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DamienStark

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  1. I'm going to echo the others who have basically said that side/side is the platonically ideal best strategy, but that the realities of PUG usually shoot holes in it. A few details... I believe mid is the easiest to hold for ranged folks. You can see enemies coming from both sides, and you hold the buffs (as opposed to side, where they can pick up the buffs on their way to attack), and it's difficult for them to LOS you with the turret itself (especially if you stand on top of it). I personally like side/side (the speed buffs help with the transit time too), but it's the hardest to get PUGs to defend. First is the sad communication issue (east/west? right/left-NO! snow/grass?) but more importantly the people who just want to medal farm always want to go to mid because that's where the big piles usually happen. Good luck holding both sides while three of your guys insist on going to mid no matter what you say...
  2. Yes, this is a problem, but having taken the time to read the whole thing, I still think it's incorrect. Lots of good thought and analysis, but built on an incorrect foundation... First of all, he states over and over again that healing is "unlimited", which it clearly is not. The total healing done by all of team A cannot exceed the total damage done to team A. It is literally axiomatic that healing cannot be greater than damage, since you can't heal "past full health". If you only take 5K of damage, you can only be healed for 5K. You can't complain that "damage is limited and healing is unlimited", since that is self-contradictory. Now it's possible that one healer on your team can heal 400K in a match, while no single DPS on either team does 400K of damage, but that brings us back to the fact that nothing in the game (PVE OR PVP) is truly designed for 1v1. It's all team based, whether it's Heal-Tank-DPS against bosses in raids, or 8v8 in a warzone. It's not somehow "unfair to DPSes" that the healer - who got fewer medals for it BTW - did 400K while you did 250K, and if you really feel that is, try respec'ing to healer for a while and see...
  3. CHALLENGE ACCEPTED. ... ... ... Okay maybe not. But I'm pretty sure in this context "clicker" refers to people who activate their abilities by clicking the icons rather than binding keyboard keys. Not "anyone who clicks their mouse".
  4. I'm not Armstech, I'm Cyber, but the same situation occurs with earpieces. In the lower levels (20-35 or so) you're clipping through gear and levels pretty quickly, and not facing especially difficult content, and the availability and value of augments is not that great, so it's not really worth spending an extra 50K or so for a piece of gear with an Augment slot in it. When you're up at 45-50 though, progression slows down, spare credits go up, and the difference between gear with an augment slot and gear without can be noticeable in PVP or Ops. If people have 500K or more lying around, they're willing to spend 100K to get something Best In Slot rather than 15K on something that's not. Hence, a Level 49/50 Mastercraft can demand quite a premium. Supposedly orange gear with crit/augment is coming soon, I imagine those will draw even more of a premium...
  5. Again I tend to agree with this... Going shallow into the heal tree doesn't benefit you much at all in 1v1, and only a very small amount acting as secondary healer in warzones. I went this way: http://db.darthhater.com/skill_calc/bounty_hunter/mercenary/#::e5f2efefe4f2e3f3ef5e3fefefefe2f18: Still experimenting with it, and I'll admit I sacrificed a fair bit of Unload and Rail Shot goodness, but so far I like it. In 1v1's, as soon as I've taken a hit or two, I can kick off the fight with Energy Shield (now further reduces pushback and immune to interrupts, as well as buffing my self heals) and throw up a Kolto Shell and a Healing Scan (which triggers Proactive Med and Reactive Armor). Now we're off to the races and my DPS ain't what it used to be, but I'm mitigating a ton of damage for the first half of the battle. In warzones, I've still got the same AOE and knockback goodness I always had (DFA and Fusion Missle, Jet Boost and Rocket Punch, etc) but now I've got enough heal and protection to actually make a decent ball carrier (none of the Force-Leaping Interceding goodness of course, but at least I don't fall down instantly when two or three guys get on me) and to decently heal others. Only question left in my mind is whether it's worth sacrificing a point from Jet Escape to get Cure Mind, but I don't have a good feel for how often I'm getting mental effects I can't cleanse... I'd also love to sacrifice the dedicated CSC stuff like Supercharged Gas, Kolto Missle, etc but then I don't have enough points in the tree to get higher tier goodness like Kolto Shell...
  6. Um, yeah, my uh... Sorc crits Rail Shot for 7K all the time!
  7. Hey come on, we don't get all those Sorc utility abilities like Sarcasm Detection (Passive) and Subtle Trolling (60 second Cast, but can't interrupt) At least I do have a CC-breaker, Alt F4...
