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Isagoras

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  1. About the medicine operative I tried the Diagnotics probe tactical item in flashpoint and warzone "Activating Surgical Probe reduces the cast time of the next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection can be cast instantly." From what I have seen ingame a stack has a duration of 6 sec. I think it's too short. Why not a permanent stack like the advanced prototype powertech thing. Otherwise I could be happy with a duration of 12 sec. I remind everyone than Surgical probe needs a tactical advantage (so 3 TA to have 1 instant Kolto injection) and the buff of kolto infusion to be really useful and I don't even speak of the energy management.
  2. After what I have seen for sniper who will have a type phase walk, I think that a jugg rage who can be easily control and stun (not like the mara fury who has gravity vortex), it's necessary in warzone to have a set bonus or a tactical item who give 30 meters range to obliterate. Otherwise explain me how a melee dps has a little chance against a range dps in warzone.
  3. About rage discipline Previously there has been a change in name for the mara version of it, Fury. The purpose was to make each discipline different. And until now there were different. But for 6.0 there will be identical in term of tactical items. In theses conditions why play Rage jugg when Fury mara has gravity vortex (immunity to interrupts and all controlling effects for 6 sec), force camouflage... in pvp, in ops Bloodthirst, Predation for the group, and in all I've seen on starparse better result ? That's why most of dps jugg plays vengeance theses days in pvp and ops. Specific tactical items for Rage jugg could be a way to put back on track this discipline. Today the rage discipline is far to be enraged. It's in cage. Free it please ! Like you have free the fury discipline.
  4. I know I know one more thread about that but this time with all the changes scheduled, it should be tested at least on pts. Make Tank disciplines useful in pvp. One big step for that is "You want to guard, you have to be in Tank discipline."
  5. Tactical Items for Rage discipline : Attack abilities: -Shockwave increase the damage of the next raging burst and smash by an additional 15% (from 15 % to 30%), 40 sec cooldown, maybe too much today but tomorrow if an assassin can share his force shroud, a necessity -Brutality make your next furious strike an automatic critical hit, 35 sec cooldown don't forget that the actual 6 pieces bonus set won't exist anymore. -Battle cry increase the damage of Force scream by an additional 15% (from 5% to 20%), 30 sec cooldown Defence abilities : -Enveloping rage increase damage reduction from 5% to 30%, 1 min cooldown -Gravity Manipulation (like the gravity vortex of marau fury) triggers for Force Crush an immunity of 6 sec at all interrupt and controlling effects, 30 sec cooldown -Furious power reset the cooldown of Endure Pain (first I was thinking of Saber Reflex but I don't know, it depends on what other disciplines will have), 1 min 30 cooldown
  6. The first one on the list is the best and the last one the less good. It's my personal opinion, I check each class in details and I consider to achieve this ranking that each class is played by a player who knows what he is doing. Actual Class survivability 1 Marauder 2 Mercenary 3 Sniper 4 Operative 5 Assassin 6 Sorcerer 7 Juggernaut 8 Powertech Now that being said, what should we have ? considering mele classes, ranged classes, possibility to jump to someone or not, stealth or not, kite, potential damage, etc.... Possible Class survivability 1 Juggernaut 2 Powertech 3 Marauder 4 Operative 5 Assassin 6 Sorcerer 7 Mercenary 8 Sniper So in what position will you put each class ?
  7. It has been the case for the last one on Odessen and during weeks we coulldn't play on an other one. I still remember that and each time I'm on it I have this mixed feeling. So please this time could you not rise the probability to get it or only for one week.
  8. I'm concerned for the Rage spec but we will see what will be done to compensate that. The other part of Piercing Chill is "increasing your movement speed by 35%" so you nerf the damage part of it so you should up the bonus speed part maybe from 35% to 40% even 45%. Try to follow theses days in pvp mercenaries, marauder, sorcerer, assassin, operative, sniper, powertech with your juggernaut. You can't follow them, they just move too quickly for you. I know that Chilling Scream reducing the movement speed of the ennemy but theses days all classes have something to just ignore it : an utility on force speed, an utility on predation, Hydraulic Overrides, Exfiltrate...
  9. At the moment we all know that there are 3 classes above others Merc, Sniper (especially engineering spec), and Marauder (but at least you need to know how to play it). My question is this one, is there class change scheduled for 5.3 ? If so, when can we expect the 5.3 ? I think maybe in september but the new extension of the game usually take place end of november or beginning of december so if there is no change for classes in 5.3 we can expect the change will arrive november/december with the next extension. I play mostly a rage jugg and I like playing madness sorc, pyrotech PT and medicine operative. I know how unlucky I am all of theses classes are not very good at the moment. My subcription has only 8 more days and it look like I will have to wait the new extension to just hope a good class change. I will be an idiot to pay a subcription during 6 months in theses conditions.
  10. Isagoras

