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Zakmonster

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  1. I used to be able to, back during 3.x (on my PT and Merc). Now that I've just come back to the game, I'm not max level yet, so I don't know what the situation will be like. I assume it's still possible, but likely not worth the time or effort.
  2. Which faction dominates is also determined by the timezone you play on, and who happens to be queuing that day/night. Most PvPers have alts in both factions, so it can really vary on a daily basis. On the Oceanic timezone, I find myself in a same faction (Imps) WZ more often than not, as there are more Imps queuing than Pubs.
  3. I'm not sure what time zone you play on, but there are only a handful of Scoundrels that I recognize as good, compared to the legions of Operatives that are formidable opponents. Since I main a PT, and spend most of my games solo guarding a side node, I've come up against my fair share of stealth classes attempting to duel me. Sad to say, some of them don't even bring me down past 50% before they die.
  4. I guard the side node in ACW - the team can't kill anyone in mid. I got to mid to help out the offense and focus healers - we lose the side node to a stealther. Also, no one else is helping me kill healers in mid, so we're actually getting nowhere and I'm getting my butt kicked by the enemy team who want me off their healer. Sometimes I can do everything possible in a WZ but make no difference, because my entire team is undergeared, not trying, or not paying attention. And when this starts happening the entire night, it can get frustrating. (If it's pre-60 PvP, though, I don't mind as much, because it's safe to assume they're still pretty new to PvP. No excuses at 60, though, you had plenty of chances to learn before hitting the level cap.)
  5. You can't see the ops frame of the enemy in a Warzone, so how are you going to tell if there's an enemy premade on the opposing side? I mean, you can't even tell who is on the enemy team until you actually start fighting them.
  6. On the other side of the fence, pulling of #6 on an enemy who's about to score is probably the sweetest thing you can do in Huttball. If you're a PT/VG or tanksin who's serious about Huttball, you'd have that move perfected to an artform. EDIT: I also like pulling down the pass receiver while the ball is mid-flight, so it just forces a reset. Defense in Huttball can be one of the most engaging and dynamic content in the game.
  7. If your problem is a stealther preventing you from capping, then get 2 or 3 people to start capping at the same time. He'll only be able to delay you for about 10 seconds, after which he'll be forced out of stealth to interrupt. Burn him down and then cap. If you can't burn down a stealther with ~3 people in a decent amount of time, your team deserves to lose anyway.
  8. Ask him to kill a sorc healer by himself, see how well he does.
  9. I also play on The Harbinger, which reminds me of a funny thing that happened a few nights ago. I popped into a reg arena during APAC primetime (it's typically Pub v Pub at this point in time) and saw that we were up against Imps. It was a pleasant surprise. Their team? 1 DPS and 3 healers. There had to be an Imp group in a WZ complaining about how Imps never play healers, and there's 3 of them in a single arena match. Wonderful matchmaking.
  10. Since you play a PT/VG, I think you'd know exactly how much burst one of them can bring to the table. It requires minimum set-up, you can be constantly on the move and the 4-10m range lends itself well to chasing around a healer or something. And with proper cycling of cool downs, its possible for you to survive under focus for a few seconds, enough for you to be able to kill someone. I don't think a VG/PT needs better cool downs, they're plenty tough as it is, especially when combined with their damage output.
  11. In my limited experience playing WS (2 beta weekends), I thought the complete opposite. I thought the levelling quests were fun, because they made good use of the physics and the game engine. There are fun, quirky quests that made me giggle more than any MMO had before. I found the PvP to be unfun and a bit bland. I don't like the telegraph system for PvP. I am fine with an LAS for PvP, like what GW2 has, but the telegraph system makes things a bit too simplistic. It's like they took all the single-target abilities, slapped an AoE effect on it and then called it a day. Perhaps there's more depth and intricacy to it that would need time to figure out, but I don't really want to invest in a new MMO now.
  12. I never quite understand why people are so keen on arguing about whether an MMO is good or not. Different things appeal to different people. Whether WS is better than SWToR is really a matter of what kind of gameplay you prefer. Some people prefer more active, movement-based combat, which means LAS, twitch-reflexes and having to aim your attacks. Games like GW2, WS, Tera Online, Blade and Soul come to mind. Some people prefer large-scale PvP, with keeps and fortresses and RvR. GW2, WS, and ESO fit this niche. Other prefer smaller-scale content. 1v1, 4v4, 8v8, etc etc. For this, you have SWToR, GW2, DCUO, WS, WoW, Blade and Soul and a bunch of other MMOs. Then it comes down to genre and game world. Fantasy? Sci-fi? Modern day Lovecraftian horror? Do you prefer the lore of WoW, Star Wars or Final Fantasy? These are also things that can decide whether or not you play an MMO. Long story short, different things make a different MMOs good. If someone finds Wildstar fun, but you don't, what does it matter? It's his opinion and he's having fun with the game. You go have fun with yours.
  13. Difficulty =|= good. That said, Wildstar's PvE is good and fun and has interesting boss mechanics, although I'm not sold on 40man raids. Was a ***** to coordinate in vanilla WoW, will be a ***** to coordinate in WS. WS PvP is varied and has cross-server and blah blah blah. It all sounds nice on paper, but what really turned me off Wildstar was how boring the gameplay was. Classes looked nice and fun, but actually playing them was kind of a drag. PvP is a mass of red zones and green zones and everyone shooting everyone else, without any actual tactical play to it. That might appeal to some, but it doesn't appeal to me. The housing in Wildstar is amazing and I love it, but I'm not going to subscribe to an MMO just to be able to play at being an interior designer. I hope you have fun in Wildstar. Sad to see you go.
  14. I'm not going to troll scylence this time and try to engage in constructive discussion. 1) No reflecting CC. This is a bad idea, and I think you know it. GBTF/UR is a powerful ability with a powerful drawback. I think GBTF should free you from CC effects in addition to its normal effect, instead of providing CC-immunity for the duration. While CC is an issue for the Marauder (and non-Vengeance Juggernauts), total immunity might not be the way to go. I think escape abilities would be a better idea. Combined with your normal CC-break and Resolve, this should give Marauders enough tools to avoid/escape CC. 2) 1.5%/3%. Stacks twice. I don't personally think there's anything wrong with Marauders being tanky, but 10% might be a bit too much. 3 & 4) This has already been suggested before in a previous thread. Still, I think it's a great change and is in-line with the developers' move towards less RNG-based specs. 5) Might wanna make it 3s. If you Leap from max distance, 1s of the immunity is eaten up by travel time, they way it does for Unstoppable/Unremitting. Your target can still interrupt the last tick of Ravage if they time it right (like they can do with Vengeance Juggernauts).
  15. Show me a video that proves Carnage marauders should be given Unstoppable. /lessthan24hoursuntilyougoawayhopefully
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