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Quor

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  1. Thanks for the suggestions Feign. I ditched all my other pvp gear already, so it's just a matter of building up my current pvp set. Does level 55 pvp gear suffer like the old stuff does? Or does bolster work with it? Also, how to counter that roll that Smugglers and Agents have? They seem to roll farther distances than I can jump, and I've had a few arenas where I've watched them roll up onto something like they had Force Charge. Had a Scoundrel Backblast me for nearly 6k earlier, just by running circles around me and (I assume) spamming the button until she convinced the server she was behind me. Chilling Scream seems to get wiped a lot easier now. Any suggestions on dealing with that? Just reapply it more often? I've had some success vs. Commando's with properly timed Saber Reflect, but Vanguards still give me a lot of trouble. PT's and VG's were always BS, and I see that the changes made to Rail Shot/High Impact Bolt haven't really done anything to tone the class down. I managed to win one fight thanks again to Saber Reflect, but man it seems close; if I don't SR at the right time, or if it's down when I need it, then I'm done, other CD's be damned. I'm guessing the main gap is gear still, as I only have level 55 pvp pieces in my weapon, chest, head, legs and belt slots.
  2. Backstory: I took a long break for life reasons and I came back about a month ago. I made ky way to 55 and have slowly been gearing up, both for pvp and pve. I had a few games last night that really shattered my confidence. Basically, what can a typical pvp specced Veng Jugg do against a Gunslinger? That roll of theirs is insane. Do I just play the LoS game until a friendly comes along and 2v1? Also, who was the idiot that made Hold The Line a standard Trooper skill? And what do I do against that? Hell, just bring me up to speed on how to deal with any non-Warrior/Knight class. I was still able to deal with Sents and Guardians ok at least. I've got maybe half the pvp gear I could have so I know that's an issue too, but I used to be able to overcome some of that gap with skill. But it didn't feel that way yesterday. Thanks in advance guys!
  3. The concept is about right, but the truth is, a mara will just jump to you, a PT will just grapple you, and a sin will just catch you with force speed. Maybe those will all be on CD, but the longest is grapple, which is 25s if I'm not mistaken. Speed is 20, and jump is 15.
  4. Yeah, I spent tonight upgrading my gear, tossed out all my old pvp stuff, and hit up the GTN and used some comms I had saved up. Did significantly better in that I died less and killed more, but still lost every round because the other side worked together much better than we did. Also they had at least 2 Gunslinger's and Commando's per round, which is just ********. I don't know who decided to make Hold The Line/Hydraulic Override a standard skill, but they need to be committed, and Gunslinger's are always a problem..
  5. So, level 45-50 greens? O.o I already feel dirty.....
  6. Wow. I did not know that about expertise. Guess it's time to start cranking out levels. Sounds like my old Columi stuff will be better than what I'm using now. So basically, get rid of anything that's the old pvp stuff (aka all of my gear) and get new ****, as long as it's roughly equal stat-wise, minus the expertise? Guess I'll be doing some GTN trading this weekend. Thanks guys, this clears a lot of stuff up.
  7. Took a break for grad school and getting married, so It's been about a year since I last hopped onto TOR. When I left, Unstoppable was still useable in any form, and Sunder generated 3 rage with a 3s CD. So I hop into pvp on my new lowbie Jugg that I made simply because the story is awesome (I have a 50 s well, valor 56 with a mix of BM/WH gear) and my first experience in pvp was an Alderaan that was a close loss for my side. Ok, whatever, I'm rusty. My team managed to win the next one (Novare), which was great, but then **** really hit the fan. After banking a half dozen losses on my lowbie jugg, I hopped on my level 50, thinking the larger suite of skills would benefit me and my team. But, I still got destroyed. I was getting beat by level 30ish Gunslingers and Commando's like it wasn't a thing. I now know that ALL troopers and BH's get Hold The Line/Hydraulic Override as a standard class skill, which is BS, but pretty much anything beside's a Sorc, Jugg or poorly played DPS Operative was destroying me. I know the skill priorities, I know how to move and swap targets and adapt to the battle, but it just seems I melt to the focus fire of even two people, much less three or four. And properly played clasess besides the three mentioned above wipe the floor with me, all of them with less access to abilities due to level, but somehow with more life. What happened to the class? Did Vengeance just fall out of the useless tree and hit every branch on the way down? tl;dr Veng Jugg seems way weaker, and the other classes have been buffed to the ****. *** man?
