bahugboto Posted February 16, 2012 Share Posted February 16, 2012 very nice analysis, just shows you how broken the current game mechanics is when a shadow is able to out tank a melee, not only that if you take into account better DPS, better CCs, the ability to kite and better range abilities etc. Link to comment Share on other sites More sharing options...
hadoken Posted February 16, 2012 Share Posted February 16, 2012 very nice analysis, just shows you how broken the current game mechanics is when a shadow is able to out tank a melee, not only that if you take into account better DPS, better CCs, the ability to kite and better range abilities etc. Not sure what you're talking about. Shadows ARE melee tanks, or can be. Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 Not sure what you're talking about. Shadows ARE melee tanks, or can be. Telekinetic Throw/project, stasis field, mind crush, Telekinetic Throw. Link to comment Share on other sites More sharing options...
shadowAI Posted February 16, 2012 Share Posted February 16, 2012 (edited) Telekinetic Throw/project, stasis field, mind crush, Telekinetic Throw. Your just trolling, but to make sure people know the facts. The above is mostly 10 range and pathetic damage when not combined with the procs from melee abilities. A 4-10 range class that most damage comes from abilities that req 4 range or build up in 4 range. TLDR replying to a troll or a person that doesnt know ranges of abilities. Edited February 16, 2012 by shadowAI Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 Your just trolling, but to make sure people know the facts. The above is mostly 10 range and pathetic damage when not combined with the procs from melee abilities. A 4-10 range class that most damage comes from abilities that req 4 range or build up in 4 range. TLDR replying to a troll or a person that doesnt know ranges of abilities. pathetic argument. Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 Your just trolling, but to make sure people know the facts. The above is mostly 10 range and pathetic damage when not combined with the procs from melee abilities. A 4-10 range class that most damage comes from abilities that req 4 range or build up in 4 range. TLDR replying to a troll or a person that doesnt know ranges of abilities. for your info 10 m is range and very kitable. Link to comment Share on other sites More sharing options...
Vales Posted February 16, 2012 Share Posted February 16, 2012 signed! L2P seriously. Link to comment Share on other sites More sharing options...
hadoken Posted February 16, 2012 Share Posted February 16, 2012 (edited) for your info 10 m is range and very kitable. 10m is actually the min range on charges. So no, you are not going to kite at that range. Not to mention the idea of a shadow kiting and still being able to do actual damage is pretty hilarious. Edited February 16, 2012 by hadoken Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 (edited) 10m is actually the min range on charges. So no, you are not going to kite at that range. Not to mention the idea of a shadow kiting and still being able to do actual damage is pretty hilarious. pebbles and lightning kitting by shadow tank does a ******** of dps especially when charge has a 15 sec cooldown and they have the ability to mitigate damage constantly continuing to maintain their range, nevermind that force push have a cooldown of 45 secs at most, they can slow from their dps abilities constantly, so yes to a skilled pvp'er it makes a big difference, it's not even close. It's like being able to get in a couple of extra hits everytime before your opponent who is weaker at overall tanking and dps than you can close you down, before you finally go into your nuke mode, CC and create seperation again, rinse, repeat. Edited February 16, 2012 by bahugboto Link to comment Share on other sites More sharing options...
hadoken Posted February 16, 2012 Share Posted February 16, 2012 pebbles and lightning kitting by shadow tank does a ******** of dps especially when charge has a 15 sec cooldown and they have the ability to mitigate damage constantly continuing to maintain their range, nevermind that force push have a cooldown of 45 secs at most, they can slow from their dps abilities constantly, so yes to a skilled pvp'er it makes a big difference, it's not even close. It's like being able to get in a couple of extra hits everytime before your opponent who is weaker at overall tanking and dps than you can close you down, before you finally go into your nuke mode, CC and create seperation again, rinse, repeat. You speak as if other melee don't also get snares. Guardian/Juggs for example can get a resource free snare with no cooldown. Combine that with their charge and force push resetting charge and they cannot be kited at all by one player. Link to comment Share on other sites More sharing options...