  8. I'll pretty much second everything Pwny_Express said. If you're full on Arsenal, Unload is your best friend, don't pass up Barrage for Power Overrides. Empowered Scans is kind of a waste if you're not going for Supercharged Gas, but as to where else I'd put those points, depends... If you're having heat management issues, you can decide between Improved Vents (ride all the way to full heat and hit the panic button) or Power Overrides (an extra preventative step to manage, but mathematically better to avoid heat than the vent it) If your heat management is fine, maybe go Advanced Targeting (will free up gear slots to stack Crit/Surge/Power instead of Accuracy) or Improved Cardio Package (I'd probably prefer 2% extra HP over 6% extra heal, if you're not really a healer)
  9. So much wrong here... 1. You can't talk about gearing up PVP and ignore the dailies and weeklies. 2. "Centurion gear is worthless". Obviously it's not as good as Champion, but it carries expertise and set bonus. If you've got lots of great lv 50 PVE mods (which not everyone has, and they take more work than Warzoning your way to Centurion gear) then great : buy the Cent gear for the set bonus and expertise in the basemod then put your mods in the other slots. 3. "Damn Bioware, y u make me play so much?" Even without Battlemaster gear, you should be ENJOYING the warzones. If you're not, then why put so much work into gearing up for them? If you ARE enjoying them, then great! Try not to stress about the gear so much, just keep getting rewarded for having fun. 4. Lastly, prices. "One champ item costs just about 70 commendations" is flat out false : http://www.oldrepublic.net/threads/1543-danowars-guide-pvp-gear.html So at this rate, 100% Centurion geared up, all slots, in 29 bags. That's like one week of work doing your quests and buying from Warzones. 100% Champion geared up, guaranteed no RNG, in 106 bags. 106 may sound like a lot, but in the old system you were trying to hit 25% chances at a random 1/12 specific piece of gear and drowning in duplicates. I never minded the fact that people investing more time and effort than me were getting better gear (although the kill-trading Ilum-exploting buildup out there may be frustrating, I understand them not rolling it back). What I minded was the inherent unfairness of RNG, followed by the escalating RNG punishment (trying to get that last piece of Champ gear was a 2% chance, 25% x 1/12 slots) and the fact that there was no middle ground between "fresh 50 with bad luck and no expertise" and "lucky guy in full Champ gear" They've fixed all that beautifully. There's still a little bit of RNG "wow I just got a token for gear I want!" to add excitement, but you also have a quick path to Centurion and a guaranteed path to full Champion. Huge improvement in my book.
  10. No, I don't remember those days. Didn't play those games. I'm playing this one instead. I have a wife and a job and a family, pretty sure those "mean something". I don't play this video game to "mean something", I play it to have fun. For me, "grinding wolf pelts" does not equal fun. I'm paying for this fun each month, and if it stops being fun, I'll probably stop paying. I'm not interested in paying a monthly fee AND grinding dull work for a month or two so I can "hopefully have a cool epic weapon". If your opinion differs, that's fine, you're welcome to it. You're also welcome to post forum messages about how you're going to drop your sub because this silly entitlement game is only for casuals, and Bioware is free to evaluate whether they want to target their efforts at people like you, people like me, or somehow both (for example, they just made it easier to get Centurion gear, slower to get your first few Champion, I'm okay with that). Only thing I'll add is that if you're really willing to do repetitive work for weeks and weeks in the hopes of something that "means something", I'd suggest you're better off applying that work ethic to actual work, or the gym. They'll pay you, instead of the other way around, and being in good shape impresses more people than a "cool epic weapon". Then, when you want a break from all that work, you'll find that there are lots of fun video games out there...
  11. Disagree on Rocket punch, at least for PVP. Functions as a sort of "melee interrupt", plus in Warzones any sort of knockback is great for knocking people into hazards/pits or off Voidstar bridges, etc. Agree with the rest though. I won't say Mercs are underpowered, but people foucs on the Tracer spam and ignore the limited CC, limited mobility, and no proper interrupt. 4 second stun on 60 second cooldown isn't that special, and the sleep is great for PVE but in PVP it's just a gift to your opponent (fills resolve bar then breaks on damage).
  12. Dude. I do have a lv 50 Merc, recently re-spec to hybrid Arsenal/Bodyguard after a long time pure Arsenal. I have some sympathy for you, I'm not one of the "tracer spam OP LOLOL" people, but seriously - your complaint is that we have to sit there as an interruptable turret spamming one ability, and your suggested fix is... buff that one ability? IF there's any buff to be done to Merc (and I won't wade into whether or not Merc is UP/OP needs nerf/buff, let's just say IF they're getting buffed) then it should be to address the issues you named. Mercs need another ability that's as compelling/effective as tracer/power-shot, which could be used while moving. Whenever I have to chase someone, I've got Explosive Dart (if on cooldown, and damage isn't that impressive as minor AOE isn't what you need when chasing someone) or Rail Shot (IF it's on cooldown, and IF they're vulnerable). That's it, so I spend lots of time in Huttball spamming Rapid Shots. If you feel the need to "fix" Merc, that's what you fix, not "Tracer and Power Shot don't do enough damage". Meanwhile, if we're trading something away to get this new buff, how about a small minimum range on Tracer Missle (and PS), so you can't just keep spamming it when a guy is right up in your face with a lightsaber?
  13. Like the OP, I'm on a server where there's no "front lines" and "pushing back". There's either 5 Imperials farming the boxes in Central, with 2 Repubs making two attempts to fight them before giving up and quitting, or it's the reverse (fairly faction-balanced server, fortunately). So the bulk of the time there is spent farming boxes and waiting for a Warzone to pop. The Warzone valor bonus from the Ilum buffs is enough of an incentive to ride out and cap some points if they're not already yours, but hardly enough to get a robust back-and-forth on the front lines going. Just have to wait til the level 50 population fills out a bit I guess.
  14. Fair enough. As Arsenal Merc, I feel like I've got plenty of raw DPS/AOE, but not a lot of CC and DOT (pretty much just 4 sec Electro Dart and Fusion Missle). Almost always PUGs, so yeah "break on damage" is a no go. Thanks for putting more thought into it than "Biochem Rakata OP FTW".
  15. So I know, I dread the "what's the best X" threads, but given the requirement for the BOP material and the shared cooldowns, I'm expecting to only make one of the purple Wynz-tek grenades. I mostly do PVP rather than FP/Ops/PVE, so I'm curious if there's any strong opinions out there on which is most effective? Generally I'd think for PVP stuns/slows/roots tend to trump raw damage, but are the grenade CC effects tied into Resolve same as the abilities? Or does anyone prefer the DOT fire effects to prevent turret-capping or bomb-planting?
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