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smcn

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  1. smcn

    "No Huttball" option

    Can we have this? I'd rather wait an hour in queue for Voidstar or Civil War than play 5 Huttball matches in a row.
  2. Grats on the gear, but Columi is entry level. Even nightmare mode only drops a few pieces of Rakata per boss, so unless you get crazy lucky (like the lone BH in our hard mode run this week that got 4 Rakata pieces, including two pairs of boots) you've got a long way to go to max out.
  3. The better thing to ask for is a combat log, which it certainly already on BioWare's priority list. "Damage meter" riles up the casual crowd who think they're going to get kicked from their guild for not being the best DPS ever.
  4. It's a forum for an MMO. People who have no problems with the game have no reason to post. People looking for specific info or actual discussion go to sithwarrior.com. So it is, has been, and always will be.
  5. I don't know about Annihilation, but Carnage is awesome in PvP. Unless it's something silly like a Juggernaut/Operative combo, there is rarely a 1v2 situation I can't come out of without a kill. Gore->Force Scream->Ravage is a ridiculous combo. Undying Rage if I need to squeeze out that last bit of damage, Force Camo + Predation when it's time to bolt. I rarely die in Warzones unless I'm being constantly focused, which I'm sure will start happening as people catch on to what Marauders are capable of.
  6. They simply didn't realize that the BoP/reusable Alchemy recipes in WoW are actually less powerful than their BoE counterparts. Don't worry, this will be remedied in the future, and everyone who respecced Biochem for such an obviously ridiculous and unintended advantage will be absolutely SHOCKED!
  7. The enrage timers in normal EV are fine. If your raid is H-FP geared, you absolutely should be bumping against enrage timers. The point is to prevent people who just hit 50 in quest greens/blues from jumping right in (though I've heard it's possible), and to make DPS responsible for their actions instead of being able to go "oops I died lol, oh well the tank & healers alone can take this boss down from 50%", a scenario I have actually witnessed in encounters without enrage timers.
  8. I had to Google that to make sure it wasn't a shock site. What a terrible name.
  9. Now, obviously the first tier of PvP gear isn't meant to have the most optimal bonuses. The issue is with the choice of abilities to affect with these set bonuses when compared to what the Marauder/Sentinel's role is in PvP: Get in quickly, tear down a single opponent, get out. Here are the current set bonuses: (2) Reduces the cooldown of Undying Rage or Guarded by the Force by 15 seconds. (4) Increases the range of Vicious Throw or Dispatch by 5 meters. Starting with the 2-piece, Undying Rage is far too situational an ability that this bonus is all but unnoticeable. A cooldown reduction should be reserved for things that are already on cooldown most of the time. The "optimal" choices would be Frenzy for an ability that already has a long cooldown, Force Charge or Force Camouflage for shorter cooldowns; even a 2-3 second shorter CD on Charge would have a big impact. The 4-piece just goes completely against the Marauder/Sentinel's role. The only advantage this would give us is the ability to snipe kills. Otherwise, we have plenty of ways to keep our primary target in range for the finishing blow. Optimal options for increased range would be Deadly Throw (again, more benefit to Carnage than other specs so probably an unfair choice) or Force Choke (the fact that it's always channeled for Marauders makes it not as unbalanced as it may seem). Regardless, I'm still having a lot of fun PvPing but it would be nice to have a reason for getting more set pieces than the expertise.
  10. In before ______ ____ is ______. ...and after EDIT: /vadernooooooooo
  11. Since when people actually vote for MVP it's usually the first person from the top and there are more damage medals than healing or objective medals (actually, are there any objective medals?)
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