  8. Fought this one Commando (part of an unranked 8-man premade) who had an assault cannon, was listed as "Commando" for his class, but was using Hold the Line? I've looked at talent calcs, but it says it's VG and PT only, as it should be. Did I miss something? Was this added to Commando's and every talent calc I've seen is just wrong? NM, I see it, it's a baseline skill now. Whoever did that dun goof'd.
  9. Yeah, more or less this. Healer if you want to be safe, DPS if you're confident you can go quickly enough that OOC healing chances occur frequently. When I leveled, I found myself using Quinn up until about 30+, when I happened upon a good deal of customizeable 'Sin gear, which I used to trick Jaesa out with. She lasted until 50, when I fought the last storyline fight. By that point, Vette had been geared out with some high level mods and a pair of Columi pieces, and she was a beast. My experience, when everyone is geared, is that Vette is your best all-around DPS, and she does it from ranged, which means less trouble from AoE than if you were using Jaesa or Broonmark. Jaesa is the better single target damage by far, so if you can assure she'll be alive (leveling with a healer friend, or a partner using their healing companion) she'll wreck stuff like no one else. Broonmark and Pierce are melee and ranged tanks respectively. Same rules apply for Jaesa/Vette. Use Pierce if you need a tank against ranged, because it'll keep you out of the AoE Pierce will be soaking. Use Broon as a melee tank vs. melee, or a meaty DPS (although nothing compared to Jaesa/Vette). Quinn is obvious. Use him when you need healing, which generally occurs when you're doing stuff beyond your level. So orange quests, yellows if you are having trouble surviving them for whatever reason, heroics, or if you're with someone and your Quinn is more geared than their healer companion. So use this as a sort of guide if you're keeping everyone geared. If you can only keep one geared, your safest bet is to go with Quinn, because even though his DPS isn't great, he still does a decent job with it while also healing. If you can, shoot for 2; Quinn and either Jaesa or Vette, depending on preference.
  10. The Sith way is freedom. I like LS Sith best of all the force users. LS Jedi are fun, but rather...blase. DS Jedi are equally blase, just like DS Sith. Yeah, you're evil. You do terrible things because you can. Big whoop. But LS Sith....that is true freedom. I think an early quest on Korriban has a guard exemplify the idea best. One of your conversation options with her gets her to respond that she's happy to see that the Sith embrace other emotions besides anger and fear. This led me to the conclusion that LS Sith is the "best" choice in terms of actually getting to maintain true humanity (or whatever it's called for non-humans). LS Jedi forgo all emotion because the code says emotion is bad and leads to the dark side. DS Jedi embrace all the things they wern't able to before under the code, and like a child kept from the vices of the world, they go nuts and drink deeply of the once-forbidden emotions. DS Sith focus exclusively on negative emotions as a path to power, believing anything besides fear, anger or hate to be worthless. But LS Sith employ the full spectrum of emotions. They feel all things and use all these feelings to aid them. MY LS Sith was very happy to hear that Jaesa wanted to stay with me, and I formally adopted her into my house as a daughter, even encouraged her to get married and have children. We talked about changing the Sith empire for the better from within, and the trials that we would have to go through in order to do that. It was an intimate, special moment of closeness between the two of us. Then I walked down the hall and had a wonderful conversation with Broonmark about how he was honored to be a part of my clan and would work to teach my as-yet-unborn young to hunt and kill worthy prey, and I praised him for his dedication to destruction, encouraging him to stay on and serve my legacy while he continued to hone his skills as a predator. It was great. Then of course, you play the JK story and you realize that going DS Sith is probably the worst thing you could do for the continued survival of everything, and LS Sith suddenly starts to, somehow, feel even more awesome.
