Jump to content

sumquy

Members
  • Posts

    1,002
  • Joined

Reputation

10 Good
  1. the roll into cover is useful because it gives you immunity to ranged attacks in an arc ~90 degrees in front of you. this only works if you stay behind cover and only against ranged attacks, not tech or force. technically, you don't have to use the roll, if you walk up to a low object and crouch down behind it, it usually gives the same benefit, but rolling into position is faster and guarantees correct placement for the immunity. as far as shooting back, i am not sure how exactly it works. i think it works off of the visual animation. so for example, if i pop up with an instant snipe, i am only exposed for about half of the 1.5 sec global and still gain ranged immunity during the second half (down half) of that global, but i am not 100% sure on that. with typical warzone lag, it is hard to tell exactly. using accuracy stims is an excellent idea if you are mainly a pvper that sometimes does hm ops. it allows you to replace the accuracy that you don't need for pvp and just use a stim if you go do an op. note that story mode bosses do not have the defense buff that hm and nim do so you don't need any accuracy for them. again, only hm and nim.
  2. if you don't like engi because of the low burst, then mm is really the only spec for you. viru is only a little bit better in the burst department. personally, i prefer mm for pvp and only use engi or viru for hm or nim ops. unfortunately, mm got a bit of a bad reputation because bads looked at the raw numbers in long duration boss fights and started screaming that mm was terrible. the pvp bads then picked it up and started repeating it (never mind that long duration single target has **** all to do with pvp), but it was never really true. mm is and always has been awesome in pvp.
  3. are you asking for pve or pvp? the answer is very different depending because of the accuracy. if you never do hard modes, then you don't need any accuracy at all. unfortunately, it is a lot harder to min/max in the 5.X era than it used to be and unless you are running nim ops, i would say not to worry about it overmuch, and even then, the difference between 1200 crit and 1200 alac vs. 1500 crit and 900 alac is not going to be noticeable in game. my advice would be to run with the stock pieces with 1 acc augment and the others split between mostly crit and some alacrity. that gets you into the correct ballpark and if you want better than that, you will have to run a **** ton of parses to see what works best for your spec and class. don't expect to see a lot though. the reason you need a **** ton of parses is because the differences really are tiny. contrary to what bads try (repeatedly and loudly) to tell you, gear doesn't matter. especially in pve.
  4. insurmountable - too great to be overcome. what is stopping you from getting good gear the same way they did? unlike some star wars games, their is no pay to win here. if you put in as much effort as they did, then you will have the same gear. your entire rant is nothing but "i want the same without putting in the work". combined with your improbable over exaggerations (stunned 5 times in a row? really?) and i doubt you are going to find any sympathy, much less agreement. in the spirit of helpfulness, there are two problems here. 1) you're bad. keep practicing and try to pay closer attention to what is going on around you, so that you use your abilities correctly. for example, don't use your cc break until after the second stun when you are whitebarred. 2) if big hits and good damage resistance are what makes a class good to your mind, then choose a class other than sorc/sage. they are not the worst, but they are far from the best in pvp right now. in any case, sorc/sages do not rely on big hits or tankiness to do their work.
  5. maybe you are not understanding because these nerfs didn't have anything to do with pvp. despite the constant ************ from bads about pvp killing their class, this round of nerfs was/is/always has been about balancing sustained damage in pve. they don't care what it did to pvp right now. honestly, i don't understand why so many posters have a hard time understanding this or, worse, think it is a plot by bioware targeting them specifically. with that in mind, it seems to me, that they have done pretty well in what they were trying to achieve. the damage spread between best and worse specs is smaller than it was, and there is a logic to why one spec has a higher potential than another. they have said that they are going to be evaluating defensive abilities and utilities next so let them do their thing. i, for one, prefer the slow incremental approach they are taking now vs. the 50lb sledge they have wielded blindly in the past.
  6. i'm pretty sure that not only is bioware aware of the ridiculous inflation and price fluctuations, but that they introduced it into the game deliberately. credit sinks are a staple of all mmo's for a number of reasons and here, swtor was able to combine that with rewards to their most valuable cash cows (the people who buy hyper-crates). other than that it sucks for everyone else, i'm not sure what you are trying to say here. i doubt that they are going to make any changes to what, (from their perspective) is a feature, not a bug.
  7. that would be a terrible idea. the problem that created skank tanks in the first place is that defensive stats suck really really bad in pvp. skanks became a thing due to tanks trying to get away from defensive stats, so it makes no sense for dps to pick them up. especially since they don't use a shield, rendering 2/3 of the stats (shield and absorb) literally useless.
  8. for pvp, i personally prefer marksman for it's best in game burst. engi does not have as much burst, but gains a great deal of mobility over mm and is harder for melee classes to kill. honestly, this just comes down to which spec you like better.
  9. you are the reason bioware refuses to listen to any feedback on the forums.
  10. so essentially, you want to take mercs back to where they were when they were first target chosen and cussed at if they dared to poke their noses into ranked? make the pt's problem the mercs problem instead? i suppose i could respond in kind and just tell you fock powertechs... the problem with responsive safeguards is that it ridiculously overpowered. 6 seconds of immunity to the only kind of damage that matters, plus reflect, plus heals with no limit or internal timer, all on a 2 minute cooldown is stupidly op. giving it to a different class doesn't fix that, it just spreads the broken.
  11. lol! bad news bro, you're not fooling anybody with this line of bullshlt. i promise you, nobody read your comment and thought to themselves "i sure do wish i was good as this guy!" the way you were hoping. i really like this. a tank in full gear could still get 50% reduction, while the skanks and dps get little to no benefit.
  12. i am extremely biased? i rolled my sorc in 1.1 as my second toon. i have killed every boss in the game with him on every difficulty. elite warlord... but i secretly hate him? do you even understand how damage works in this game? what do you think deflection, saber ward, saber reflect, evasion, energy shield, etc. are going to do against a tech attack dot? i'll give you a hint, it starts with z and ends with 0. look, if you want to say that enet is op, you are not going to get any argument from me, but stop trying to say that it is unfair to sorcs... it is not. the top lightning parses are higher than the top mm and since we agree that arsenal got nerfed to hell that makes lightning top ranged burst. we will have to see what the nerf to io did relative to the madness buff, but it is looking bad all around for mercs. you want them to do better than snipers, but how is that right? snipers can't bubble up and ignore everything the way sorcs can. they can't cleanse or heal themselves. they have nowhere near the utility or survivability. there is definitely some extreme bias here, but i don't think it is me.
  13. that is exactly what i am telling you. sorc healing was overperforming to the point that more than half of all operations healers were sorcs, and the numbers showed it. as a pvper, i didn't give a crap if they nerfed healing output. it wasn't saving them before, so why would i? again what pvpers were complaining about was the mobility, multiple escapes and get out of jail free cards, and the op'ness of guard. none of which got touched. this was a pve nerf.
  14. sounds like you have bad luck, but again, what difference does it make? why can't you just pull the barrel out of the offhand and stick it in your main hand? as for the drops rates, afaik bw has never released that info, so i have no idea. daily and planet comms? again, what? the vendors for those always had main and off hand for sale since the launch of the game.
×
×
  • Create New...