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durvas

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  1. So send a sniper after the classes they do the worst against? A PT spamming stealth scan would only find the stealther by luck anyway. This is all assuming the stealther doesn't actually sap the non-stealth person looking for them. NoTarget's point is that this mechanic violates what the other rules of huttball currently followed and for no discernable reason. Decloaking would at least give the defense a chance to respond.
  2. durvas

    Best PvP class

    Marauders, pts, and assassins were op over 9 months ago and still are today. Balance doesn't come quickly, if at all, so you can't go wrong with one of those classes.
  3. Even though this is a necro, it's still a fun spec for pugs and solo queueing (just make sure you have a decent crit rate first). DoTs don't matter as much when people are breaking mezzes and not cleansing anyway. I'd suggest something more towards http://www.torhead.com/skill-calc#400bZrI0bRoZGbbkrMGz.2 with Hold Your Ground, as the snare on corrosive grenade was nerfed to 6 seconds since this was originally posted.
  4. I never quite get these compromise arguments. If you're OP and get nerfed, then compensated for that nerf, you're OP again.
  5. durvas

    Nerf Mercenaries

    I don't know the specifics of merc/commando mh/oh, but for sniper/slinger, GS actually start to come out ahead when over 100% accuracy. Anyway, about trooper/BH, even if it is actually calculated the same, they actually have the same regen zones, and the cell cost is actually not more than heat, it's still much easier to "ride the line", ie get more dps without dropping over into the lower regen because you actually know where you are on a BH. On a trooper, you have to kind of guess what fraction of a cell the regen might actually be at and it is easy for you go into lower regen or simply lose gcds with your normal shot.
  6. If the sniper is commanding a zone and you can't get to him, your team is screwed anyway, and not because of the sniper. The sniper's team is already dominating yours. I would love to play against people that don't use think LOS is important. I would love to play people who don't LOS casts, who don't use it to heal or to reset a fight, who don't use it to approach, and who leave snipers in good positioning unharassed, but in real situations will run into LOS issues a lot. I was specifically replying to the idea of a "hard counter". The balance of sniper and mara, within a team setting, is not lolambush in favor of the sniper. If anything, it's close to even and depends on who has more cds up and more crits.
  7. Nothing quite like getting your leg shot lolrngdeflected. All you can say is "well, ****". Simply put, snipers are not a hard counter to maras. "Hard counter" implies face roll, it implies beating nearly 100% of the time. Snipers do well against 1 melee with the first shot, all cds up, where you're already positioned well and no los. You're almost never going to get that. A real situation would be with teammates, not all cds are up, effects get cleansed, plenty of los, other people around, funneled towards objectives, etc. And in these with their greater survivability tools, maras certainly break even against snipers. Theorycraft is fun and so is comparing cds in perfect environtments (for the sniper), but snipers are not a hard counter to maras in reality.
  8. Is there a reason to go for the higher cunning mods with the lower endurance enhancements? Is it a better stats return overall? Is it for more dps? Or is it just cheaper to min/max that way?
  9. I have 1396 exp, and medium armor. I get hit for more than 6k regularly. Any smasher with a decent level of gear can achieve it.
  10. Snipers need good teams to do well, but if the team is good anyway, they don't need a sniper to win and the spot could be filled by other classes to equal or greater effect. Snipers can be effective, it's just that others are more effective and better choices overall, especially in non-optimal situations. The melee focus of this game is the one thing that keeps snipers relevant (thank you cover), as it has already sidelined entire classes and many specs
  11. durvas

    OP-owertechs

    They're very strong and they're easy to play effectively. Yes, they're not hilariously game-breaking like other issues (smash/bubble stun), but pts shouldn't come in here and act like you're not doing well or don't bring anything to a team outside of damage. Pretty much every dps class other than marauders would love to be in your position.
  12. Any energy upgrades (including the 10 from Bravado) only go towards the cap proportionately, i.e. 5 extra energy only gives you a 2 energy cushion in the top regen band, 2 in the middle, and 1 on the lowest. The extra tick on XS Flyby outweighs this not only in damage but in usefulness for things like area control. At most, you'd only want 2 piece enforcers for the extra second on dodge, but with the lag in the game, I've found the extra range from 4 piece Field Tech to be the most helpful.
  13. Sadly, I have to agree (as a solo queuer). The balance also seems much worse now, after coming back for f2p. My recruit geared imp alt wins noticably more than my geared main of the same class. Playing Imp side just feels... smoother, like things are not as hectic and random.
  14. 1) Lots of people seem to be going with orange pieces and PVE armorings for belt/wrists. I understand for healers because of healing's increased expertise DR and for people with better defensive CDs, but would this be worth it for GS? 2) Are the WH belt/bracers underbudget at the moment and are they changed on the PTS? 3) Many people have their own opinions about the best combination of enforcers and field tech set bonuses, but there is a decent difference in HP for the sets, over 1 k. Do you have a HP level you are shooting for? 4) What trade off would you go for? For example, the difference between GS and Scoundrel implants is 24 End for 9 Cun and 20 crit. Also, the difference between Field Tech chest and legs is 19 power for 18 end.
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