 to all attributes this would encourage people to gain the shards and explore content, new and old. this would reward those who have already sought out all the shards.
  3. damn i thought i was grinding a lot getting to 18k in a month and a half lmfao. some of you guys are way ahead of me in that respect, great job! http://galleries.guildlaunch.net/286192/Screenshot_2013-09-20_17_18_30_9672299055Pop.jpg Representing WOOK from the Shadowlands Server.
  4. How about placing some daily commendation venders up in the VIP area on fleet. People might actually use that area if this were done
  5. i am using an 8/5/28 build so dont have AP atm and just recently worked full auto into my rotation because of the 15s CD, its more of a visual marker to let me know how much cook time IR has left for recast. with AP i would work it the same way replacing FA with AP as a visual marker to keep IR on all the time. Generally just to help prevent over using IR and burning ammo unnecessarily during ops boss fights were i have to frequently change targets or maneuver around the mechanics. I rarely fall below 40% ammo this way and can keep the DoTs stacked on the boss even if I am on a different target. Depending on the situation i will sometimes use a sticky grenade for the same visual marker reasons, i.e. the toth and zorn fight where you have to move around avoiding the stone spikes, or the tanks when you have to take cover under a barrier. the other reason for the FA is because it helps with aggro control since BW deciding on not giving us any type of aggro dump. Its just an effective way to control threat generation while maximizing DPS/Ammo usage.
  6. How do you figure, the only 30m skills we will have left as of 1.4 are Hammer Shot, Full Auto and High Impact Bolt. We have 2 CC's one (neural surge 8m radius) is a PBAOE w/ 5 max targets and single target Cryo grenade 10m range single target, both w/ a 30s+ CD, Harpoon w/ a 45s CD. Ion Pulse has a 14m max range Pulse Cannon (Frontal Cone AoE 10m range) Stock Strike has a 10m max range Sticky grenade (likely 10m w/ 1.4) Assault Plastic (10m range as of 1.4) so as i stated in PvP we will become useless because we have no way to close the gap from range to melee, hammer shot and HiB are the only two we can use while moving at range...... and the proposed changes will makes this class not broken how?
  7. easier said then done considering all but 3 skills will be nerfed from 30m to a 10m max range. seems small but it will cripple these two class for absolutely no logical reason. and i stated that these proposed 1.4 changes will not effect PvE much. but will make DPS PT/VG 's useless in pvp. any class with range can just kit us around and the only attacks we will have is our basic shot (hammer shot) and a sticky grenade every 15s and every 45s we can maybe harpoon someone. everything else will have a 10meter range. these proposed 1.4 changes will turn these two classes into PvP fodder.
  8. I have been using a 8/5/28 build i ended up with back in Jan. I play a VG but the same rules apply, its not bad on ammo/heat on a ST dps rotation of IR/HiB/FA/SS/HS (PT- IM/RS/Unload/rocket punch/(general attack)) w/ using ion pulse as needed for the HIB reset. I rarely get below 50% ammo on HM/NiM bosses with this rotation. My biggest concern if this 1.4 change takes place is not for PvE content but for PvP content, with no way for a DPS build to get into melee range we will just become "cannon fodder". The Pyrotech/Assault VG isnt set up for straight melee combat, it has been since birth a sort of hybrid of melee and ranged. The tactics (middle VG tree) skill set is designed more maintaining and getting into melee range. It looks great until you try it out, the DPS:Ammo Usage ratio is straight up junk. I would only suggest that if the dev's are dead set on making this proposed 1.4 nerf that they take the charge ability out of the tank set and make it a standard VG/PT skill, give us a knock back ability and a [25% threat/agro dump skill on a CD (for PvE)] .
