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Vastian

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Posts posted by Vastian

  1. Biggest problem with most threads/players:

     

    You don't think you're that bad at PvP.

     

    I'll go ahead and be the one to reality check you where your parents never would: Not everyone gets to be an astronaut, and not everyone is #1 at even something as trivial as games.

     

    I am good, definitely not the best, but I can admit when I'm beat by someone better or I've made a mistake. You sound like you're just not as good as you hoped you were.

  2. You wouldn't score like that against any decent team. All the knock backs would be used on the people that try to run ahead and the ball carrier would be forced to walk his way through a gauntlet.

     

    Every game would drag on forever because no one would ever get 6 caps and a good majority of them would be scoreless. When I queue with my battlemaster friends and we end up against another battlemaster team it's already hard enough to score as it is. This change would make it impossible.

     

    100% for sure. It used to be awesome when I queue up with my pocket healer it was almost assuredly a win. But now there's a lot more pre's, so when we face another good team, it's so tense and comes down to a really close, high scoring game. I'm not a soccer/football fan, tbh, I would rather not see 1 to 0 games all the time.

  3. TLDR: L2P

     

    Or, let's see, you could NOT put yourself (this probably goes for the people who don't read forums or know anything about games or sports or tactics) in a spot where someone can take advantage of you.

     

    I play an Immortal spec jugg. The ONLY use I have is my ability to sustain massive amounts of damage and leap. I keep a healer in my pocket and walk around waiting (not long) for stupid people on the other team to stand above me on the ramps so I can use them to avoid fire traps, and when someone is smart enough to knock me down, I wait for one of them to be stupid and run directly toward me from their spawn. At that point I leap to them and walk, albeit slowly, to the goal.

     

    Were they smart enough to run up the middle ramp and come at me from a different angle, that would stop me from scoring 50% of the time.

     

    Next you need to be smart enough to stop using resolve bar filling stuns at the wrong time (while I'm in your end zone). You fill my resolve, I pop CC breaker and walk in. You fill the resolve bar of my teammates waiting on your endzone and then no one can PUSH them back into the pit to avoid my passes or leap.

     

    Lastly, you need to kill sorcs, because even if I have exhausted all 2 of my leaps, my pocket healer is going to pull me.

     

    And that's the story of why people get mad at me for not passing but we still generally win games. Because OTHER people don't know how to play. BTW, next time you get mad at a jugg for not passing, ask yourself: does he have a sorc healer with him on vent? If he does, then that guy isn't going to pass until all 3 leap/pulls are exhausted and he's got less than 40% health.

  4. have to agree, lots of scrubs in this game. I would rather take my companion on a HM FP than most players, because unlike them, I bother to gear them and myself, and learn my class.

     

    I disagree with you scrub, dealing with threat issues does not necessarily mean bad tank. It means that HE is the guy who initially steals aggro from the tank, no one else. It doesn't mean the tank doesn't immediately taunt it back.

     

    Too any superiority complexes on forums

  5. Thing with Ilum is there is no drawback to dying. Just as there was no drawback to losing Southern (where we traded).

     

    You stand there, you trade, no penalty for letting the point go, only benefits. If they take it back it just lets you take it again to complete your daily. Same with kills. No penalty for dying, so you might as well trade kills since it doesn't cost you anything and they'll be more likely to show up to do their quest if you reciprocate.

     

    Need drawbacks to losing, and I don't mean gear damage, because then it will be naked people trading kills. Not sure the best solution, I really don't remember this being an issue in Warhammer RvR.

  6. I love the guy that said he can't get a HM done even after he studied multiple guides to get his class's rotation down.

     

    I didn't need a guide to make my rotation, I played my class, learned my abilities and even did the math. My rotation may not be the 100% perfect one, but at least I made it myself. I also don't have problems pug'ing HM's.

     

    We have had issue, sometimes, with a fresh 50 guildie having bad gear, bad spec, or bad rotation holding us back or slowing us down. We tell them they need to examine their rotation and show them exactly where to get gear or mods to fill glaring holes. Once they do that, they have no problem holding their own.

     

    We've hit enrage on the last boss of HM BT with one of these people, and even with their spec being off, gear being full of holes (no relics, green mods, level 30'ish mods) we kept at it and beat the boss even while enraged.

     

    If you can't carry 1 bad through an instance, you might be the one they're trying to carry.

  7. I'd like to see the numbers for classes. What percentage of the population are sorcs (above level 20). Most of my 'problem' with the class is that there's more of them than anyone else so it seems like they're the only ones that can kill my BH, but it's never solo, it's always 2 or 3.

     

    No problem with the sorc class itself, but their 1 button win needs to go away as fast as my 1 button win

  8. A lot of people have the wrong idea about the incoming nerf.

     

    My Operative is level 20 something, and at level 14 I was killing battlemaster 50's solo in WZ's.