  11. Leap is not a stun. A stun means you can't take any action AND can be damaged while under its effect and it won't break. This is stuff like Backhand, Electrocute, Force Stun, and Dirty Kick. Leap is a root, which is viewed as a 100% snare. It prevents movement, but doesn't disable any other abilities. So a Sorc can still Overload, or a Commando can Concussive Charge, or a Sniper can Cover Pulse. Any ability can be used as long as it doesn't involve some kind of auto-movement (in this case, Charge/Leap/Jet Boost/Storm would qualify, meaning none of those skills would be useable while the person who can use them is rooted. Zealous Leap and Obliterate would also qualify). Secondly, and this is brief, but Awe is classified as a mezz, just like Flashbang. It breaks on any damage (including DoT damage) and lasts for six seconds (unlike Flashbang, which lasts for eight). Thirdly, putting roots on resolve would slightly nerf some parts of Carnage/Combat specs, but completely buff the crap out of Rage/Focus and Annihilation/Watchman, because it would mean that a Mara or Sent with full resolve could not be stopped for ten seconds. Sure, they couldn't leap to someone and root them, but they all have a native snare, and any Mara or Sent worth the name keeps his target snared 100% of the time. The only reliable way currently to ensure Mara's and Sent's don't have their way with every other class is via rooting and snaring. If you thought there was QQ now, there would be a tsunami of tears if they added roots to resolve. The idiots would trumpet it as a huge victory, while the Mara's and Sent's would rampage across WZ's like nothing seen before.
  12. Clearly that Jugg just had the misfortune of not having ANY of his CC abilities available. If he was Immortal he could have: Feared you. If you break it (if you can) then Backhand or Choke you to buy himself 4-5 seconds of free walking time. Push you. This resets his charge, and puts you in range of being charged (or else, if used immediately after you charge him, gives him essentially free reign to go where ever he pleases for the next 12s. Backhand and/or Choke you. If you break one, he applies the other. Assuming Vengeance, the same applies as above, only Push becomes much more dangerous, because he can then charge to you and become immune to everything you do for four seconds (yes, including your roots). He trades this for the stuns of Backhand/Choke and a lower Push CD, but gets a lower fear CD in the process. Assuming Rage, he might have been screwed, because all he has going for him is fear/choke/push, and in order for that to work he'd have to open with choke so you broke it and then follow with a fear or else push and do his best to aim you in the right direction. But even then, he had options. But it sounds like you happened upon a Jugg who literally had no cooldowns, and apparently no one willing or able to get into a position for a pass of some sort. As stated earlier though, roots on resolve would hurt ranged more than melee. As it stands now, even if a Cover Pulse from a Sniper doesn't knock me back with full resolve, I can still be rooted by Leg Shot, giving that Sniper time to get distance and set up again. But hey, if you really want to make Huttball a complete joke for any skilled Guardian or Jugg, be my guest. The Marauders will love you as well, since they'll be able to eat EVERYTHING for breakfast now.
  13. Only one major ability "works" off of armor pen, and that's Rail Shot. A good portion of PT damage is elemental (Flame Burst, PGC dot, IM) with the other two major damage sources being classed as Tech Kinetic (ignores defense/shield but is mitigated by armor). And as already noted, PT/Vanguard are consistently the highest DPS classes, often tying and sometimes beating Mara/Sent damage. A nerf is needed for PT Pyrotech and Vanguard AS spec. Plain and simple. Likely Mara/Sent as well, but exactly how you can go about nerfing them in pvp without screwing pve is a tough problem to solve.
  14. Good feedback here. Would rate you up if we had a system like that.
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