Jump to content

Chaoskyx

Members
  • Posts

    148
  • Joined

Reputation

10 Good

Personal Information

  • Interests
    science, video games
  1. Gunnery commandos/Arsenal mercenaries for 1v1s, with Telekinetics sages/Lightning sorcerers coming in at a close second. However, in terms of team play, Dirty Fighting scoundrels/Lethality operatives can't even assist their team in burning down targets because of the absurdly long set-up time for their damage, and generally hinder CC capability. I mean they have to use Vital Shot, Shrap Bomb, Hemorrhaging Blast (within 10m), and Blaster Whip just to have the privilege of using Wounding Shots. Then they have to wait 6 seconds for the cooldown on Blaster Whip, so they use Back Blast and two Quick Shots, then Blaster Whip and Wounding Shots, but by now they probably have to set up their DoTs again. Of course, all that is only accurate if the scoundrel already has Pugnacity up and doesn't have any energy problems, because otherwise they'd have to waste the Upper Hand from a Blaster Whip on Pugnacity and add in Flurry of Bolts, and this becomes an even greater problem in sustained fights. TL;DR: I'm actually going to go for Dirty Fighting Scoundrel/Lethality Operative, despite being a major supporter for Commando/Merc and Sage/Sorc buffs.
  2. Eh, I liked Belsavis because it was kind of like a first contact scenario, and it actually felt as though I could fail in winning over the Esh-Kha. The final battle was also pretty exciting with the way I pounded at the door as Hallow Voice was basically being murdered, although I thought it was kind of weak that I just healed him(?) after his organs were probably fried from being forced out of stasis. It would have been more dramatic to break down the door before that happened, in my opinion. My time on Belsavis was really the only part of the consular story I enjoyed, however, because it feels like the only point in the story which requires you to make difficult decisions. The character of the consular is pretty much a mary-sue in that (at least when played light-side) they possess no notable character flaws and are able to bypass dramatic plot points by simply using their powers to fix everything (as in the case of Vivicar and Syo). I mean, I'm playing a jedi master, so I suppose I can forgive the lack of character flaws, but even so, I never really need to make difficult decisions; I've also played through the trooper, smuggler, and bounty hunter stories, and I simply can't become as invested in the consular story as I can with those. The others all require difficult decisions which you solve by considering your principles (the bounty hunter story is really freaking good in that respect), but the consular story doesn't have much other than light side/dark side. TL;DR: It's pretty meh.
  3. *Removed because I can't bring myself to stop playing. Laugh it up.*
  4. Commandos/mercs, sages/sorcs, vanguard/powertech tanks... I could go on.
  5. 37:00 - He mentions that ranged classes were pleased with the crowd control range reductions. In reality, however, only gunslingers and snipers were happy because the range of their CCs remained unchanged, and they could no longer be stunned and pulled out of cover from 30 meters by pyrotech powertechs and and stuff like that; commandos, mercenaries, sages, and sorcerers were (and still are) quite upset, as they had lost the use of their stuns within their effective range. Their stuns have effectively become purely defensive tools, which is rather insulting, seeing as they were already at the bottom of the PVP barrel, so to speak. 37:30 - Everything you ever need to know about resolve is right here. Just keep in mind that nowadays the resolve granted to the recipient of a stun or sleep (apparently the SWTOR term for mez) is subtracted by the resolve value of the remaining duration of the CC. (a 4 second stun is applied and grants 800 resolve, another 4 second stun is applied 2 seconds later while the first is still active, causing the second stun to only grant 400 resolve and stun the target for two seconds) In other words, it's true that many people don't understand resolve, and that should be worked on, but there are plenty who do. 39:55 - *GASP* THEY GOT IT WRONG 40:02 - Oh, never mind. I am SO happy to hear them admit this. He's admitting that time-to-kill is too low, he's admitting that the gear disparity is too great, he's admitting that the resolve system could use a bit of work (though not too much, which I also agree with), and he's talking about modifying PVP gear to reduce the disparity. No talk about an option for equalized gear warzones, unfortunately, but frankly I'm just happy that the issue has been officially recognized. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FEELING GOOD ABOUT CLASS BALANCE WHY DO YOU MOCK ME GAMING GODS
  6. HEY GUYS LET'S PRIORITIZE KILL TO DEATH RATIO DATA OVER DPS/HPS/MITIGATION+DPS BECAUSE TAPPING ENEMIES WITH YOUR BASIC ATTACK IS REALLY HARD AND IS A TRUE MEASUREMENT OF A CLASS'S WORTH I don't even.
  7. All I can think of is that Xemnas can now be made an actual sith lord. I mean, marauder much?
  8. Chaoskyx

