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JadenYugari

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  1. ..... or you can just reroll a sorc healer, who in order to fulfill his role perfectly just needs to mash few buttons over and over while watching TV....
  2. Sorry wrong link...will try to search again.
  3. With how they are going to nerf all burst specs across the board in the next patch, I pretty much dare to say, that infiltration is going to be useless. Not that DPS actually matters anymore in WZ, since due to overpowered Sorcs/Sages, WZs are mostly won by tanks and healers. You don't even have to bring a DPS anymore, they may as well delete all DPS specs and hardly anyone would notice that.
  4. No I am after the fact, that according to some people, it should take 2 good DPS to kill one healer, which is completely stupid, as then it is no longer 8x8 but 8x9. Killing a tank + healer combo should require no more and no less than 2 DPS etc etc.
  5. It's based on the faulty logic that one healer/tank must be more than one DPS. Each class should be equall to each other it terms of combat force (or whatever you call it). Because then you have metas like these, where healers > all and DPS are useless. One healer should be equall to one DPS which should be equall to one tank.
  6. The concept of tanks and healers being force multipliers is completely faulty. ALL classes should be treated as ONE player, nothing more nothing less. I.E. healer and tank simply shouldn't multiply each others force level on the battlefield, they should be on par like 2 DPS, or tank + DPS, or healer + DPS etc etc. Because when the situation of one class being treated as two players on the battlefield happens, it's no longer 8x8. TL:DR - PvP should be tank = dps = healer, not healer > tank > dps
  7. I just wish they would made the following changes to Huttball: - Player carrying the ball cannot be affect by any speed modifying effects (positive or negative) - Player carrying the ball cannot use any leaping or teleport-based abilities and cannot be affected by them (force pull etc...) - Player carrying the ball is immune to CCs but ALWAYS takes 100% of incoming damage regardless of present effects. Because as it this now, the game mode heavily favors 2 or 3 classes while making the rest near-useless.
  8. I remember a very nice DoT from Rift (I think necro had that) that dealt some average damage over 10 sec., but each time the target was healed, it applied another stack of itself on the target, then refreshed all previous stack and when the target was healed at 5 stacks (max.) it hard-CC'ed the healer while dealing significant direct damage (stacks remained on target). Would be nice to have something like this here.
  9. My usuall leveling process is basically to just do missions untill I hit max level. I barely run flashpoints below level 55 because it feels like a waste of time for me. Why spend an hour doing flashpoint when after hour of doing planetary missions I'll advance 2-3 levels, making the flashpoint gear invalid. The stuff I get from quest rewards is more than enough to keep me going through the leveling process and at max level every char gets a quest that awards him or her basic PvE gear set. I have 3 alts on various servers and I have never used any crafted equipment ever, except for one dual-saber and that was only for the looks (i.e. took out all the mods and put in the level 60 ones) so I don't think I will use any crafted mod or piece of equipment ever. I don't how or why it's different from you, but the stuff I get from quests is miles better than the stuff I can craft using the resources of the planet in the apropriate level range.
  10. Thats for all the replies. Turns out, I will probably drop Artifice in total, since there is almost nothing in the crew skill I can use (apart from conquest stuff and dye modules). Saber hills, color crystals and enhancements are made useless because Ziost mission chain now offers you full 190 PvE orange set (which basically invalidates every crafted item apart from those 192 ones, which in turn have insane resource costs), and thus probably won't sell well on GTN. I might go Biochem, since that looks like it offers some more utility (basically I am looking for something I will keep using regardless of my level and gear progression). So I might go Biochem - Diplo - Slicing/Bioanalysis in the end.
  11. So, on my consular/shadow I currently have Slicing - Artifice - Treasure Hunting and I am trying to decide whether to keep Slicing, or drop it and take Archeology. I like the money I get from selling mission discoveries plus purple sliced parts, but at the same time slicing feels kind of stereotypical and boring for me. Does not contribute anything to artifice, only very rarely when the stars align I get a purple tresure hunting discovery and basicaly rest is just credits in various forms. At the same I'd like to get my own resources for crafting but I also realize that I can just simply buy them from GTN. Any advice as to which one should I keep? If archeology can generate similar income as slicing then I might go with arch, but I am still undecided on this.
  12. No, I mean strikes and scouts. Back when GSF started, I remember it was only strikes and scouts and the occasional gunship (they were only handed to some people, don't remember the rule they set for it). This was the time when I had the most fun, and I was piloting a strike fighter. Haven't touched any of the scouts, no full evasion builds etc. Then they introduced gunships as a regular ship class. People started complaining a bit about GS ball but it was still mostly fun for me as GS balls were manageable. Then they introduced bomber class and everything went straight to hell. Fun combat basicaly died out, game became all about who gets the bomber first to satellite, drops minefield and goes afk while gunships kill any attempt of dismantling the said bomber. I really wish GSF would return to the phase right after launch, because that was the GSF I was looking forward to. Not this slow campfest.
  13. Seems like I will stay away from it a while longer and wait if devs decide to balance things or something...........GSF could really use something like a dogfight mode with only scouts and strikes allowed. Anyway, thanks for the replies.
  14. This one bit is probably my biggest issue with GSF. I generaly dislike the idea of "You have been killed, just because you picked X and the enemy picked Y." In ground PvP (that might be just me) that almost never happened to me, regardless of what class I was going against, just know their strenghts and weaknesses and adapt accordingly. Here it seems that the option to "adapt" with your current ship is blown to hell and you are forced to promptly suicide yourself (which takes time), change ship class + respawn (which also takes time) and then fly again to the battlefield (which takes even more time) generaly meaning you just gave your enemy a free objective (either kill from suicide or uncontasted satellite). In my opinion, every ship class should have at least average chance of winning a combat against any other ship class with pilots being on the same skill level.
  15. So as the title says, I am considering a return to GSF, since I really like the mode. As to why I gave up on this before, I was pretty much expecting a fast paced space combat game(minigame), however when I started to encounter GS + bomber balls more and more frequently I basically grew tired of this since, for me, it simply turned the whole GSF into a Trench War Online. Has anything changed about this? I mean, for example if GS clusters can be dismantled without seizure-like piloting to evade being one-shot and if scout or strike can 1v1 a bomber camping a satelite and have an average chance of winning that encounter. I just don't want to queue up for match and find myself against another GS + Bomber clusterf**k as that would probably make me give up on GSF permanently....
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