nschlan Posted March 5, 2012 Share Posted March 5, 2012 Oh I do.. he doesn't... and apparently neither do you. Because if you think 2-3 snares is going to stop a group of Sorcs from sprinting past you... through firetraps and pulling the ball carrier away from you... all the while still attacking/slowing down that carrier.... with absolutely no pulls or pushes of your own.... well let's just say I would LOVE to play you over and over again for free wins. I don't believe he stops any ball carriers at all with his combination. Not one. It is so easy to knock sentinels off the top ramps/platforms if your a hybrid Sorc/Sage. Any group of 2-3 Sorc's protecting ANY carrier... doesn't even have to be a Jugg... will be completely unstoppable to his combination considering the lack of pulls and pushes unless they completely utterly fail. Whatever though. I see this thread is full of bad people. Our roots (or, you know, the rest of our CCs) stop the sprint. Spam our snare, they can barely run. Sprint isn't up for a while cause there're these things called COOLDOWNS. We get knocked down? We leap back up. Also, Gunslingers get a knockback. At this point I'm assuming you're trolling. Link to comment Share on other sites More sharing options...
Smashbrother Posted March 5, 2012 Share Posted March 5, 2012 Oh I do.. he doesn't... and apparently neither do you. Because if you think 2-3 snares is going to stop a group of Sorcs from sprinting past you... through firetraps and pulling the ball carrier away from you... all the while still attacking/slowing down that carrier.... with absolutely no pulls or pushes of your own.... well let's just say I would LOVE to play you over and over again for free wins. I don't believe he stops any ball carriers at all with his combination. Not one. It is so easy to knock sentinels off the top ramps/platforms if your a hybrid Sorc/Sage. Any group of 2-3 Sorc's protecting ANY carrier... doesn't even have to be a Jugg... will be completely unstoppable to his combination considering the lack of pulls and pushes unless they completely utterly fail. Whatever though. I see this thread is full of bad people. Do you have a reading comprehension disorder or something? I said snares AND roots. Roots prevent movement, so sorcs cannot sprint away. It also prevents juggs from leaping. Roots are not affected by resolve. Do you also realize that sentinels can leap? Link to comment Share on other sites More sharing options...
nschlan Posted March 5, 2012 Share Posted March 5, 2012 Nope. I see you are though. Actually, he is very experienced and a good player. I see him sometimes on my server and he's on the list of good people to have in your WZ. Link to comment Share on other sites More sharing options...
zizzefex Posted March 5, 2012 Share Posted March 5, 2012 (edited) Our roots (or, you know, the rest of our CCs) stop the sprint. Spam our snare, they can barely run. Sprint isn't up for a while cause there're these things called COOLDOWNS. We get knocked down? We leap back up. Also, Gunslingers get a knockback. At this point I'm assuming you're trolling. Gunslingers don't get a knockback.... noone is going to be running past them LOL. I'm done wasting my breath.... you guys are all bad. I'll leave it there. I'll be looking for you guys on the WZ ranking ladder.... at the bottom. I know I'll have better luck finding you there. Edited March 5, 2012 by zizzefex Link to comment Share on other sites More sharing options...
nschlan Posted March 5, 2012 Share Posted March 5, 2012 Gunslingers don't get a knockback.... noone is going to be running past them LOL. I'm done wasting my breath.... you guys are all bad. I'll leave it there. I'll be looking for your on the WZ ranking ladder.... at the bottom. I know I'll have better luck finding you there. Tell me your IGN and server and faction. I'll make sure to look for you specifically tough guy. (that's assuming a team would want someone so obviously bad) Link to comment Share on other sites More sharing options...
Zepidel Posted March 5, 2012 Share Posted March 5, 2012 (edited) If I thought huttball was legitimate and competitive pvp I would run a group of 2 sorcs, 1 jugg, and 1 annih/rage marauder who does nothing but keep 80% group runspeed up permanently. Then when I win every single game of huttball I could declare how great I was at pvp. Edited March 5, 2012 by Zepidel Link to comment Share on other sites More sharing options...
