Jump to content

The Best View in SWTOR contest has returned! ×

All the OP classes what are they atm?


mclammitys

Recommended Posts

  • Replies 50
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Yeah I think I agree with you on this one. Powertechs seem to be quite a bit stronger than Mercs so moving Mercs into the "Balanced" group makes sense. BUT their dps got buffed by quite a bit in 1.2 so I think we may be in for a nasty surprise once enough of them figure out how to play now. ;)

 

They were ninja nerfed in 1.2c like 3 days ago. Unfortunately I want to think I'm elite, but I'm at the bottom of the list atm.

Link to comment
Share on other sites

Honestly, I think the real problem people are having with marauders is that they're not dying anywhere near as quickly as they used to. Pre-1.2, .

when pre 1.2 were they used to die quick? i mean nithing reduced their survivability in 1.2 and consider that ALL classes dmg inreased. so if anything than they die now quicker than before.

 

i think your totally wrong observation has absoluztely nothing to do with the current complains.

 

honestly, i think they main issue on this forum are such pro-analyst :rolleyes:

Link to comment
Share on other sites

For those of you saying Marauder / Sent are OP, you don't know how to play your class than. Because of how broken the resolve system is, most ranged classes can easily kill a Sent / Marauder with you many knockbacks and roots. Especially since roots aren't effected by resolve. Sages and Srocs are impossible to solo. First, you have to break through their shield which takes at least one full rotation of DoTs and CDs, even with full BM gear. Second, they have a knockback that stuns after it, lightning which can keep them stunned for a huge amount of time, slows, and other roots. If anything, Sent / Marauder DPS wise might be a bit low. If you want to lower their damage, then you also have to give them a way to remove roots and stuns on a more manageable basis and not once every 1 min.
Link to comment
Share on other sites

There are definitely tweeks that need to be made.

 

Marauders seem to have too much survivability for their DPS output. It's almost guaranteed that a marauder will vanish or Immune shield once a fight. A lot of other classes have a survival key, but I dont think many have 2. that lets them use it rather frequently.

 

Assassin tank hybrids yea. They are Cray cray.

 

Powertechs in good gear seem pretty beastly as well. Though, this may be because I'm an operative and heavy armor/fire is a bit tricky.

 

I know a few good juggs, so i might be seeing the better end of that spectrum, but I see juggs often charge into 2-3 and AoE everyone to 1/2-2/3 health in an instant. That seems pretty nice.

Link to comment
Share on other sites

Hey all

 

After reading the forums couple hours i did find out that most if not all classes are OP?

 

Shadows/Assassins are OP in tank spec

I agree, too much damage, control, surviability

Operatives/Scoundrels are OP in healing spec

No, they are mobile healers. Just because 1 dps can't kill a healer who can heal on the run does not make them op.

Juggernauts/Guardians are OP in Focus/rage spec

No, BIg damage, also long set up times. If playing against an all ranged team damage is pretty terrible.

Sentilens/Marauders are op in Focus/rage and Watchman/Annihilation

Rage no, Ann very much so.

Powertechs/Vanguards are op in Pyrotech/Assault Specialist

Very little surviability, very high burst. If you're getting lit up by one focus them. They die quick.

So if im right sages/sorcerers, Snipers/gunslingers and Troopers/Mercenarys are onlyones not OP?

Key aspect to pvp, classes who excel at 1 role are fine. These classes can all blow people up, and cannot really survive when focused. They are fine and are how all classes should be defined. Either high damage, surviability or utility.

If so we have good balance or what?

For the most part yes.

Link to comment
Share on other sites

You're horribly wrong. It's not the spec, its tank specs in DPS gear that's broken. It's not exclusive to Assassins. Pyrotechs are fully capable of putting up huge numbers and have crazy burst if timed right. Same with Rage spec Juggs. All three are more than able to put up 600-900k in stalemate warzones wearing DPS gear, spamming AoEs, and with a pocket healer...

 

The difference is that tank spec assassins don't necessarily need a pocket healer. Saying 'xyz class' can put up good numbers in a stalemate with a pocket healer is a pretty weak argument for your point. Any class can put up good numbers with a pocket healer. If you want to see how strong they really are, see how their numbers stack up while they're being focused and have no heals.

 

I put up great numbers on my vanguard in a retarded pve full tank spec just because I had someone keeping me alive so my damage added up over time. In my dps spec, I also put up great numbers but as soon as someone from the other team realizes the pug healers are ignoring me, I go down like the head cheerleader.:eek:

Link to comment
Share on other sites

For those of you saying Marauder / Sent are OP, you don't know how to play your class than. Because of how broken the resolve system is, most ranged classes can easily kill a Sent / Marauder with you many knockbacks and roots. Especially since roots aren't effected by resolve. Sages and Srocs are impossible to solo. First, you have to break through their shield which takes at least one full rotation of DoTs and CDs, even with full BM gear. Second, they have a knockback that stuns after it, lightning which can keep them stunned for a huge amount of time, slows, and other roots. If anything, Sent / Marauder DPS wise might be a bit low. If you want to lower their damage, then you also have to give them a way to remove roots and stuns on a more manageable basis and not once every 1 min.

 

Yeah, those 31/31/31 sorcs are a pain.

Link to comment
Share on other sites

/troll

 

So if the devs do scale marauders (or whatever class) back and those folks suddenly find it really difficult to survive or put up decent damage numbers, will you just tell yourself "learn to play"? It seems "learning to play" can overcome any stacked deck in the world. The patch notes show that a class has been buffed or nerfed, but that cannot possibly have an affect on people as long as they have "learned to play" right. I laugh every time I see that posted.

Link to comment
Share on other sites

In my opinion melee are genearlyl stronger. Tho I would say jug/guardian is closer to balanced that sent/mara.

 

Its not the melee dps shouldnt kill things, no one has ever said they should not. The issue most have with maras is not the dps they do, its the damage they can soak up through defensive cool-downs. Its completley over the top.

 

So either maras need readjusting back to planet earth or they need to look at other classes and start boosting defences and counters to this class, because you cannot even be compettive with good maras as a sage anymore - any good sage will tell you this, those claiming they pwn maras are pwning bad maras or they are basically lying. You will never kill a competent player who is using a mara, period.

 

I kill mara's on my sentinel all the time, i also kill them on my healing scoundrel, or my tank Vangaurd. I know how the class works, i know the what the animations on them mean, and what is active. If i see them use rebuke, i dont hit them for 6seconds until it wears off. That way, i wont keep refreshing it for 30seconds. If i see the bubbly come up, i keep my distance, snare and kite. When they are low on health and they are above level 40, and they turn red, i dont engage them until the animation fades, why, because they are immune to damage. CC them, if you can when this happens. Its about awareness, its about control. Use what you have in your arsenal to counter what they are using.

 

learn to play against the class. They can be beaten, and easily if you are aware.

Link to comment
Share on other sites

Hey all

 

After reading the forums couple hours i did find out that most if not all classes are OP?

 

Shadows/Assassins are OP in tank spec

 

Operatives/Scoundrels are OP in healing spec

 

Juggernauts/Guardians are OP in Focus/rage spec

 

Sentilens/Marauders are op in Focus/rage and Watchman/Annihilation

 

Powertechs/Vanguards are op in Pyrotech/Assault Specialist

 

So if im right sages/sorcerers, Snipers/gunslingers and Troopers/Mercenarys are onlyones not OP?

 

If so we have good balance or what?

 

Sry for typos

 

Agree, exxcept for pyrotech powertechs and rage juggernauts.

Link to comment
Share on other sites

I don't understand why people say that Rage Juggs are OP.

 

I play a Jugg, and since we were harshly nerfed, all you have to do is knockback our smash, or stun us right after we force charge, that way we do 10% less damage. I'd say that Juggs should get a massive buff.

 

Operatives aren't OP. I have had some completely outclass me and I just strive to get better. I really don't want this class buffed *THAT MUCH*, but they could use a minor buff.

 

Sorcerer's don't need a nerf or buff atm.

 

Marauders are Juggs + healers + Raw dps power. A nerf is 100% needed.

 

Assassins are fine. Yes, they can hold off 3-4 people for a minute while defending a node, but hey.... maybe other classes need a buff??

 

Bounty Hunters are meh. I haven't been killed by a Merc after their nerf. They need a buff.

 

I can't comment on PT's because I haven't ever tried their class before. Sure, I have a hard time burning down tanks, but that's what happens when people can't cooperate with eachother. Same goes for Snipers, I really don't know how to play one.

 

In conclusion:

 

Marauders are OP.

Juggs are UP

Sorcerers are Good

Assassins are Great

Operatives are Ok

Snipers are Somewhat Good(Better than ok)

Merc's are UP

PT's are Good

 

Nerf Marauders, Buff Juggs, Leave Sorcerers alone, W/e with Assassins, Give a minor buff to Operatives, Snipers... Idk, Buff mercs, and leave PT's alone.

Edited by SithEBM
Link to comment
Share on other sites

Hey all

 

After reading the forums couple hours i did find out that most if not all classes are OP?

 

Shadows/Assassins are OP in tank spec

 

Operatives/Scoundrels are OP in healing spec

 

Juggernauts/Guardians are OP in Focus/rage spec

 

Sentilens/Marauders are op in Focus/rage and Watchman/Annihilation

 

Powertechs/Vanguards are op in Pyrotech/Assault Specialist

 

So if im right sages/sorcerers, Snipers/gunslingers and Troopers/Mercenarys are onlyones not OP?

 

If so we have good balance or what?

 

Sry for typos

 

Op/Scoundrel heals are the only ones that (sometimes) melt like butter for my Scrapper... all of the others feel like indestructible healing dynamos most times...

Link to comment
Share on other sites

Hey all

 

After reading the forums couple hours i did find out that most if not all classes are OP?

 

Shadows/Assassins are OP in tank spec

 

Operatives/Scoundrels are OP in healing spec

 

Juggernauts/Guardians are OP in Focus/rage spec

 

Sentilens/Marauders are op in Focus/rage and Watchman/Annihilation

 

Powertechs/Vanguards are op in Pyrotech/Assault Specialist

 

So if im right sages/sorcerers, Snipers/gunslingers and Troopers/Mercenarys are onlyones not OP?

 

If so we have good balance or what?

 

Sry for typos

 

I play an IA OP Healer, i dont concider my class OP, if one player can out DPS my heals then i would say i was fail, no toon should out dps a healer, but if more then one focus fires a healer and takes em down then your group is great. concider this, if a healer can get taken down by one dps'er then what are they really worth to you? just focus fire the healer then you win, having a dps'er death match a healer and then they complain when they cant take them down is just silly!!!

Link to comment
Share on other sites

I play an IA OP Healer, i dont concider my class OP, if one player can out DPS my heals then i would say i was fail, no toon should out dps a healer, but if more then one focus fires a healer and takes em down then your group is great. concider this, if a healer can get taken down by one dps'er then what are they really worth to you? just focus fire the healer then you win, having a dps'er death match a healer and then they complain when they cant take them down is just silly!!!

 

"no toon should out dps a healer " <<<<<<WHHHHHHHHHHHHHAAAAAAAAAAAAAAT? and why not so you can always win? Brilliant and i bet you call yourself a good player.

Link to comment
Share on other sites

"no toon should out dps a healer " <<<<<<WHHHHHHHHHHHHHAAAAAAAAAAAAAAT? and why not so you can always win? Brilliant and i bet you call yourself a good player.

 

If a healer cant out heal one dps'er then how would they help keep another player up in pvp? also what do you mean always win, how many healers you know can put out as much or more dps as someone who is spec'ed in a dps tree? sure over time we could probably wear someone down but what a long and boring fight that would be.

Link to comment
Share on other sites

You mean the crap worthless level? Yeah, good call. Lets bring peoples damage down to the level of the tank with the most laughable and worst damage of them all. Hope you never get to balance tanks. If anything Guardian/Jugg damage needs to be brought up to vanguard/assassin level.