Cempa Posted February 16, 2012 Share Posted February 16, 2012 (edited) You realize -actually you don't so let me edamacutae you- all the damage a Sage/Sorcerer puts out can be healed without breaking a sweat! Get x2 competent healers on a side and you would have marginalized the Sage/Sorcerer to nothing more than a glorified CC machine that bubbles team members and pulls them 30m once every 60sec! Damage done will mean NOTHING in rated WZ....You hear me...NOTHING! Its all about getting a win! Just because Sages/Sorcerers stand 30m away and have many tools to escape they seem to do lots of damage. You ever gone up against a Marauder+Operative Healer+Assassin+Powertech? Feel free to replace the sin/bh with whatever else you want OTHER than Sage/Sorcerer. You realize in a rated WZ the Sage/Sorcerer will drop like a fly! 20% less healing+Charge+Pull+Stun+Perma Snare and Sage/Sorcerer bye bye within seconds..You can't even heal that. Edited February 16, 2012 by Cempa Link to comment Share on other sites More sharing options...
syntxerr Posted February 16, 2012 Share Posted February 16, 2012 Sorry, that just doesn't work like this. You're taking things waaay out of context here to illustrate a situation that will just never happen. Assuming constant, heavy damage, the Sorc will just drop dead almost instantly once the shield is gone. The Vanguard won't. Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 You speak as if other melee don't also get snares. Guardian/Juggs for example can get a resource free snare with no cooldown. Combine that with their charge and force push resetting charge and they cannot be kited at all by one player. as i said force push has only a max cooldown of 45 secs, they will be kitted the whole time anyways when not force pushing and will have to work on closing in while the sin uses slow, CC Pebbles then cancel to keep his distance and maintain constant dps while you miss out on critical moments where you needed to hit, not to mention sins are proven to be a more consistent tanker over time than jugs and jugs are merely burst tankers which is kind of silly if you think about it, burst tankers are not build for survivability, it's build for raiding, annoying with little or weak CC and interceding or running away like a wuss, again not the role of a low dps tanker. Link to comment Share on other sites More sharing options...
mdualib Posted February 16, 2012 Share Posted February 16, 2012 Sorry, that just doesn't work like this. You're taking things waaay out of context here to illustrate a situation that will just never happen. Assuming constant, heavy damage, the Sorc will just drop dead almost instantly once the shield is gone. The Vanguard won't. This! /agrees Link to comment Share on other sites More sharing options...
Vales Posted February 16, 2012 Share Posted February 16, 2012 as i said force push has only a max cooldown of 45 secs, they will be kitted the whole time anyways when not force pushing and will have to work on closing in while the sin uses slow, CC Pebbles then cancel to keep his distance and maintain constant dps while you miss out on critical moments where you needed to hit, not to mention sins are proven to be a more consistent tanker over time than jugs and jugs are merely burst tankers which is kind of silly if you think about it, burst tankers are not build for survivability, it's build for raiding, annoying with little or weak CC and interceding or running away like a wuss, again not the role of a low dps tanker. "Pebbles" CC the Sage more than it CCs the enemy... Link to comment Share on other sites More sharing options...
xirinia Posted February 16, 2012 Share Posted February 16, 2012 i generally dont even look at armour values considering for sorcs its pathetic. either way the ops maths is horrendous. So you don't look at armor or understand how damage reduction works, but you claim his math is horrendous? Just checking. Link to comment Share on other sites More sharing options...
bahugboto Posted February 16, 2012 Share Posted February 16, 2012 "Pebbles" CC the Sage more than it CCs the enemy... not if you pebble and cancel on time. Like i said in the hands of a skilled pvp'er they can micro themselves so they can constantly put a melee at a huge disadvantage. Link to comment Share on other sites More sharing options...
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