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Drayu

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  1. sometimes you kill someone in the melee clusterf*ck and can restealth immediatly Sometimes you kill a lonely healer in the back, and can't exit combat for ages, despite no one healing you, having no dots, and well, not being engaged in combat whatsoever. Time to exit combat should be consistent. Counting from the the last hostile action performed/received and last direct heal received from someone in combat.
  2. I don't disagree entirelly with your post, but this part I do, I mean, a VG has more dmg AND utility than a Merc, a single off the GCD taunt on a marauder attacking your healer probably prevents more damage than any untalented heal you could hope to cast in 2.5 secs and you "feel equally justified"? sure, a instant heal on a 2 min CD can help in specific situattions, but you could use power surge with fusion missile, or with concussion missile aswell. In the end of the day, the same skill tree on VG/PT > Merc/Commando, and while that remains true, I don't agree we are "equally justified".
  3. The problem with assault/pyro commandos/Mercs isn't that the spec is terrible, it's not amazing, but it's not that bad. The problem is that a PT/VG can do it (much) better, the diference is: Higher damage interrupt Harpoon reliable snare taunts vs 1 instant heal every 2 min (you aren't casting any heals vs any decent player/team), and well, heals is what the team healers are there for.
  4. 14 per WZ? that sounds about right: http://img42.imageshack.us/img42/8499/eepr.png also, 1.4 million in a rated: http://i.imgur.com/4Cto7.jpg Several things with sentinels make you wonder: • The low cooldowns on some abilities (when I started playing in December and didn't know the other classes that well, I imagined GBTF had like a 5 min CD) • Rebuke with the potential to be up 50% of the time, and with several classes requiring dots for procs/snares, incidental aoe splash dmg, it's up for a long time giving protection from ALL dmg, making your so called "low armor class" above a heavy armored dps. The armor argument isn't even a good one, it's about 5% diference between armor classes, ~20% light, ~25% medium, ~30% heavy armor, so to claim you are "too squishy" without your array of defensive cooldowns is just silly, everyone is, and no other class has the same amount of CDs. • Saber ward should be Guardian exclusive • Every AC, except the 3 with a tanking option have a PvE de aggro ability that simply says: "Reduces the threat towards all current enemies" Force camo, which is the sentinel "PvE" de aggro ability says: "Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, and increasing movement speed by 30%. Lasts 4 seconds. Dealing direct damage ends the effect prematurely" _Can also be talented to break movement impairing effects as combat OR _2 seconds extra duration AND extra 20% run speed as watchman oh...ok then, guess the other class devs didn't read the memo to make the "PvE" de aggro something usefull for the rest of us • The amazing group utility, 15% group wide dmg buff and Transcendence that alone can win a game, not to mention people often forget that it also increases defenses for 10% for the entire group • Best interrupts in the game as watchman, can keep someone from casting for a really long time, force kick on 6 secs CD locks for 4, jump in your face every 12.5, choke. • Aoe mezz, root(s), snares, healing debuff, 90% accuracy debuff, etc etc etc The defenses would be "ok" if sentinels had a hard time to reach and stay in melee range - they don't - between a short CD leap, transcendence, snare, root, choke, and force camo sentinel uptime on target is very high, while packing the best dps in the game atm.
  5. This one right here, may be one of the dumbest posts ever
  6. Scrapper_PvP 1. OP at lauch, annoying after nerfs, useless after further class nerfs / game mechanics changes. 2. same as above, the only reason to bring a Scrapper in a rwz team is to guard nodes, which is done better by a shadow, or to stealth at the enemy line in hutball, which again is better done by a shadow. Sometimes you kill someone in the melee clusterf*ck and can restealth immediatly, sometimes you kill a healer on the back and can't restealth for ages, despite no one is healing you and you aren't engaged in combat whatsoever. Opener damage isn't that scary anymore whith most people hovering at 20K HP, and damage out of stealth is weak, has considerable downtime due to long cd's on backblast/ blaster whip which makes the combat "not flow" too well, energy is also an issue. Sawbones_PvP 1. Best PvP healer by a fair margin. 2. ye, it's the best pvp healer, emergency medpack + emergent emergencies, flash grenade, dirty kick, disappearing act, dodge, defense screen and being able to heal on the run makes us virtually unkillable in 1v1 combat.
  7. Assault_PvP 1. A joke, a free kill, hopefully not in my warzone team and definatly not on my ranked warzone team. 2. People often compare assault commandos with assault vanguards, and while the playstyles differ, they do share the same skill tree, so the perception I have is that my class is a vanguard retarded cousin. Severely lacking in utility compared to any other class. Now I know that comparing a assault commando with a assault vanguard is a bad idea specially when vanguards are viewed as one of the most op classes atm, but we share the same base class and the same skill tree, so we can clearly see why the potential of one advanced class is bigger. • Commandos have a aoe knockback, vanguards have a aoe stun - which one is better depends on the sittuation so lets call it a tie • VG (and pretty much every class) can interrupt, commandos...?? • VG have a pull, commandos...?? • VG have a 100% reliable way to apply the plasma cell dot which makes the snare 100% reliable, commandos have a 16% chance. This not only makes kitting completly random, but reduces our damage because our dot uptime is lower. (btw, only the 1st 2 ticks of the plasma cell dot are applying the snare, the last tick doesn't, and for some reason you can't have the plasma cell dot in more then 1 target, is this working as intended? I don't see any restriction on the ability tooltip) • VG can reset HiB with instant melee abilities (which is fine ofc since they are mostly a melee class), commandos need to cast for it, so while reseting HiB with Full Auto kinda works since it procs instantly and you can keep running (and lose the dmg of Full