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Ashmadai

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Everything posted by Ashmadai

  1. A harnessed TK throw/force lightning is uninterruptible and hits for about the same as a master strike/ravage. It also heals them and can be used more frequently. You know how you deal with it? You knock them back, stun, or CC them. Do the same to a knight/warrior.
  2. Ashmadai

    A fix for ravage.

    Ravage now is no different than a harnessed TK throw/Force lightning, and does about the same damage if it all crits, without the self healing. And it can't be used as often as that. Pick a class, and they all have abilities to stop it. If you're going up against a knight/warrior, make sure you save a stun, knockback, stasis, flashbang, etc. for when they use it. It's a 30 second(27 talented) CD, not like some spammable ability.
  3. They are pointless. The first week me and my friends were 50, we did a bunch of them, only to later realize normal mode EV/KP are easier and get you columi faster. I like that the 4 man HMs are challenging, but they need to change the HM daily to reward currency that can be slowly accrued for high end gear, or nobody will bother running them.
  4. The way it works in wow is every time a guild member kills something, an extra 10% of money is dropped and goes right into the guild bank. So if the enemy would drop 10 gold, the player would get their 10 gold, and 1 gold goes into the guild bank. It allows income to the guild to pay for people's repairs and all that, and they should definitely just copy that implementation.
  5. Arenas are fun. As long as they're just another path to getting the same gear you get from warzones, it's all good. It's more of a rock paper scissors game of team composition and who manages CCs best and what not. I don't see why anybody would be so against it being in the game.
  6. I've wondered this myself. I thought maybe it was because shadow/assassin can't flashbang you after they sap if you break it, but they can also force lift, so who knows.
  7. People sleep on Vigilance in PvP because Focus has so much AoE damage, but they're nuts. Unremitting is huge for staying on sorcs/mercs to smoke them. I routinely do 300k damage on my vig guardian, and i'm only in a smattering of champ/centurion pvp gear. It may not sound impressive when compared to focus hitting people with AoE, but when you consider that almost every point of damage Vig does is single target, you start to realize the spec can put some serious pressure on.
  8. There's no way this was intended. Just think to yourself. If the defending team has no force speed using classes, and the attacking team has one, and the attacking team sends their speed user across while also NOT killing the defenders, the game is now over. The defenders won't respawn across the bridges, and they'd just be sitting there waiting on the game to end. It's just common sense. It'll be fixed.
  9. It's really not hard to understand. If PvP is balanced between damage dealt, taken, and healed at say (15% expertise), then at 25% expertise the damage dealt and taken is now again equal, but healers are healing for 10% more, thus tipping the scales. So if pvp balance is based around the highest expertise numbers, then healers without the best gear are gimped, and if it's balanced around a lower number, healers are too powerful per capita in the best gear. Expertise gear should either not exist, or it should only affect damage. Healing could then be balanced around the existence of mortal strike type debuffs, or the warzone trauma debuff. As it is now, competent healers are already the biggest factor in whether your team wins or loses a warzone.
  10. Doing PvE dailies is by far the fastest way to make credits. Ilum pve dailies take 25 minutes to make 100k credits. If you die doing them then you're doing it wrong. The people who raid already have to do these to keep up with repair bills. I don't necessarily think pvp credit rewards needed lowered, since they weren't that high to begin with, but it's not the end of the world. If you want to save credits while levelling via pvp, go out and gather materials instead of running crew skills, and you'll still have plenty to train your skills. People who just want to pvp and never go gathering/class questing or whatever, the game is just not designed that way.
  11. It is unfathomable to me how someone didn't just throw out the idea of having synthweavers/armormechs create a consumable that adds an augment slot to a piece of gear. If they did that, then added some new orange schematics that had cool looks only available from them, those two crew skills would've instantly been viable, and none of these potential problems like asking people to RE raid/pvp gear would even exist. It's baffling.
  12. I guess if you can pull the mods/armoring out of it and RE it, you won't feel as bad about losing it and potentially not even learning the schematic, but still, I want to wear the look of my tier gear AND have the best possible stats, which now means I have to get a full set of tier gear, then RE it and have a chance to learn the orange schematic, then craft each one until I crit and add the augment slot. It's a pretty terrible implementation of what could be a cool idea.
  13. This has me concerned. If REing raid gear "has a chance" for you to learn the schematic, nobody is going to be doing it for a very long time. If you're going to ask people to wait until the RNG blesses them with a piece of their tier gear, you have to make the chance to learn the schematic for the look 100% chance.
  14. Definitely. I think it's something that is badly needed.
