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aRtFuL

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Everything posted by aRtFuL

  1. Note that I was only talking about huttball - most times teams in huttball focuses on getting the ball moving and keeping the ball carrier alive and moving/passing. They generally don't waste time to pay attention to individuals. All other wz of course, you pretty much get focused from the getgo. Which is why I usually don't jump head first into a fight (or jump head first and use force camo offensively - jump and disappear right away to confuse). Again, only in reference to huttball. Other wzs I will not waste camo like that. Roots are actually superior in huttball because it is not affected by the resolve. All the other methods you mention builds or affected by resolve, which is not a good thing (especially since a ball carrier usually pretty much have full resolve bar by the time they get to the last ramp). There are so many times that I see carnage's 2 roots ruined the opps game when the carny mara is on defense. Again, all these is just in reference to huttball, which I've mentioned specifically, and somehow this point still seems to be missed in replies. Also, I personally found that comments such as below: Only makes one's comment LESS valid because really, this is a forum, hardly anyone here knows or even played against each other; we don't know where each other "skill level" is at. All you can see is their personal opinion. Now you might agree or disagree with it, but it doesn't necessarily reflects how they actually plays. Their opinion isn't necessarily inferior just because you don't agree with it. I'm sure a decent player can make any classes/specs work, if your goal is not solely wz comms/badges/damage dealt. Usefulness is not always reflected in the scores, rooting and snaring people and allowing you teammates to catch up on them is not reflected in the scores at all. There are so many factors to consider, thus the simplistic view that it is possible to see one's "skill" from forum comments is a big fallacy.
  2. You actually get less badges as carnage because carnage is such a single target spec. Doesn't matter if you do more damage than the next guy. You just can't get some of the badges Anni can get. Carnage is actually best in huttball on defense and assist offense. Because: 1. You don't get focused most times 2. Your predation is damn fast, and your force camo is a snare escape so if your opps snares you from trying to get to the ballholder, they can't. 3. Your 2 roots are absolute killers in defense. So many times in huttball where I stopped the opposing team right before the last ramp or even just before the goal line and kill them, and having the opps yell at you for being a "fxxxing carnage" is the best complement of being carnage spec, imo. I feel as if carnage is a fair bit more gear dependent than anni though, which is probably another thing to consider.
  3. Good point. Because of the lack of self heals, I definitely hardly ever use UR offensively as carnage. Force camo I might, but after I popped that it is pretty much an all-in move. That is definitely false. I know that carnage damage is low on wz scores but wz scores only represent what's happening when someone is doing damage to a lot of people at once. Carnage is a lot more dangerous on a single target. Adn the rate of damage a lot of times is NOT reflected in the final scores (Carnage probably got a far higher rate than any other specs first 10-15 secs of a pvp fight). Also, carnage is likely to be far more gear dependent in terms of main-offhand damage, since the main attack is spammable Massacre and has significant off-hand damage buffs and reliances.
  4. The problem with that is, when there is already a big group of imps/pubs on the planet, the opps are not going to appear, because they are just going to get killed repeatedly one by one. How world pvp starts on other games is usually from 1 or 2 incidient of ganking, than it gathers momentum gradually turn into a full blown fight. The problem with this game is, even the quest areas are mostly separated between imps and pubs so there is almost no chance of running into each other while questing, thus no chance of ganking, thus no chance of world pvp. Also, the companion system discourages ganking a lot because you are fighting 1 and a half guy almost instead of fighting just 1.
  5. I went with power as well. I don't think the small amount of expertise on the crystal makes enough difference. I even drop one of the pvp relics and one use one so that I can use the second one to stack stats.
  6. aRtFuL

    Master Strike

    Yeah I see this very often. Which is why most of the time I anticipated the stun, and do a Force Scream right after the second tick - you pretty much giving them no chance to avoid a big damage third hit regardless this way. Also, I try to pop ravage very late so to reduce the chance of them having any cooldowns left.
  7. aRtFuL