    Melee vs Ranged

    I think the worst warzone for mele class is Odessen Proving Grounds. How defend a control point with a melee class against a ranged class ? Obsiouly if you go outside the control point you lost the point. If you stay inside you died with no domage send to the ranged class attacker....
  11. So to stay with a simple change, from what I read, maybe if pyrotech can trigger kolto overload when health is reduced to 50% for example, it would be a good thing.
  12. I'm using the dark side for my character personalization : eyes and skin changed. Before character 60 token, it wasn't too hard to arrived to 10 000 pts Dark side V. There was all the leveling to do it. Now the only solution is diplomacy and for a character 60 token it's a long time. So in the cartel market we could have some items who gives you a amount of dark side or a boost.
  13. I think it could be a good idea that the specialist pyrotech can move while using Flamethrower. Like the assassin tank with depredating volts.
  14. Isagoras

    1er bilan TOFN

    Je partage mes impressions après la migration vers tofn. D'abord ça proc, ça proc et ça proc en bg et arènes, je n'ai jamais attendu + de 5 min. Chaque soir 2 flottes impériales. Le niveau pvp est plutôt bon, on est cut/stun/bump assez souvent (comptez pas faire un cycle complet peinard), les focus sont bien méchant. D'ailleurs en parlant de focus, je n'ai jamais été 2 fois d'affilé avec les mêmes alliés ou les mêmes ennemis, ya tellement de monde, que les gars qui vous ont prit en grippe vous les aurez pas sur le dos toute la soirée, en gros vous ne les verrez probablement qu'une fois dans la soirée. En ce qui concerne le transfert de perso, ça inclut votre héritage de serveur d'origine dans la mesure ou votre héritage est plus élevé sur le serveur d'origine. Vous avez aussi toutes vos déco de forto qui suivent, ça a été une belle surprise. Bon après le truc chiant faut le dire ne comptez pas faire vos journa Yavin ou autre tranquillement, faites les en stuff pvp déjà car ya tjs des groupes de fufu qui trainent souvent par 2 et qui se font plaisir à vous tuer, généralement ils attendent qui vous entamiez un élite pour le faire, un peu rageant au bout de la 3e fois mais bon, c'est un serveur pvp aussi, ça fait parti du jeu.
  15. I play Juggernaut tank and Powertech tank but I think the Juggernaut have the advantage. I can't say about the assassin tank for the moment because I don't have one in high lvl and I never see one in team ranked arena on my server. On my server most of the teams play with stuns. I explain, the juggernaut tank stun your tank with Intimidating Roar and his dps attack a non guarded target so you use Determination (Purges all incapacitating and movement-impairing effects with 2 min cd (cooldown) for the powertech) to free you and save the target. But 60 secondes later the ennemy tank stun your tank again (but if there is for example an other Juggernaut dps or a marauder it could be much more quicker) and this time you can't do anything and the target die. Juggernaut : -Backhand => stun 4 sec cd : 60s (single Target) -Force Choke => stun 3 sec cd : 60s (single Target) -Intimidating Roar => stun 6 sec cd : 60s (multiple Target) -Force Push => cd: 45s (with Thrown Gauntlet) (single Target) Powertech : -Carbonize => stun 3 sec cd : 45s (with Combat Tech 2 pieces bonus pvp set)(multiple Target) -Electro Dart => stun 4 sec cd : 50 s (with prototype electro surge) (single Target) -Grapple => immobilize for 3 sec cd :35 s (with no Escape and Advenced Tools) (single Target) Assassin : -Whirlwind => Activation 1 sec stun 8 sec cd 60s (with Assassin's Training) (single Target) -Electrocute => stun 4 sec cd 60s (single Target) -Force Pull => cd 45 sec (single Target) I will give an idea for Powertech Tank, reduce the cooldown of carbonize from 45 sec to 30 secondes because I think it's fair that Carbonize which during 3 secondes could be use 2 times during the cd of 60 secondes of Intimidating Roar which during 6 secondes. For Assassin tank Whirlwind could be instant. If you are disagre about what I say I would like to read your strategies against Juggernauts with you Powertech Tank . Sorry for my bad english it's not my native language.
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