Auto), reseting it via charged bolts is often not possible because I'm rarelly allowed to free cast, and even if you DO get a charged bolt off, it's only a 45% reset chance, so might aswell not bother. Not to mention that even in the remote scenario that you are able to free cast charged bolts, it does laughable damage, and will only get you into ammo problems. • VG can taunt and aoe taunt, commandos..?? • VG can guard, but this rarelly used by a assault VG, so I won't go there. • VG get a 25% crit buff for 15 secs on 2 min CD, commandos get 1 instant ability on 2 min CD... • commandos have ranged attacks, and so do VGs. As assault the skills you use mostly are hammer shot, assault plastique, incendiary round, full auto and HiB, they are available to both classes and all have 30m range on both classes for some reason. Commandos do have charged bolts (good luck with that) and plasma grenade which has a ridiculous ammo cost and a considerable cooldown, it should be either instant or have the ammo cost and cooldown greatly reduced either passively or baked into some talent. • Commandos have the ability to heal, and VG don't, something is definatly better than nothing, but the ability to heal is greatly overestimated, you will never be able to get a heal off while being attacked, and if you try, and for some reason don't get interrupted, the damage you take while casting the heal without pushback talents will always be greater then the heal you cast. (it might work vs a gunnery commando ) And when looking for a player for a ranked WZ team, if the team wants heals, they will get, you know, a healer. • Commandos have a 8 sec mez, with 1 min CD and 2 secs cast time, instantly "trinketed" or cleansed by any healer, VG don't have a "long" term mez. In conclusion: Given the same player skill and gear, a commando brings nothing to a team that isn't done better by other classes. Random thoughts (applies to commandos only, not VGs ) • Assault plastique shouldn't lock sticky grenade, it should work like this: You cast AP AP detonates after 3-4 seconds After AP detonates you can cast sticky grenade • Degauss should remove AND provide movement impairing immunity for the shield duration, or at least some of it. • Move the "Reflexive shield" talent to the 4th tier, so we can chose between it and "Rapid Recharge" • Adrenaline Rush is abysmal, a 3 min CD that heals you for 15%...over 10 seconds? • Swap "Weapon calibrations" with "Field training" Make "Field training" a 2 point talent with 2%/4% crit OR revert it to it's original form, a 3 point talent with 2%/4%/6% crit and reduce "Target Lock" to 2 points for 15%/30%. There's a lot more, but I'm tired so I'll end it here. Thanks for reading, Drayu
  8. Too bad the resolve is full after 2 of those. Also I guess the strategy is about keep them at bay, since there's no chance in hell a marauder can lose to a gunnery commando unless the marauder suffers from severe brain damage or is trying to take down a full WH commando while wearing recruit gear. And no, I don't play a gunnery commando.
  9. If the surveys are real, the various scenarios are used in market research for conjoint analysis, where you can figure out the best combination for highest profit, or if you choose (rarely the case) maximize number of packs sold (at a lower price and/or with more utilities).
  10. Alacrity is pretty crap compared to what? Choices in the 1st tier are accuracy, alacrity and endurance. Accuracy is also pretty crap in pvp, and you get a lot of undesired accuracy from WH gear, I'm missing 2 WH items for the full set and have 99.xx%/109.xx% accuracy already, I whish I had 0. Endurance is always good, and alacrity while not that good still makes you cast full auto, power shots and heals faster, so it's a winner in my opinion.
  11. Hi, I play a assault commando. I have: 25 in combat class abilities binded, which I use frequently on cooldown. This doesn't include: recuperate, buffs, "auras", combat ress, and few abilities I don't use in pvp. +1 for medpack +2 for relics +1 for adrenal +1 for passing in hutball So that's 30, for a class that everyone labels as "free kill". Maybe if you played other classes you would realize everyone has about the same amount of abilities to deal with.
  12. I'm not sure what are they trying to acomplish with transfers, I play on an Euro realm that once was very heavy and now joined the light club. Out of 91, let me say that again: 91!!! Euro realms, 70 are on a light status atm, in what is considered prime time. What will character transfers acomplish exactly? people will transfer randomly into the few standard+ realms leaving the light realms...empty. Comunities will get split for no good reason. What will you do with the 70 empty realms (on Europe alone) after transfers? shut them down? even if it still contains players that for some reason didn't transfer? I'm not saying transfers are bad, but given the option, realm merges seem the logic solution. I really can't find 1 point in favor of transfers 1st, merge/shutdown 2nd, unless this "Character Transfer Service" you talk about is going to be payed, and you are just trying to milk money from your already "short" playerbase. If that's the case, it's truly pathetic. In present time, Europe could probably have a healthy population distribution with ~25 realms.
  13. It's 9 PM GMT // 10 PM CET Pretty much prime time English realms: 1. Very heavy 1. Heavy 16. Standart 27. Light German realms: 1. Heavy 9. Standart 20. Light French realms: 8. Standart 8. Light Total: 1. Very heavy 2. Heavy 33. Standart 55. Light I'm not really sure what you benefit from delaying realm merges - we all know it's inevitable. In the meantime, you lose subs, since (almost) no one likes playing alone, and reroling on a higher pop realm isn't a welcome option for most casual players or for people that invested a large amount of time on their chars - It doesn't fix the problem either, since there's just too many realms for the actual population. What's the problem here? Do you lack the tech to make a realm merge? Is it a pride issue? Get over it and fix it. mmos without players don't usually work.
  14. Drayu

    PvP Food Chain

    Awww so cute, 350K in voidstar? anyone can pull that on any class. How about 690K dmg + 88K healing? http://khnm.addeus.se/wp-content/uploads/2012/05/1xmks-THErecord.png Or maybe 756K dmg + 111K healing? http://khnm.addeus.se/wp-content/uploads/2012/05/45p84-Screenshot_2012-05-07_15_32_59_060900.jpg Thought so.
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