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Breckin_Fett

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  1. I'm kinda new to this whole Sentinel thing, but I can't help but feel that as I level, I pick up more "spending" abilities than I'm actually going to use. Say I'm going down the Watchman tree - what abilities should I focus on for my rotation and which ones can I afford to ignore (or leave off the hotbar entirely)?
  2. So I'm kinda getting overwhelmed by this class, and it's only in it's low teens. Other classes seem to fall into an obvious rotation, but Knights just keep getting abilities that feel like they should fit in somewhere but... Help? lol (I went Sentinel if that helps, but I wasn't sure if this was a generic Knight thing or just the path I've chosen, so I posted here.)
  3. So I'm a returning player, and I've totally forgotten how to manage my hotbars. I assume there is some option under Preferences, but I can't find it. Where do I go to select how many additional hotbars I have active, and how do I place them?
  4. What are your plans to balance melee and ranged classes in PvP? (I'm not asking if you "feel like" they're imbalanced, because it doesn't take a programing genius to know that ranged have an advantage right now.)
  5. The Dark Side is evil. There is no question about that unless you completely disregard what George Lucas has created. Now, by taping into the Dark Side, that doesn't make you automatically fall completely into it. It's described like a cancer for a reason. The more you use it, the harder it is to resist it's pull. You can give yourself fully over to it (Anakin in the prequil) or you can use it sparingly and try to resist it as best you can (Luke in various points of his life). Those of us who enjoy interesting stories want Star Wars to have shades of grey. But according to George Lucas's canon story, it really is as black and white as it seems.
  6. According to GL, the Force is "in balance" when there is no dark side. ie: What the Jedi strive for. The Dark Side is like a cancer of the force that eats away at your morals and causes you to fall further and further into depravity the more you tap into it's power. (Yes it's stupid, yes it would be a much more interesting story if balance actually meant balance, but it's George Lucas, so... what'd you expect?) That being said, yes, the Sith are evil, but it has nothing to do with their philosophy or code. It has everything to do with their reliance on the Dark side of the Force. If the Dark side didn't corrupt you inside and out, then the Sith wouldn't be evil, they'd just be different than the Jedi. Now, THAT being said, the Jedi are in no way good. The Jedi are the Star Wars version of organized religion. They do good things in order for people to like them in order to manipulate and get things they want. They strive for peace, but not true peace. Instead they want a Jedi-controlled galaxy. However, they're not evil. Self-absorbed neutrality would be a better fit for "Jedi." To use ye olde D&D alignment system: Sith = Lawful Evil Empire = Lawful Neutral Jedi = Lawful Neutral Republic = Chaotic/Neutral Good
  7. It was only widespread once other DKs started breaking the gear curve. This is exactly the same. Give people more time to gear up and you'll see more successful Sorcs/Sages soloing this guy. Either that or they'll actually fix things so it can't be soloed.
  8. You know what I mean. I soloed 40man Onyxia on a level 80 Death Knight in WoW, but that wasn't exactly an amazing feat either. Now, had I done it on a Rogue or something? That would have been worthy of posting a video of. Same thing applies here.
  9. You need a better line to drop than "well if you don't like it, why don't you try and solo it?" Classes are not balanced atm. That's a fact. Everyone knows it. If I tried to solo this champion with my Sith Assassin, even if I had the best gear in the game, and was the most leet Assassin player ever, I wouldn't be able to solo this, because the class just isn't capable of it. So, I mean, grats on killing the really hard mob. You deserve your grats, I won't rob you of that. But I'm not gonna be ~impressed~ until you are able to do this on a class that isn't already regarded as over-powered.
  10. Currently, in PvP, there is almost 100% uptime for snares, which gives ranged classes a big advantage over melee classes, especially since you've decided that Roots/Snares don't count as CC for the resolve meter. Can we expect to see anything in the future to help deal with the snare spamming in PvP?
  11. Let's be real here: Melee and Ranged start apart from each other. - Advantage Ranged. Then... Melee tries to close the distance, but Ranged uses a snare. Melee is forced to use his one and only gap-closer in order to get to Ranged. Melee applies a snare/root in the small window he can before... Ranged uses a knock-back, immediately followed by a snare/root. Melee's gap closer is still on CD, and nothing breaks snares. Finale: Melee and Ranged are both moving slow. All gap closers and knockbacks are on CD. But there is distance between them, so Melee has to eat a bunch of damage and Ranged is safe. This is the truth. If you wanna refute me, please, by all means, be my guest. But if you don't "show your work" then you will be ignored.
  12. What's your point? Almost every class it seems has a snare. The difference is when a Ranged class is snared, they're moving really slow but still dpsing things. When a melee class is snared, if his target is not right next to him, he's basically useless. Might as well be stunned.
  13. lolMercHeavyArmor lolSorcBubble I'll give you Snipers. Otherwise, your argument is invalid.
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