  9. Sorry lol, this just irritates me to no end. there really is no reason for this nerf. i have been playing my 8/5/28 spec'd VG since Jan/Feb and have been running meters since they were made available. Not much difference between the DPS classes' dmg but if a DPS VG/PT doesn't have a guard on em the tank has no chance of holding agro. and that is because in BW's enlightenment or just plain over site we are the only two classes of all 8 that does not have a 25% agro/threat dump on a 1 minute CD. That one skill would make a huge difference in this classes Operations strategy. Originally Guardian/Jugg's didnt have one either but that skill was added in 1.2 and completely unsure why BW didnt do the same for the VG/PT classes.
  10. The agro dump is obiously for PvE, considering the only class that does not have a 25% agro dump skill of a CD is the VG/PT. And sense you only read or comprehended only a portion of the original post, if they intend on making the DPS VG/PT a melee range fighter then we need the skill set to get into melee range i.e. a charge skill. It wasnt in the original posting but we also have no escape skill as does the other melee classes. guardians have guardian leap, sentinel's have force cloak, scoundrel's and shadow's have HiPs (hide in plain sight) shadow's currently have force speed and as of 1.4 scoundrel's will have a sprint also. Point is that the VG/PT was not designed to be primarily a melee combatant, once the range of those three skills is reduced to 10m PvP/WZ's will just be something of the past. As i also stated, most of PvE wont be a real issue as most of the fights during OPs are w/n melee range anyways. The problem lays with no survivability in PvP combat with any ranged combatant.....we will just become lightning fodder.
  11. Just wanted to add that BW would be fools to nerf us this bad, I dont remember reading anything about Guardians / Juggs only being able to toss a saber and force leap 10m. DPS spec'd still wear Heavy armor, They Stack DoTs they have insane burst dmg, **** they OP kill em all!!! BW just fix the broken crap and leave the DPS PT/VG class skills alone FFS!! all we really want is to be left alone and have the same 25% agro dump skill that every class in the game has but us!
  12. I run meters and upload raid data 5-6 times a week and will say straight out the box that all DPS classes are w/n 5% of each other right now. Skill has less to do with the tool and more to do with the abilities of the user. Here is the thing, next time your in a HM/NiM OPS look to see how much of your dps are pyrotech's or assault VG's you might, and i strongly say MIGHT have one with you. Yeah we do have heavy sustainable dps lack of the same 25% agro dump in our rotation makes us a fracken liability to the raid. ALL and i mean EVERY single class minus the Vanguards and the Powertechs have either skills they can put points into or have a 25% agro dump on a cd that is put into a rotation to maximize DPS and help keep agro on the tanks where it belongs. Even while guarded we can pull agro off our tanks sometimes resulting in a wipe. And in case you "oh you need the nerf" folks dont have the intelligence to do data collecting and/or will just sit on your rear and wait for someone to point out the obvious to you, here it goes.... ELEMENTAL and INTERNAL BASED DAMAGE!! there are only two classes that have any real mitigation against elemental based dmg, shadow and assassin tanks, everyone else just gets the full brunt of the elemental based dmg. and thats the ONLY reason we cause so much more dmg to other players. And for the same reasons as to why poisons and bleeds (internal dmg types) wreck your life so fast. So there you have it BW, make mit boosts for elemental and internal type dmg available and leave the pyro/VG skills alone. Any class in the hands of a skilled player is lethal. I have played every single subclass type (VG, Guardian, Sage, GS, Mrdr, Merc, Sin and OP) to lvl 50 i play them all very well but i am absolutely lethal with my Assault VG and my Mrdr. I have never seen (and i have been around since beta) any one class that is OP. People tend to get one sided when it comes to saying a class is OP based off of your experiences ingame. Yeah i hate OP's and Sin's with a passion and absolutely cannot stand 1 button sorcs (mostly cause it requires 0% skill to mash 1 skill over and over again). i have mutilated other assault VG's in comparable gear and have been pounded by OPs and SIns like i was running around naked. My point is this, it takes skill to play whether PvE or PvP, some people might seem OP because they waste you in a few hits or solo kill champion class mobs 3 lvls higher then them. Jealousy is the biggest reason folks yell "thats not fair, they're too OP!!", when infact its just cause you are either inexperienced or just plain suck at playing that class to its full potential. The devs stated in an interview right after 1.3 that all dps builds are w/n 5% and that some class builds would require more skill to optimize DPS then others. And lastly, the highest boost dmg would go to the Carnage Marauder / Combat Sentinel spec'd properly the amount of burst dmg they can produce and sustain is beyond ridiculous. Collect the data yourself, before stating BS facts that are only supported by yourself.
