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Racter

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  1. Just because you haven't seen it doesn't mean it doesn't happen. Darkness damage is far higher than Immo atm. It is marginally harder to play and far, far squishier, but it does substantially more damage as a trade off. Shock proc w/ Reck is 15k, DV is 7100 a tick x4, Maul w/ set bonus proc is ~11k. You can get lucky and Shock > Maul > Shock for 40k+ instantly on 2018 players. Jugg damage isn't bad but it's not that high comparatively. Again, as mentioned before, a tank in full DPS gear does between 50-70% of what a DPS spec will do played at the same skill level.
  2. Seeing as they are not at all likely to fix the multitude of bugs on this map, I am 100% in support of this. I almost always quit out of this place because of this, though if it was fixed it would be tolerable. In one single game I had 42 out of 45 vertical charges (ground to 2, 2 to pipe, 2 to endzones) fail, and 22/22 intercedes, plus however many didn't work before I started counting. That's completely ridiculous. I have also had sstep fail and send me flying off into the abyss nearly every time I've tried to use it vertically here on both my Sin and my Op. Even sorc pull bugs out here occasionally. While funny to watch, it's totally ridiculous that this can happen at all, let alone in the frequency with which it occurs here.
  3. Gankone Concealment Op/Sco Warzones 3354 DPS http://imgur.com/FyR0GXT Highest hit 21135 http://imgur.com/Y2LFgrF Ractër Jugg/Guard Arena 3616 DPS http://imgur.com/L2H8p5M
  4. Game didn't launch with season one. Season one didn't start until halfway through the first expansion, most of those classes got nerfed heartily well before that point.
  5. I disagree wholeheartedly that this is a problem, honestly. Does no one remember the old days of everyone running hybrids because full tanks did literally no damage? Even if tank stats actually worked in PVP, this would still be the correct way to gear. The sole benefit of a tank in PVP is guard. They could nerf this, but then everyone goes back to AP/Veng skank tanking. I feel like this was a smart design decision made as a result of early arena seasons. They saw that literally no one was running with actual tanks because they were basically worthless in 4s and weren't happy with that, so changes were made to rectify the problem. The result is that tanks of all specs in DPS gear do decent damage, between 50-70% of a full DPS played with the same skill.
  6. I think everyone would prefer this. This game desperately needs some warzones that don't have a strong chance of 1-2 people having literally nothing to do for entire games.
  7. KotH generally involves a circle you stand in to get points. The more people you have in the hill, the more points you get per second (generally). I am super unsure how this will work in an MMO with rDPS and healers that wouldn't actually want to be in the hill. In competitive FPS games, you generally only have 1, at most 2 in the hill at once (out of a team of four) so the other 2 players can cover the people in the hill. In this setting, presumably you'll have the melee/tanks in the circle. In games of heavy melee vs heavy ranged this will be a nightmare. At least they are finally doing something that doesn't require relying on people to guard nodes with zero action lol
  8. You know you could just bind everything you need to that mouse, leave your fingers resting on shift and alt and have all of that covered without clicking anything. I don't know the extent of your injury but there are people that are literally missing an entire hand that have reached glad doing this with foot pedals for shift/alt/control modifiers in WoW. Seeing as Swtor is much slower with far less possible binds it should work fine here as well. Keyboard turning with any variation of jumping and especially trying to backpedal while doing it is far slower than mouse turning. Even with the ridiculous 270* arc in this game you will get maybe 1 global on me for every 5 I use on you. OP, you need to keybind and mouse turn. There is no other way to put it.
  9. Most games, mostly damage. The amount of people that can't do anything at all in terms of output is generally higher than the number of people that don't play objectives at all. If the team I'm in isn't totally worthless, I play slightly more objective focused. To be honest, it isn't hard to do both. If you aren't guarding a node that is literally left alone the entire game or running the ball, you should be doing ~1500 at a minimum on top of objectives. Even as a tank. All these people doing 5-6-700, not guarding nodes/doors/people, not off healing, zero prot are far worse than the DPS heroes. I'll cover the objectives if you're running around obliterating people. I'll do the damage/prot if you can't. Just do something.
  10. And it's very clearly Shi Cho, which is Focus aka Smash aka NOT a tank spec, what's your point?
  11. 95%+ of the player base is at that rock bottom skill level these days m8. Everything is OP to them. Juggernauts are not even close to OP and it's astounding that someone could honestly think so tbh
  12. Were you on the receiving end of that 119-0 Voidstar the other night? lol
  13. Berserk also generates Rage. Are you running Inexorable? You should be.
  14. Vengeance is a terrible choice for this. Any operative that can read and has hands takes Evasive Imperative, which gives them Evasion every 20-30s consistently. This not only purges your already pretty weak dots, it makes you immune to white damage. You can choke one a minute to still damage them but you will be hard pressed to land a kill as Veng in that window if they aren't totally awful. Immo in DPS gear can because double hard stuns, Rage can with the right utilities. Totally agree on that being a pretty unrealistic condition for entry, though. lol
  15. Not really the case any more. Vengeance and Rage are both pretty strong in PVP atm, and Immo (in DPS Gear) does comparable DPS to a DPS + Guard + Tank DCDs + 2 hard stuns.
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