  15. I remember at the guild summit there was mention of sister guilds, and I wanted to express my hope for this feature in the future. My guild is a fairly small guild of friends. We run 8 man ops, chat it up, pvp together, etc. We main on the republic side, but some of us have alts in an imperial guild as well. Really, we'd just like to be able to guild chat across faction to the sister guild to put together groups and stay social with one another. I'm sure there are other features that could be implemented to make it even better.
  16. In Guild Wars 2, gear means nothing in pvp, and it's an even playing field. However, you have small scale warzone type pvp as well as server vs. server large scale pvp, where you can help contribute to your server getting ranked higher on a list. The only reward for pvping in that game is cool looking vanity armor. Which game between that one and this one will have more successful pvp long term? If you don't know the answer, I'll give you a hint: It has no lightsabers. I love TOR, but it will never have a great pvp end game as long as it has a terrible pvp only gear stat.
  17. The stuttering it gets from opening the inventory and stuff is the engine. As for the darth hater guy and his i7 with a 580 and all that running poorly, I have no idea, because I run an i5 2500k, 570, etc., and I run everything maxed and my FPS never dips below 70, regardless of what content i'm doing. It really may be an issue with his pc, but more likely it's some sort of driver issue. Based on listening to those guys, I wouldn't be surprised at all if he's running an insanely old video card driver or something stupid.
  18. That's highly doubtful. More likely that bullet point was just to let people know you can queue solo for ranked and not have to be in a pre-made, for those that don't have a guild or want to form a pre-made in general. It's possible that the game will prioritize trying to put pre-mades against one another, but there's no way it'll be an entirely separate queue, or the queue times would be ridiculously long.
  19. PvP gear should have no stats on it whatsoever. It should have awesome looks, with the more awesome ones coming from high ratings, etc. Then, when you join warzones everybody's stats are normalized based on their class, similar to the 10-49 bracket. Bam, even playing field in pvp, but good pvpers still get cool looks for prestige, and you can't take pvp gear with escalating stats into pve content. All problems solved. Too bad such common sense solutions always evade the decision makers.
  20. Hey guys, did you know gunslingers can heal? Thanks OP, I didn't know that. =P Seriously though, only operatives/scoundrels have a big disadvantage against ranged, and only if they're caught out of stealth and can't gap close. I play a Vig Guardian DPS, and I have no problem at all killing basically any ranged class. DPS sorcs and mercs are easy prey if we're 1v1.
  21. I know people don't want to hear it if they spent a ton of time getting battlemaster pre 1.2, but the best thing that could happen to pvp in this game is if war hero takes like a month max to get a full set of, including if you lose most of your matches. Basically, ranked WZs would become the new WZs that everybody does, the people who excel will get a different color of war hero and the prestige that goes along with that, but eventually everybody would be on an even playing field with gear. Anybody who really cares about competitive pvp does not care about having better gear than their opponents, they just want fun competition.
  22. To continue, I fully believe in the future healers will be nerfed, and I think it'll probably be done via a mortal strike debuff applied by players. The 30% is not enough now, and chances are multiple specs will have to be given a 20% healing debuff like sentinel/marauder has now to stack on. As for being survivable in pvp, certain ACs are much more survivable. I'm a Guardian who is in dps spec and gear, but I'm quite a bit harder to kill with my CDs up than most. Shadow/Assassin tanks even in dps gear are very hard to kill as well. I don't buy Zoeller's explanation at the guild summit that tanks who don't stack defensive stats are choosing to do it to get a benefit against sorcs and what not, but making themsevles weak against snipers/marauders either. The fact of the matter is, shield generators are just not as useful in pvp as they should be to make people want to spec in a tank spec. If all tank specs had talents like particle acceleration or harnessed shadows, then sure, we'd spec tank for pvp, but right now, guardians/vanguards and their mirrors basically have no reason to spec tank in pvp.
  23. Healers are very powerful in pvp, no doubt. Teams with 2 or 3 very good healers are damn hard to beat, because beating them requires very disciplined play, with dps split across the healers, good CC, etc. In your example of 4 v 2 against healers, that should be an easy win though. I play a Vig guardian, and I always pressure healers. If I come to a node on civil war with an enemy healer, the first thing I'm doing is running up to him, force pushing him as far as I can away from the battle, then leaping to him, then hitting him with stasis and a snare. If my other teammates can't do some serious damage in the seconds I've taken the healer out of the fight, chances are we're going to lose anyway.
  24. That's just how it works.
  25. Forget getting your account hacked, which won't happen if you're careful anyway. The reason to get a security key/smartphone app is for the consumable fleet pass. 1000 credits, 30 minute cooldown, takes you back to the fleet, for when your 18 hour CD is down. They're worth it, period.
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