 

 

lol. Go get your vanguard and try harder. Can break 400-500k damage on my vanguard just as easy while pulling 100k+ protection numbers through taunts alone during long matches.

Someone please get me a tissue, laughing so hard my eyes wont stop watering....

These posts of shieldtechs doing 5-800k is lmfaoroflbbqetfhax quit exagerating. You will never ever ever break 300k damage or 100k prot as a shieldtech in 1.2 no matter if you are wearing dps gear or not.... lmfao

 

One time I rolled a snipet in sorc gear and I was like doing 1mil damage in 3 minute games... its super OP

Link to comment
Share on other sites

Yep pretty much all the classes people QQ the most about pre 1.2 are now beaten into submission to the bottom of the ranks. So if logic follows 1.3 will nerf all the new top dogs and either over power the middle rank classes or return the original classes back to power for yet another QQ fest. That's the problem with balancing OP and good players. A good player can make any class almost appear OP. An OP class can make almost any poor player competitive. Put a good player in an OP class and suddenly they are the standard for all players of that class and brings down the inevitable nerf bat. And since a good player can make just about any class look good the nerfs go deep to make classes nearly useless even for a good player to lessen the numbers and appearances of the shadow OP class. Then what happens? The poor players move to the next FOTM class, the good players try to hold on but eventually are driven to the new power houses as well or from the game completely due to bad balance. You go from Sorcs/Sages everywhere to Marauders/Sents or Assassins/shadows everywhere. Its a vicious cycle that happens to every singe game that listens to its community .

 

1.2 was a double hit. Expertise sucked before but is mandatory now. Expertise changes alone changed the dynamics of PvP. Then add the boosts, nerfs, adjustments to all the classes on top of the expertise change and its all over board. Formerly power classes are now weakest ones. Formerly weak classes are now power houses that rival the strength of the old power classes and exceed the distance between balance and OP even more extremely. The balance has gone from tipping to the right to solidly rooted on the left. 1.3 will probably change the "balance" classes into the OP classes, the weak classes might get some love and be moved up to "Balanced" and the new generation of OP classes will get knocked down to weak status yet again depending on the prevailing QQ winds and campaigns calling to nerf XYZ class. Its happened before....it will happen again, as it always does in these MMO worlds.

Edited by Datku
Link to comment
Share on other sites

My opinion of class balance from most useful to least useful in 1.2 pvp:

 

Strongest: Juggernauts (hybrid), Assassins (hybrid), Marauders

Strong: Powertechs (hybrid/DPS), Merc DPS

Balanced: All healers (Operative > Sorc,Merc), Snipers, Sorc DPS, Assassin DPS

Weakest: Operative DPS, Full tanks (tank gear and tank spec)

 

IMO the gap between the classes that I rated as "Strong" and "Balanced" is pretty small though.

I am playing a hybrid Assassin (valor 62) and a DPS Operative (valor 75) right now.

 

This. Tanks in the weakest category is acceptable because they play an even more essential role with guard now. Since TTK has gone down they are almost a necessity to keep healers alive. I would create a new subcategory. Strongest, Strong, Balanced, WEAK, Weakest. Sorc Healer would probably be there, that or I've yet to meet a good sorc healer post 1.2 they all drop like a sack of potatoes.

 

I agree that Pyrotechs are strong but not anywhere near the strongest, we do crazy burst and put up big numbers but we can't escape and we can't take damage. Pyros could have their damage tuned down atm and they'd be more balanced, but it'd have to be more of a tweak than a big nerf, we're not so far from balanced that we could survive a big nerf. (can't speak for Merc Pyro but I'd argue that it's worse than PT)

 

In my opinion the strongest aren't so OP that they deserve a massive nerf but they definitely need to be looked at. Again in my opinion, they need to nerf Tanksin damage, not sure what I'd do with jugs, and not sure which part of maras I'd nerf personally (probably survivabilty).

Link to comment
Share on other sites

×
×
  • Create New...