Groncho Posted March 5, 2012 Share Posted March 5, 2012 LOL no. Spoken like a true Sorc/Sage.... only a Sorc/Sage would think Huttball was anything less than complete trash. only a baddie thinks that sorc/sages rules in hutball Link to comment Share on other sites More sharing options...
nschlan Posted March 5, 2012 Share Posted March 5, 2012 only a baddie thinks that sorc/sages rules in hutball Yeah...we spent this whole thread telling him that but some people are just willfully ignorant. Link to comment Share on other sites More sharing options...
Sinemetu Posted March 5, 2012 Share Posted March 5, 2012 Although I'm operative healer who enjoys huttball like it is... they need to make some changes if they have rated huttball. Sure, I can stealth ahead and receive passes or serve as a platform for juggernauts, but so could an assassin, except they can use knockbacks to clear the platform and spec into a pull and use a sprint and a 30y snare. I think non-sorc/jugg comps can be more effective than people are giving credit, but let's face it, if you're going to pick your classes you're not going to pick an operative because they have no knockback, no pull, no sprint, and no ranged utility beyond what a sorc brings (heals). Honestly, I'm not sure why you would bring a class that doesn't have a knockback, unless it's a marauder for dps or a powertech for catching and stopping the ball carrier (leap, pull). Link to comment Share on other sites More sharing options...
nschlan Posted March 5, 2012 Share Posted March 5, 2012 Although I'm operative healer who enjoys huttball like it is... they need to make some changes if they have rated huttball. Sure, I can stealth ahead and receive passes or serve as a platform for juggernauts, but so could an assassin, except they can use knockbacks to clear the platform and spec into a pull and use a sprint and a 30y snare. I think non-sorc/jugg comps can be more effective than people are giving credit, but let's face it, if you're going to pick your classes you're not going to pick an operative because they have no knockback, no pull, no sprint, and no ranged utility beyond what a sorc brings (heals). Honestly, I'm not sure why you would bring a class that doesn't have a knockback, unless it's a marauder for dps or a powertech for catching and stopping the ball carrier (leap, pull). Operatives can be great. Healers, obviously, contribute. A DPS Op can control mid, burst down ball carriers, CC people in the fire etc. They have a place, it just doesn't involve as much carrying the ball and is more support oriented. Link to comment Share on other sites More sharing options...
Sinemetu Posted March 5, 2012 Share Posted March 5, 2012 Gunslingers don't get a knockback.... noone is going to be running past them LOL. I'm done wasting my breath.... you guys are all bad. I'll leave it there. I'll be looking for you guys on the WZ ranking ladder.... at the bottom. I know I'll have better luck finding you there. You ever hear of cover pulse? They have a knockback. Link to comment Share on other sites More sharing options...
Rogmar Posted March 5, 2012 Share Posted March 5, 2012 You ever hear of cover pulse? They have a knockback. Nah, only Sages/Sorcs have useful skills according to this guy. Link to comment Share on other sites More sharing options...
getdownsb Posted March 5, 2012 Share Posted March 5, 2012 It's going to be lol when all of these scrubs that think Huttball is great and class comp doesn't matter get utterly facerolled by 6 sorcs and a sin tank and a jugg tank. Link to comment Share on other sites More sharing options...
nschlan Posted March 5, 2012 Share Posted March 5, 2012 (edited) It's going to be lol when all of these scrubs that think Huttball is great and class comp doesn't matter get utterly facerolled by 6 sorcs and a sin tank and a jugg tank. If you run that comp, I hope to the internet gods I go up against your team. Easy win is easy. Edited March 5, 2012 by nschlan Link to comment Share on other sites More sharing options...
Arzhanin Posted March 5, 2012 Share Posted March 5, 2012 Hey folks, We do have a thread discussing this topic already: http://www.swtor.com/community/showthread.php?t=340998 Feel free to head on over to that thread to continue the discussion as we will be closing this thread to keep things a bit more consolidated. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts