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Gosten

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  1. Gosten

    Best 1v1?

    Interesting. I hadn't really considered the healers. However, remember that the tankasin will be healing herself for 9% total health every 15 sec or so. I don't think you're going to put out enough damage as a healer to overcome that. Most likely a stalemate, which is why I didn't consider the healers to begin with. 1v1 with a healer just results in someone falling asleep.
  2. This is pretty much correct about assault vanguards. There's 2 factors that determine the outcome of the fight. First is when the marauder dosn't apply their snare. This is shockingly common and causes they to lose uptime on the vanguard. Marauders need to be within 4 meters to be effective, vanguards can do decently from 10 meters away. Second is cooldown usage. Marauders have a lot more useful cooldowns than vanguards do. If they use them, they win. Than means obfuscate, force cloak, saber ward, undying rage, cloak of pain, and whatever dps cooldowns they have. Fail to use cooldowns properly and it becomes a simple dps race.
  3. Usually what happens is someone enters the warzone, dosn't like their team, and drops out. Their replacement zones in and has to endure and extra loading screen and wait before they can play. The game isn't paused while you watch the cutscene. Either you spacebar it real quick, or you hurt your team. Better to just remove it.
  4. Gosten

    Best 1v1?

    This question has been answered over and over. Read through the threads on the forum for detailed analysis. Short answer: 1. Tank assassins 2. Marauders Both have solid damage and extremely powerful defensive abilities including 5 second damage immunities and self heals. After that is gets a bit more situational with some classes having different advantages.
  5. MVP votes go to healers because while they're extremely necessary, they're not much fun to play. You spend the match not killing anything and watching health bars go up and down. Votes for them as just saying 'thanks for helping me stay alive so I could spend more time playing and less time respawning'. Tanks play just like a dps class. I play a dps vanguard and get 2 'free' protection medals just by using my taunts. Only difference with tanks is they're slightly harder to kill, do slightly less damage with their attacks, and they can guard. The benefit of guard is to reduce the chance of a healer to be bursted down by giving them effectively a double health pool. It's useful to healers, but they're still the one doing all the work. That said, if your only complain is that the person being guarded dosn't know who put the guard on them, that's valid. That information would be useful to healers so they can give priority to keeping their guard alive.
  6. I don't think cross server warzones are going to make it into 1.2
  7. Props for a good necro. I was just checking the pvp forum for some good drama and didn't even notice this thread was created just after game launch.
  8. That was a voidstar match. Melee don't complain about voidstar or civil war. They complain about huttball because ranged players like to stand on the upper levels or areas where melee cannot easily hit them. They have special trouble with snipers who are behind a force screen and cannot be targeted for their jump. Put melee on flat ground with a ranged class and their only complaint is that roots aren't part of the resolve system. It's a valid complaint, but they should remember the powerful defensive cooldowns that have. Remember, ranged classes should have a chance to win also.
  9. A tank sin should be able to kill a marauder (or anyone really) 1v1 nearly every time due to their increased survivability, but they don't scare as much due to the fact they have trouble killing people when healers are involved. A marauder has great damage and great survival cooldowns, but the tank sin has good damage and great survival cooldowns combined with better self heals and passive mitigation.
  10. Only practical way to get social points now is Esseles farming.
  11. Everyone needs to understand that resolve does not protect against roots. This is where a lot of the confusion occurs. You could be hit by back to back stuns, get a full white resolve bar, and roots will still affect you normally for their full duration.
  12. Buy the warzone stims and medpacks, or the pvp boxes that contain them. Then get into a habit of using them. They don't cost much and really up your power in warzones when used. They stack to 99, you can carry multiple stacks, and they're tradable and sellable. It's an appropriate sink for warzone comms now that you don't need to buy champ bags.
  13. Wow does brackets every 5 levels now, not 10. They can do that with a much larger player base and cross realm battlegrounds. That said, the bolster system here works supprisingly well. I took a level 10 gunslinger into warzones and was able to wreck people if they failed to focus me down. At that level I lack a lot of utility and survivability, but my base attacks hit like a truck. My best crit was for over 4k and I could drop someone from full to dead in under 10 sec if I wasn't concerned with managing energy. Complaining about your team is the oldest and most common QQ in pvp. You should spend your time yelling at your team in ops chat and telling them how bad they are and how you're good but still seem bad because you're with them. It builds your pvp reputation on your server.
  14. Three healers in an eight man warzone seems to be ideal. That way there's enough cross healing going on to keep everyone up through cc chains while still having enough dps to get kills. Add in two tank assassins and three decent dps classes and you've got a winning premade for rateds. To beat it, use the same comp, but cap the objectives first. That's the key. In a grand battle where kills are few, the defending side wins. Try to force pull your kill target behind a pillar out of sight of the heals. Then have a four man beatdown to try and get him dead before he can escape.
  15. Gosten

    best 1v1 class

    I wouldn't stack tank assassins in rated for the simply reason that while their damage is decent, it's their survivability that makes them strong 1v1. In rated teams, you've got 2-3 healers to cover the survivability, so while you can take 2-3 tanks, you also need solid burst damage to actually get a kill.
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