    WH gear question

    Yeah. Though I don't know why people would want to dress higher set looking than they actually are. I intentionally modded everything to look lower tier and remove all titles from my name so that I appear less significant in pvp compare to how powerful my gear actually is - it is good getting pass over from the initial focus fire/CC until they realise that you are ripping them apart 1 by 1 lol. Hustling is awesome.
  8. Pretty much all melee/10m classes in swtor has spammable snares. Come on. Juggs has it, mara has it, PT has it. The only class that I can think of that don't have it are Assassin and Operative but then again, they have other forms of CCs. 0 range leap is a farce. Hardly Anni mara uses it for interrupt because force charge is NOT something to be wasted on just for the sake of interrupt. If you blow it, your opponent stun you, they get range, they snare you, game over.
  9. But I wasn't responding to you comments either before. So not sure what you are on about.
  10. 2 geared any dps can burn down any class in seconds, even tanks. Have you ever seen a geared carnage marauder and a geared anni marauder working on a guy in unison? Damnest sight I've ever saw. The poor focused man can't move, can't run, armors are being ignored, and crit to oblivion. I've seen geared sniper combo with gear tankassin doubleteam as well. Even worst. There is nowhere to hide and nowhere to run.
  11. What?? "Loads of snares" are only in Combat/Carnage spec. Watchman/Anni's snares are crap in comparison - 50% reduction on DoT can easily be negated or cleansed by many other classes's main abilities (Vanguard's Tactics' Hold the Line or Assault's Degauss). It is really no different than Pyro PT/Assault vanguard's DoT snares. Carnage has 2 roots and 1 snare in addition to default combat movement speed increase of 15% and 50% speed increase on predation.
  12. Any class can be superheroes when you are talking about 31/31/31 spec. Lol. I call that 31/31/31 spec because you can only have "loads of snares", a "short cooldown charge" and a "short cooldown interupt" if you are 31/31/31.
  13. Grampa Simpson: Have you ever read "The Boy Who Cried Wolf"? Bart Simpson: I glanced at it. Boy cries wolf, has a few laughs I forget how it ends.
  14. Yeah it is possible and it does happen, however the reason why a mara pops UR in the first place was because they are in trouble. If you are in trouble I'd say survival and get out alive is probably the first priority. If you are planning to play the sacrifice game (which sometimes you need to, for example on door or point defence, to buy your team time to arrive) then any of the move that is meant for escape can also be use to prevent cap and prolong the fight.
  15. Get the saber first I say, augment it out, and be good with escapes - get out if you can't take something down to half health quick at least and people are starting to target you. Don't play your mara like a warrior - play it like a rogue that has limited stealth and you should do a lot better.
  16. You can leave and rejoin often times an hour later and the battle fronts barely moves 20 meters. Those were the days...
  17. Depends on how u play ur mara really. If u are good at hit and run semi-rogue kinda playstyle carnage imo is better. Anni is more for warrior type of playstyle, sticking it out and dps down.
  18. OP, I doubt that very much. People go into pvp always tries from all the games I've seen. You can't afk and get something anymore (not without badges). 99 comms a day for doing this is really dismal. If they do that, they will be getting less than 1 piece of gear in a week, as oppose to someone who actually will get 1 piece of gear in less than a couple of hrs by actually playing that 6 games. Those 90 comms are minor bonuses, at best. I don't think people will really hold up their cpu time just for that 99 comms a day, which could probably be better use for bittorrenting. Especially the fact that there is virtually NO world pvp in this game, and you can't even take your gear outside to gank people with in most places. Therefore your logic is flawed. It seems more like you a have vested interest in newbies not catching up so you can continue beating them up because you have better gear.
  19. While gore is important, it is not THAT important in terms of overall scheme of a Carnage's rotation. Gore helps increase the damage a fair bit, but the majorly of the burst of Carnage was because of crit Scream anyways (when you partner crit Scream right on the last hit of Ravage or crit Scream chaining with vicious throw). Cleansing Anni's DoT is probably a lot worse than cleansing Gore because DoT is actually a significant part of the Anni's main damage whereas Gore is just a setup debuff. Personally I'm not worried about the squishiness. Our predation runs faster and our force camo removes snares. If something is wrong, just run so you can reset the fight. Also, I just try to avoid getting into getting focused unless our team got healers that actually heals.
  20. Sure the one I use is: http://www.torhead.com/skill-calc#100bcZGrMRRrrdGzZM.1 If you have enough accuracy you can probably go for: http://www.torhead.com/skill-calc#100bcZGRMRRMrdGzZG.1 Instead, but I don't have enough without the talent.
  21. Actually I think carnage might be a better spec for focusing healers. There is a chance that healers will be cross-cleansing with each other so dot pressure might not always be a good idea in that case. Ravager is pretty decent if you use it in the later part of the fight, after the healers have burned most of their CCs and thye have nothing else that can stop your last hit. Healers tends to rely on running a fair bit too so carnage's roots might be better also in that circumstances.
  22. Why are you only quoting that one line, while not even address my point about a handicap system vs a penalty system? Yolu only choose to argue the bit of personal opinion (which is no point in arguing, sicne different people have different opinions), but not address that part where I highlighted on solutions (which is, in fact, the key to this thread)? For example the poster above me is being pragmatic and addressing the issues, he/she is debating about a fix (which is addressing the point of this thread), NOT other people's values and opinions. Finally, if a handicap/incentive system addresses the same issue but achieve a better result than a penalty system, then why are people so insistent on a penalty system that ultimately discourages participation??
  23. But it doesn't change the fact that penalty is NOT a good way at all to force people to stay in game. People are going to leave regardless if they don't see their effort is being recognised. A handicap system, on the other hand, by far encourages people to stay in game more than penalty. Handicap system, like the one I've mentioned, is NOT rewarding people for failure - it is recognising player's effort to be courageous and have heart in sticking to a fight. It is like giving out Purple Hearts or a prosmethus Medal of Valor. Severe penalty only serves to drive people away, especially in this game where world pvp and getting ganked is so rare because most quest areas are so separated - there is really no incentive or necessity to pvp to get gear for world pvp because world pvp doesn't happen anyways, which ended up making pvp progression pointless and dull in many aspects in this game.
  24. Instead of these silly penalty suggestions, we should have a handicap system in place where: 1. Once a team has less players than the opponent, there is no longer a 1 badge minimum requirement for the team. 2. For every player less, everyone in the team gets 1/8 more of their own total comms at the end for every man short (ie. the handicap bonus) For example: 1 man short, everyone in the team gets a 1/8 increase in the comms they get at the end 2 man short, everyone in the team gets a 2/8 increase in the comms they get at the end This way people are encouraged to stay in game and to try to fight it out even if short-manned. Also, BW should remove the ability to join a game that is already in process. Let failed games finish quickly please.
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