  13. All of the upcoming 1.4 VG changes aren't very acceptable. Killing off our (assault VG) ranged skills w/o any kind of defense skill implementation will make playing this class in PvP near impossible. In PvE having a 10-15 meter range wont really make that big of a difference. But in PvP us assault specs will get pwnd by lack of range and/or any ability to close that range and having no real defense to bolster that charge, sorry but hammer shot isnt a strong deterrent. And before someone comments about the harpoon or charge skills, that are not that familiar with the classes i will tell you that charge is in the shield tree (tank spec) and doesnt have anything to do with a dps VG, and the harpoon skill has a 45s cd. So before the comments start flying know thy class! All melee classes come with standard abilities that helps to balance their lack of ranged attacks: (to help get into melee range) Jedi/Sith Warriors - Force Leap, Defense Boosts Shadow/Assassin - Force Speed, Stealth and an arsenal of CC's Scoundrel/OP - Stealth, CC's Taking away our range without a huge overhaul to our defense and skill sets will only make the assault tree useless and seriously unbalanced for PvP combat. Aside from the fact that it wouldn't make any sense, incendiary round is being shot from a rifle/cannon with a max rang of 10m (30 feet)?? seriously bad weapons/munitions development issues there..... The Assault Plastics on the other hand makes a little more sense as tossing anything 10m with any kind of accuracy takes skill, but an explosive devise not having a blast radius is some seriously advanced stuff compared to sticky or frag grenades or well anything that goes BOOM! A few suggestions for the dev's that brainstormed the 10m range idea to keep this class viable: 1) Make Charge a basic vanguard class ability with no other changes to the skill. 2) Change Cryo grenade, Assault Plastic and Incendiary round to all be AoE skills. 3) Add a short duration stun/daze to stock strike. 4) Add a short knock back to the explosive surge skill. But with all of the changes that have happened since launch why are the vanguards and tech's the only two dps classes that still do not have an agro dump skill? Seriously, even the guardians and juggs got an agro dump... we just have to suck up the guard from our tanks and really watch the rotations or become fodder.... i am positive i am not the only one that would really like to see the same 25% threat dump skill that all of our fellow dps classes have been enjoying to help tanks hold agro come with the 1.4 changes. All I am saying here is that the skill set for the assault spec VG is perfectly fine the way it is minus the lack of an agro dump. Again, from the information released about the upcoming 1.4 changes, this class will become primarily a melee range/close quarters combatant with no means to enter into melee range. and again, in PvE this isnt as big of an issue and can be worked around. BUT if these tentative 1.4 changes take place the Assault VG will be 100% absolutely useless in PvP/WZ as by the time you would be able to get into the 10m effective range of any skills that could do any real dmg you would be dead minus the 1 guy every 45s you get to harpoon into range.
  14. I went with a 5/34/2 build and love it. Annihilation = A ton of maintenance on DoTs but has good dps and a lot of pve utility function Carnage = single target nightmare and straight up dps Rage = mostly War Zone PvP functionality i stayed carnage from 10-50 and used the WZ's a ton so i would recommend it, and carnage has the highest single target dps so is the most suited for ops.
  15. Hey all, just wondering if anyone else has noticed that the animation on the 31pt skill Massacre vs the impact damage is off a bit. The damage should be instant but it isn't, there is like a 1ish second delay between the start of the animation and actually dealing the damage. Besides the start of the animation is a bit goofy...
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