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MagnitudeZero

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  1. But that would be a healer who is making that happen for the most part. And lets not forget, tanks in tank gear shouldn't be taking much damage anyway, infact with all their mitigation, they'd be the ones probably taking the least damage,
  2. My Shadow is pure tank specced (no force in balance), but I just wear dps gear, recruit infact, but it gets a silly amount of medals without even trying, too many medals really for the work that's involved. Damage taken against a team doing it right, will probably always be maxxed on a healer anyway, so you'd not be shining there, and cc's taken would also go to healers. You're doing yourself no favours by being fully Survivor geared, I'm sure you stay alive long but, in the PuG warzones, the thing that makes me lose the most is that people just cannot output adequate damage, obviously damage isn't everything, and in Huttball the winning team isn't necessarily the one with the most damage, but it often is the deciding factor in the other Warzones. As it stands, you will be able to get the 8 medals required with ease, and I'm not sure why you're asking for anything else. As I said, damage taken is already displayed.
  3. As a tank you already get the most medals, why do you need more? Also, if you hover your mouse over deaths, it already shows how much damage you've taken.
  4. Well I play Commando, but almost never strafe side to side like that as I need to stand still a lot of time. Likewise it's not a great idea to do it as a tank. But if I am playing melee or something else with a lot of instants and no requirements to stand still, then I do it.
  5. Strafing left and right all the time is for men, it's not really a tactic, it's boredom whilst waiting for the gcd.
  6. And unfortunately, this is where your argument falls apart.
  7. MagnitudeZero

    True Story

    Had a similar situation a few days ago on Tomb of Freedon Nadd (Rep side), Guy qq'ing about our HP at the start of Civil war "all 15k hp'ers go left" just spammed it for the 40+ secs before the speeders spawn I was all like "you go f*king left you scrub". Obviously we won, he ended up middle of the road in dps/medals/healing etc, not that that's what you should judge people on in WZs, but you do and everyone does so lol @ him.
  8. MagnitudeZero

    Bioware!

    Why are you asking us what we would rename the fleet on Twitter? How is that a responsible use of your resources? The beauty of Twitter is you can ask us almost anything you want, anything in the world. And this is what you want our opinion on? Well I choose to rename the Republic Fleet "Geoff", and the Imperial Fleet I will call "Enemy of Geoff"
  9. I'll honestly call ******** on that, yeah I don;t fully understand the resolve system - I guess few do, but I have encountered a situation like I described, and once the stun ended there was no more than 6 seconds before my resolve bar started to deplete.
  10. Going from Rakata - BM the only noticeable difference for me is the Damage output, even that is marginal, Survivability is better, I chose to wear Rakata over Champion, and also MK-1, personal choice, and as a healer I'd probably may even take Blackhole over MK-2 given the choice again, but MK-2 is really good, and I can't really say. It probably depends more on what you play and how you play it, but if you're new to PvP I'd definately take the Recruit over Blackhole.
  11. Then if they're only used to buy time, have them break on damage? But the difference between a Stun and normal CC is that CC's typically break on damage, stuns don't.
  12. We can clear effects baseline dependant on our class, Troopers/BH for eg can clear tech effects, but not force effects, and Sages/Sorcs can do Force but not Tech (I'm assuming) so certain roots and slows can be cleared, but afaik Stuns cannot be cleansed.
  13. That already happens with interrupts, it's a 4 second lockout on the ability used. Or they could give everyone long duration CCs, in the vein of concussion round and force lift, and then stuns to tanks and operatives only. I may be wrong on operatives, but pre 1.1 they were the bane of WZs for me, Shoot First or w/e it was critting in the 10k region, and then they got nerfed to the ground to the point noone wanted to play them. Instead their pvp viable dps tree revolved around being able to lock people down long enough that they could actually output damage. If this has changed then leave the stuns only to tanks. Tanks need Stuns in PvE, and their dmg output in PvP is low enough for the most part that having a stun would only be devastating when used in a coordinated kill, which in my opinion is fine. Noone else needs stuns.
  14. I will flat out say if you need to stun to kill a healer, you are just bad. I don't care if that healer is BiS full wrathful glad fotm op scoundrel, 2-3 players will put him to the ground. If you're crying that you can't kill a healer 1v1, then so what? He probably can't kill you either, And then you don't need stuns to kill cross healers, traditional breaks-on-damage CC will do that for you, and nobody is crying about that.
  15. No the thing is that full resolve *should* break stuns. It doesn't, don't think it's ever been intended to, but it should. Because you can have 990 resolve, and be immobilised by an ability that would normally add like 600 resolve, taking you up to 1590 resolve, which obviously doesn't happen it just sits at 1000 because that's the max, sit in a nice full duration stun, and then ten seconds later you're back at 0 resolve. Brilliant.
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