    Merc is TERRIBLE

    True, I suppose I didn't need to say that, as your videos show that you know what you're doing. Still, the point of that experiment was for the best to fight the best, and I recall that you were really intent on fighting that guardian who admitted they weren't all that great, which resulted in a waste of time that proved nothing.
  9. Chaoskyx

    Merc is TERRIBLE

    Aren't you that person who dueled a mediocre guardian, and who eventually admitted that you weren't all that good yourself? You know, you basically wasted everyone's time in what was supposed to be a legitimate test of a commando's capability versus melee classes like sentinels and guardians?
  10. wut I mean COVER is off the global cooldown; both Snipe and Followthrough eat up 1.5 seconds. Also, sure Snap Shot is mostly pointless in a PvE setting, but it provides amazing mobility in PvP. As for all the people saying to use Tech Override/Power Surge with Concussive Round/Concussion Missile, mezzes are pretty much entirely useless for assault specialists/pyrotechs, and unless you're in a 1v1 setting and you know that your enemy has already used their CC breaker, it's almost always better to go for an instant heal or an instant Plasma Grenade/Fusion Missile.
  11. Nope, it's off the GCD, so marksmanship snipers can pop into cover and fire off an instant Snipe, then get up and use Followthrough on the run without losing DPS; they can also toss out a quick Explosive Probe when they feel they need it. Also, something that bothers me to no end is the fact that my gunslinger actually has more damage mitigation capability than my commando BECAUSE Ballistic Dampers can be reset so frequently; I just need to remember to step out of and back into cover about every six seconds, and I've got an awesome passive shield. They were probably referring to the mez. Frankly, I'd be happy with an instant activation for Concussive Round/Concussion Missile, like what balance sages/corruption sorcerers get for Force Lift/Whirlwind.
  12. Can we, like, stick to complaining about commandos and mercs? Arguing whether maras or assassins are better 1v1ers in this thread is like arguing whether a pie or a cake tastes better while you're eating dog food.
  13. We're worse than most - if not all - other classes at that, too.
  14. whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat You can't dispel force based slows and roots (which most melee classes use), the snare is absurdly weak and unreliable, you still have to turret to deal damage effectively, your gap-openers cannot compete with many enemy gap-closers*, and you can't use Concussion Missile because of your DoTs. *Pyrotech mercenary (with PvP Eliminator's set bonuses): >knockback on a 25 second cooldown that knocks enemies back about 12-13 meters with a 4 second 50% snare attached >10m range 4 second stun on a 1 minute cooldown >2 second 30% snare (applied twice throughout the duration of the Combustible Gas Cylinder DoT) with a 16% chance to be applied on ranged damage >30m 8 second mesmerize with a 2 second activation time on a 1 minute cooldown (It breaks on damage, including your damage over time effects, making it nearly useless for pyrotechs.) >The 25% damage mitigation ability on a 2 minute cooldown can be talented to remove all movement impairing effects upon activation. Rage marauder (basic Rage mara skills as I don't play a knight/warrior): >30m leap with a 3 second root on a 15 second cooldown >10m leap with a 1 second root on a 15 second cooldown (increases movement speed by 40% for 5 seconds if talented) >4m 50% 12 second snare >10m snare on an 18 second cooldown that progressively slows an enemy by 40% to 90% over 5 seconds >4 second in-combat stealth on a 45 second cooldown that increases movement speed by 30% (cannot be broken by damage) >10 second 50% speed boost on a 1.5 second cooldown (requires 30 stacks of fury) Side notes: >The various ranged/melee defense boosts available to marauders can be used to cause a Pyrotech merc's ranged attacks that would otherwise apply the CGC snare to miss, thus granting partial immunity to the snare. >Keep in mind that I am only comparing gap-closers and gap-openers here.
×
×
  • Create New...