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IsserWoloch

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  • Location
    Madison, WI
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    SWTOR, duh
  1. Viable, but not overpowered in solo ranked. Hilariously unkillable demon-gods in regs if well played.
  2. Sorry my post is all twisted around bro, people were typing walls of text faster then i could keep up. Also, dude is using paradox a dozen times in a single paragraph, and *my* post is hard to read? This one, troll or no, I really hope continues to get fed. 11/10.
  3. Uhhhhh... Let me just push my jaw closed before I drool all over my keyboard and figure out where to start here. No. No please do not spread corrosive dart before starting single target damage. I'm going to skip right over the fact that as the best solo class in the game, you really ought to be guarding, or taking their node, capping their door, responding to calls, etc. We'll assume someone else is doing that, and you plan on spending the whole game in mid. What you're doing is generally referred to as "fluff damage". This is damage that, although it makes your numbers bigger, doesn't really accomplish much in the fight. Most weak AOE and dots fit into this category. Your numbers go up, but your damage is easily soaked up by aoe heals. Now, you may be looking at sorcerers, hatred sins, lethality and thinking "their fluff damage isn't useless, why is mine?". The difference is that their fluff is rotational. They do not *lose* anything spreading their damage around. Deathfield spreads their dots, but will be used anyway, chain lightning is an AOE that hits a single target hard as well, and the fact that corrosive grenade hits the two people next to the operative's primary target is just, well, fluff. Concealment does not work like this. You can stick on a single target, *or* spread corrosive dart. So what *should* you be doing? In the seven GCDs it takes you to spread your dot, there's a good chance I've already killed someone. Or I'm glued to a healer, and I guarantee forcing him to single target heal himself and kite, as opposed to freecast, is helping the team more then having 7 corrosive darts ticking. Yes, being in the thick of things, you will take more damage. You will also die more. You survive longer playing the way you do because no one cares about the concealment operative skirting around the edges of the fight. They care about the operative repeatedly murdering their healer, or their squishy ranged dps. Regarding opening from stealth. Is it as big a deal as when we still had hidden strike? No. Is it still good? Yes. Opening from stealth allows you to sap a target before you open, gets you an extra 1-2k damage on backstab, and most importantly a free tactical advantage, otherwise you *will* be starved for TA during your rotation. It also surprises people, and inexperienced players will often forget to pop a defensive until it's too late. (Or equally good, panic and pop *all* defensives at the same time). TLDR: Dead squishy > corrosive dart spam You should probably look up cortex. Same with intelligible. The biggest word is not necessarily the best word to use, and some of them are about as wrong as your operative play. Edit: damnit someone beat me to most of this. RIP me. Edit2: If this is a troll, and I really hope it is, then I'm Commander Shepard and this is my favorite troll on the Citadel. Edit3: For the love of god man, look up intelligible, read the definition, and then use intelligent instead. Second time now. Looks like another point for cortex as well.
  4. Guys, the example is someone *who didn't even get into bronze*. Bronze. The cutoff for that is what, like 1100 or something? 1200? So yea, if you want the top tier reward as someone who managed to 0-10 their placement matches, you're going to have to work for it.
  5. I wouldn't expect to notice a difference when min/maxing your gear. The question is whether the difference you don't notice is worth it.
  6. Floplag is more or less correct talking about playing to win, against playing to number farm. However, one thing to remember is that if no one caps the first door, the game is decided on kills. If you repeatedly stop the cap but die 15 times to do so, there's a good change your team will lose anyway. If you're on a pure melee class there's not much you can do about this, but if your class has a ranged option I'll try to fight from behind one of the pylons, out of line-of-sight of most of the enemy team, but still able to stop caps from range. If people are just angry cause their dps is higher then your dps, eh, I'll take the win over dps any day.
  7. No, you cannot activate sleep dart on a target in combat. You *can* activate sleep dart on a target out of combat, and then have that target put himself in combat during the dart's travel time, but that doesn't seem to be what happened to you. If the operative was the last one alive from the enemies you were engaging, and he combat stealthed, that would drop you (and the rest of your team) from combat regardless of hots. Otherwise I'd just put it down to weird bug.
  8. A utility point. Nice to see someone understand the massive power difference between off-gcd defensives and abilities like sorc barrier that prevent damage output while active. As much as I hate the idea of class homogenization, it cracks me up that just straight up replacing Kolto Overload with something similar to Sorc barrier would probably instantly fix mercs solo queue woes. But since that's unlikely to happen, your comments on chaff flares are probably a more likely avenue for buffs. I totally agree and would love to see them change IO to 100% resist 4/5s duration, and you could even do a similar thing with Arsenal. Increase the number of absorbs to say 8, reduce duration to 4-5s. Keeps them strong against focus by multiple people, but not overpowered in a 1v1 scenario.
  9. If playing on a US server isnt an issue, Bastion and Harbinger both have good Q times.
  10. I guess we'll see how it plays out, but this is in my opinion an awful, awful change. Spending the entire game tab-targeting through people in mid stopping each cap individually is going to be super fun. Ditto for trying to stop 3-4 people from capping simultaneously in Ancient Hypergate. This change will not make the number farmers any more likely to stop caps, it will only force the people who do pay attention to spend even more time doing it.
  11. Bastion you can usually expect the capper to stay and guard the node, though I've noticed in Novare especially people often zerg mid with 8 rather then sending a guard. I think occasionally people mistake a guard who goes for the node and gets globaled for no one having gone at all.
  12. I'm hardly "hung-up" on 1000%, the opening post clearly states that as the increase, and later mentions getting 40% health in under a second. So what, about 12k hps or higher? Look, I'm not anti-merc. They need some changes. But if mercs continuously ask for ridiculous, crazy buffs, they're going to get nothing. If mercs want Kolto Overload to be able to reliably stand up to focus from multiple players, they're probably going to have to accept a nerf somewhere else, because the 8 second duration will be very, very strong in smaller fights.
  13. Right, so take this with a grain of salt, but... L60 Sorc healer, 2/3 174 PvP gear 1/3 168 PvP gear. Slight min/max towards power. All buffs applied plus L55 reusable resolve stim. NO 10% bubble utility. Tested on guild flagship, so no bolster of any kind. No proc relics running during testing. Pre-patch absorb: 5692 Post-patch absorb: 5802 Net change: +110 lololol
  14. Lightning sorc is pretty mobile these days, could also give Powertechs a try, lot of 10m range options.
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