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gofortheko

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  1. Wasnt it stated by Darth Bane that force users during this period were weak. Its why he implemented the Rule of Two. Think of most Jedi and Sith as common force users during this period. I think realistically there are very few immensely powerful Jedi or Sith at any given time, and the PCs are not it.
  2. Its sad they are doing nothing for making our time on target in pvp any better, it really is the biggest issue.
  3. Guys sents needed a buff, and they promptly buffed guardians. Seems about right.
  4. There are good and bad players in all guilds, its just the way it is. Some guilds bring an aura of invincibility in regs, because they ARE good players, but they also have the absolute ideal pvp team. That was my whole entire point. Playing objectives doesnt make you a good player, I have seen a lot of people play objectives but be bad at it. For example being in civil war, and you and your team are at grass, win the power struggle; but end up with 5 6 players vs 1, at this point, mid is already being taken, because youre fighting only one player and the people you just beat smoked your defenders. Instead of pulling half of the players and running mid once **** settles and let the rest clean up, people just wait, lose mid then the cycle begins again. So there is a difference between playing objectives, and playing them correctly. In any event, there are top teams in pvp, and I have faced them. I have also faced players who seemed invincible on those teams, seem pedestrian when they solo que. Its all a matter of perspective like I said.
  5. Best is subjective. Most pvp is done in Regs, and a lot of the aforementioned "best" guilds run ideal premades. I know that GI often suffers because when we run premades we just run whatever. A premade of four dps will not be as effective as a tank healer two dps combo. In any event I do enjoy the pvp on this server, and look forward to getting back to it (been a way for a few weeks).
  6. Dont make one, make another class, run from the sent, RUN FAST AND FAR! Also there are three different specs, with three different rotations.
  7. Unless you fix how easy it is to shut down a mara/sent, its nothing more than fluff.
  8. I cant think of another class that needs it more. Heck even SAGES get access to this skill. Can someone explain to me why Sentinels/Maras dont have it?
  9. It will do nothing to help the current situation. Without any ability to avoid snares and roots, coupled with no way to resist stuns and mezzes, dont expect anything ot change.
  10. Just got permanently snared by a bad sorc, could do zero. It was SOOOOO much fun to run after my target while he was dotting me up, and finally get in range, only to be stunned and then snared again. I think you need to make it so Mara/Sents cant be snared or rooted after they leap or something.
  11. Mercs have nearly as much burst as PTs, have the same survivability, but have electro net and can self heal.
  12. agreed, they need something that prevents them from being able to be CCed with impunity.
  13. Resilience, and egress are two root breakers shadows have.
  14. Still wont help with staying on target, since there is nothing that stops a mara/sent from being stunned for the duration of GbtF. Not to mention that the dynamic of pvp has changed so much since those times. Now virtually all classes, especially ranged ones, has something to break out of roots and snare. Some have multiple ways. So yeah, not that big of a deal AT ALL. Try playing a sent/mara in its current form, its a joke.
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