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Sentinel_Locke

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  1. The last few nights that I've played PvP, Rep side, we had no more than 2 classes that can heal in a single group, though usually only one was heal spec. I think at any given time we were limited to 0-1 healers. Obviously this can be a rather irritating problem for any group. I would use my healer in PvP more often, but the truth is that I suck at heals in PvP. I'm not that great at remaining unnoticed by the other team. I usually get creamed really quickly. But as I said in a previous post, I find myself getting really bored with PvP on the Imp side. A lot of the time, battles are just too easy. Maybe I'm simply better off withdrawing from any future PvP participation. There are just too many variables that keep it unbalanced and, often times, completely un-enjoyable.
  2. Then you sir, are either lucky or maybe there are better groups in the mornings when you play. I don't know. Either way, it's cool that you don't have problems. But simply put, most of the solo pug players I've talked to are experiencing the same problems as I am. I created this thread to try and pinpoint why this particular problem exists. If it is simply player skill or pre-made grouping (which seems likely) that is mixed in with the high Sorc/Assassin player count the Imps have, them maybe it will wake up some of the Republic players to what they need to do. However, if there is actually something very wrong with the balancing between Imps and Pubs (not likely, but who knows), then that is something we as players should bring to BW's attention, assuming they care (probably not). In truth, I'm just sick of the imbalance of wins per faction. I prefer an evenly matched battle. If it gets too easy like it does on my Marauder, I get bored and stop caring. If it gets impossible to even finish a weekly, like on my Sentinel, I get frustrated just as much as the next guy. Don't you guys feel the same?
  3. If I hadn't seen it for myself, I might agree that the Imps win by pre-made groups. However, I always queue solo into PvP. In randomly generated groups, things on the Imp side pretty much always run more smoothly. After talking to a friend of mine today about this little issue, we seem to think it boils down to all of the Sorcs and Assassins that pretty much dominate the group structure on the Imp side. Assassins can tank and stealth around which is great for huttball. And mixed with Sorcs who drop shields and heals on their group, Imps have the advantage. On the Pub side, at least in my experience, groups are predominantly Guardians/Sentinels. The two combined leap into battles only to get stun locked and die seconds later (happens to my Sentinel enough). In summary, this dilemma seem largely affected by character leanings per faction. While I'm certain there are other factors, this is one that seems the most obvious.
  4. First off, I "was" an avid PvP player on the Republic side. I say was because I can no longer stomach the absolutely terrible players that PvP on there (at least on the Jedi Covenant server). Players there have resigned themselves to one simple fact: If you queue solo for PvP as a Republic player, you are going to lose. It breaks my heart to admit it. To tell you how bad it is over there, let me say that I picked up my weekly PvP quest on Tuesday. By the following Monday, I had won 3/9 matches. And this is playing roughly 3-4 hours of PvP every day for that week. (You should maybe note that all 3 of the matches I won were skirmishes against other pubs). Now, if I play my Imperial character, I can get wins and on average about 35 kills while not even wearing any PvP gear. What is up with that? (They are the mirrored classes, a Sentinel and Marauder) Now, what I want to ask is, why? What makes the Imperials SOOO much better than the Pubs? Is it the fact that a staggering number of PvP Imps are Sorcs (tons of heals and shields there)? Is it that they actually utilize stuns in succession to keep players down? Possibly all of the AoE's they drop on top of mission objectives to keep players from accessing them? Feel free to toss your two cents in. Perhaps even make some of the Pubs wake up to how awful things are.
  5. Is Ohana a Republic, Imperial or a mulit-faction guild? I can't find any place that states this information. Based on what I've seen though, it looks a bit more Imperial. It wouldn't hurt to post this information so players, such as myself, can make an informed decision.
  6. Seems you aren't recruiting Sentinels, which is what my main is.
  7. Hello reader, I am looking for a good Republic Guild that is friendly, casual and runs raids. I'm a fairly experienced player and have been around since beta. However, I did take a few months off from the game due to some life changes. One of those being the birth of my son. So I am familiar with the EV and KP raids, and have run Denova up to the last boss. Most of the content that was released after Denova, I haven't tried yet. I should note that I do have my son with me most nights when his mother works, so at times it may be difficult for me to give my full attention, though he's usually quiet and somehow entertains himself. My main character is geared almost entirely in Rakata (minus the gloves) and is a Sentinel. I also have a 50 Gunslinger and 50 Sage healer, as well as a Commando closing in on 50. If interested, please message me via my swtor.com account, or reply to this thread, but do not attempt to contact me in game. I often play different characters so it would be difficult to catch up with me on the game itself. Thanks for your consideration.
  8. Just to be clear, the legacy name isn't strictly a family name. You can opt to use the name as something other than a surname. Such as the option to place the legacy name under your character name and title so it reads <The [name] Legacy>. Using it like this makes it appear, at least to me, as not a family name, but more of a team name. Anyway, that's just my two cents. Feel free to disagree as I'm sure someone will.
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