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PseudoOne

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  1. Cool video, but there a few things you need to work on priorities wise which would greatly enhance your effectiveness. For example, in the first minute of video you were doubling up on 4 stacks by using choke and crush one after another without using smash putting them both on cooldown and making it harder to build stacks more quickly. IMHO you should even be using choke as often as you do, especially on people with full resolve. Crush and enrage are more than enough to build stacks while waiting for smash to finish. You should also throw in a vicious slash to lower the cd of smash. Save choke for defensive situations. Also, you doubled up on the auto-crit proc quite a few times by using leap and obliterate without using smash. Again, putting these both on cooldown and having to wait longer for a proc. Ravage AFTER crush. Ravage is a low priority filler but using it while they are slowed to 10% and also building stacks while channeling is the only way to do it. It's not gonna make a huge diff, and this is just my opinion coming from a Warlord smash jugg, but you are sometimes using abilities superfluously which makes the rotation and its effectiveness less useful.
  2. The PVE set bonus is a must for kinetic hybrids and balance shadows. The PVP set bonus is better for Infils.
  3. What he's saying is that you don't have to be a well coordinated team of top ranked players to stunlock and and shut down good players anymore. Any random bad players with trigger fingers for the stun button and no understanding of the mechanics can stunlock you to death.
  4. It's this lack of stacking that is the cause of so much frustration. For example: Pre 1.4, four instantaneous stuns from different sources would instantly fill resolve, but it at least gave you a fighting chance against numerous opponents if you were any good. Now 4 instantaneous stuns only fills your resolve bar less than half way. As a result you are still vunerable to 1. more stuns 2. knockback with roots or 3. numerous slows. Breaking CC is a futile effort now because you can be immediately stunlocked for 8 - 12 seconds rather than 6 that it was previously. Also there is a steeper decay of resolve than was previously not a slower one. All in all, in any given warzone you WILL spend a significantly more period of time either stunned, slowed or being knocked back.
  5. Are we talking 1.1.5 intended? 1.3 intended? or 1.4 intended? Because these changes show that it's obviously not working as intended otherwise there wouldn't be patches need to overhaul it.
  6. Boom! Look at my pro healing!
  7. Kript. That's the merc I had in mind. Couldn't think of your name man but only merc I'll go for when I see you because I know you can hurt if you sit in a corner.
  8. Oh Oh and Zargor, the Overlord!
  9. As above. Pretty much sums it up and I'd agree with all those players. But ill add a couple. Mara/Sent: Forcebringer and Temerance. Also Krackers alt (forgot the name), Aetherius has also got great potential. Sorc/sage: Areesa, Nhorn, Khronos, Illeana, Appedium (Sp?), Edupeleoii, Cortrella. Vanguard/PT: Seis, Tetsujin, Ninj, Mrmjat, Jugg/Guardian: Execute, Xeth, Protector, Sotoe. Varessa, Op/scoundrel: Mago, Grog, Beunos, Celo, Blackmunky. There is also a healer called Nightlife who impressed me recently. Merc/Comm: Chasity, Toughmudder, Arugor Sniper/GS: Artysim, Zazz, Suul Assassin: Saedus, Shiva, Czevak It's a shame I didnt make Carthys list though. I'm obviously not /dancing enough before killing blows. I'll up my game.
  10. I am being completely serious. WITHOUT being babysitted by a healer and tank with guard they are horrendous. It's the bads and the undergeared that whinge the loudest about pyros because they get dominated. Similarly geared players of most classes witl usually have no problem with the class in a 1v1 if they know what they are doing and any team focusing a pyro will take them down in 2 globals. Their utility is limited, their survivability is one of the worst in the game but their dmg is high. Fair? You should be facerolling a pyro with a sniper so I don't understand your thought process.
  11. Prob should be asking for a buff carth after the way my shadow treats you... Oh and the scoundrel.. And the jugg. Tbh with the rest of you, leave them to way they are. They top damage, but without a healer and tank babysitting them they also top deaths. No escape mechanisms, no defensive cds that are overly useful, horrible heat management. The class sucks arse basically.
  12. If you think vengeance is a bad spec for pvp then you are doing it wrong. Rage is a gimmick spec. Easily counterable, too much ramp up time between smashes and they only hit for 5-6k. Only in a perfect world or a voidstar against pugs will you hit more than 2 or 3 people. Then what? 12 secs of ramp of time of sub par dmg waiting for your next smash. Then you miss due to a knock back every so often, then another 12 secs of waiting spamming sundering assault. Vengeance not only has more utility with unstoppable and better defense but I can pressure a healer just as well as a rage can. I have 600 - 650k warzones before. Single target dmg.
  13. Balance shadows basically need healers on them to make any sort of impact. Having played all 3 specs in warzones I do the most damage in balance spec BY FAR. 500 - 600k voidstars as long as I have a good healer on me most of the time. However, I find that dots are great and all but most of the noticeable damage comes from crit double strikes which, on healers and maras, can pull 1200 - 1400 per hit (2400 - 2800 dmg per double strike). But they are a support role. They lay down dots that pester healers while other dps classes take them out. Plus they have a harder time surviving compared to KC shadows.
  14. At first the animation delay didn't really bother me. But seeing how often assassins or Maras disappear as soon as it comes out of the ground for it just to hang there without tracking gets really frustrating. Either Bioware makes it instant (somehow. The animation change would be interesting) Make Shock delayed. Such as charging a ball of electricity above the Sins head before throwing it. Make project track the target and knock them out of stealth. Frankly I'm all for the second choice. Make Sins charge a ball of electricity over their head for a second. It's the easiest solution to balance the classes.
  15. Why not make Shadow Strike only usable from stealth and knockdown like shoot first? Shadow scrapper. Shadow strike (knockdown), clairvoyant x 2, stun, project, force breach. Still 1 up on scrapper since they don't have a gap closer. Shadows already do and they make everyone jealous already
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