     

    Guess what's cool about that? The nerf doesn't affect level 20 operatives. The nerfed abilities are at the very top of the concealment tree and Hidden Strike is a level 41 learned ability.

     

    Anyone saying a level 20 was getting 4k crits is just wrong (mine crits at around 2k) or they were abusing the buff stacking which is already gone. The op is still a powerful burst class and even after the nerf will be *********** people up, it will just take 3 seconds longer.

     

     

    To the dude above me: Generally when talking PvP people mean Warzones, in which case a level 11 can do plenty of damage to a 50. (Most of this data comes from before warzones were split up)

  9. Funny, the light side people wanted to kill him, the dark side people understood and still wanted to keep him

     

    Here's the thing with having the ability to kill your companions: it screws your crafting. If it wasn't required to have them to do that, then I would have killed Vette soon after she outlived her usefulness, and Quinn during the betrayal (if he can survive a beating from me then he deserves to come back).

  10. On my server it seems like the only repubs that pvp are pvp guilds in their pre's. I'd say for the matches I've been involved with we Imps win 95% of Huttball against Repub and win 30% of Voidstar and 40% of Civil War.

     

    I do play a tank jugg though, so I feel incredibly useless in the latter two games unless I'm defending something. When our team doesn't take 2 points in civil war, I have a hard time getting kills cause no one is helping me target the healers.

  11. Ummmm, have you played and seen the difference in Maelstrom Prison Hard Mode and Normal? The Warden's eye laser in HM is practically a 1 shot kill unless you're a tank with great gear. This is assuming that you haven't gotten any Rakata, Columni or Tionese gear.

     

    The difficulties are tiered so that you can get better gear between normal, HM and Nightmare. When you go do the harder ones, it seems to run like the others as long as you have gotten the better/best gear available prior doing the runs.

     

    For example, when you do a normal FP you can get by with gear you find from drops. However, when you reach level 50, you need to start doing the dailies to get the better mods and equipment. So then when you go do the HMs, it will run similar to normal with some exceptions (reference the eye laser above).

     

    As you're doing the HMs, you'll find better and better gear. Once you get a full set of Columni/Tionese, then the Nightmare difficulty will run very similar to HM. As long as you've taken the time to get properly geared up, then it just comes down to what strategy you use in the FPs.

     

    Sincerely,

    Jester

     

    This is the definition of a treadmill, and not of difficulty.

     

    To run nightmare you should HAVE to have full columi w/ some rakata, and it should STILL be harder to complete than HM.

  12. You assume everyone has been playing MMOs before TOR.

    I haven't and I am having a lot of fun trying to clear the Ops.

    On my server we have two guilds that are content clear on 8-man and are struggling on 16 man right now so I don't see how the content is "too easy"

    It's not supposed to be so insanely hard that only veterans have a chance of clearing it because it will put the rest of the community off.

     

    Actually that's exactly what Nightmare should be

  13. I do not have this problem.

     

    Don't taunt until the mob changes targets. Save threatening scream for when he changes a 2nd time.

     

    If your party can't take 1 to 3 shots from a boss before you take aggro back, they need gear.

     

    If you continue to find you're having trouble, you need to work on your feel of your party. I have a good idea of when my strong dps is going to pull from me, I hit my taunt just before that's going to happen and still have threatening scream for if the healer takes aggro.

     

    Might check your own gear as well, the healer shouldn't have to heal you that much. You have defensives, use them. You should also have medpacks.

  14. I have a question about the opening encounter in EV:

     

    In the video your first tank dies immediately then you make your leap stick first time. I get how you are holding aggro on the first turret, but the second one is staying on you as well and it doesn't appear you do anything to taunt it.

     

    Was that normal mode and your healers don't have to do much? I know it says nightmare but I'm not seeing how the thing wasn't just blasting healers or even dps instead of you.

  15. I have a 50 juggernaut and here are a few of my perceptions from tanking in hard modes:

     

    1. I can hold any single target indefinitely. When it switches, I taunt, if it tosses me, I leap, if it switches targets again, I aoe taunt. If it switches targets after that taunt should be off cd.

     

    Admittedly there is some delay on the taunt. I will see the boss switch targets, click taunt (yep it's not even hotkeyed!!! troll troll flame flame, where I have it works for me) and it takes a couple seconds to register. Hope BW fixes that.

     

    2. I can hold multiple targets IF: dps burns normals before they touch silvers/golds. Target order needs to be weakest to strongest. I have plenty of options: taunt 1, aoe taunt all, dps on one and cc another w/ something like force choke and other stuns. If the encounter is something like 3 golds there's not usually an issue, but 1 more and a different tank or an off tank is needed.

     

    3. I'm still learning EV but I have a hard time with the turrets at the beginning. I only have so many ranged abilities + taunts so it's hard for me to hold aggro.

     

    That really covers it. Juggernaut can do pretty much any tanking needed if the group knows its weaknesses. And I'm sure the other tank classes can do the same if they will share their experiences.

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