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Cybermeister

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  • Location
    Nottingham , UK
  • Interests
    music, archery, table-tennis, RPGs, MMOs
  • Occupation
    software engineer
  1. I've had this problem occur several times on Belsavis - sometimes with the clipping distance set almost at my feet so it feels like you're about to fall off the edge of the world Usually just quitting and restarting the game corrects it.
  2. Completely agree - as a long time tank and (ex) hybrid guardian I never realised how much I was going to miss my Unremitting... actually that's a lie - I knew exactly how much I was going to miss it, from the second it became obvious that the hybrid tank was no longer a viable build and that BW were giving us nothing to replace it. Right now when I'm tanking I feel something like a ping-pong ball (and coincidentally also about as resilient to physical attack as a ping pong ball). PvE is bad. PvP is downright stupid to the point of wondering why I bother. Actually I stopped bothering until the bolster issues are fixed, but that's another story - our vulnerability to CC is making it impossible to do the job effectively. It's just way too easy to shut us down. Huttball used to be my forte - now it's a bad joke. Personally I think stuns should be broken into different groups (like damage types) - 'mental' (e.g. mind maze / awe) effects and 'physical' effects (e.g. hilt strike / root / pull) and different 'primary / secondary' abilities used as a 'defense roll' against them. i.e. make your roll against a sorc root, then you break free. Classes with high willpower / cunning would have better resistance mental effects. Classes with high strength / aim / endurance should resist physical effects bettter.
  3. You can definitely reflect the TfB's Scream damage, although you still get the debuff that makes you 'invisible' - still that's easily dealt with.
  4. I enjoy PvP with my guardian a lot more than with my poor DPS-spec commando It really does come down to how well the team plays together though (and ofc whether the enemy team are a full FotM OP pre-made from one of the 'good' PvP guilds, in which case it's just not fun whatever class you're playing if your team isn't similarly geared / skilled). I play the soon-to-be extinct hybrid spec and I'm pretty good offense in Huttball (usually score 4+ of the 6 TDs unless the other team recognise me and shut me down hard), and great in node-protection in all the other games. Hypergates is probably the one where I'm least useful as that's all about dps and sneak-capping at the moment, but I can make it harder for the enemy team to dominate the bunker so long as there's a decent healer to protect.
  5. For PvE content there is very little doubt that the 'full'* defense spec works better, or at least with more margin for over-aggroing dps. I've tried both extensively and the bane of guardians which is aggro management is much reduced in defense. That alone makes it a no-brainer for boss fights - although the hybrid spec is perhaps slightly more useful in trash clearance. Maybe. For PvP the advantage of the hybrid spec is primarily the 4 seconds of CC immunity bestowed by Unremitting. This is obviously great for Huttball, but also in many situations where you leap to someone the knee-jerk reaction of the target is to hit their stun / knockback, which you can then laugh off. Added to that, you have the reduced CD on Awe from Commanding Awe, which also gives a temporary boost to the 4% all damage types DR up to 19% while focused defense is up - i.e. another defensive CD on a shorter timer. Obviously it's PvP-only as the de-aggro effect of FD is not something you generally want to use in PvE). The reduced CD and increased damage on bladestorm is also nice and OH Slash is a reasonable damage attack, especially if you're tanking in DPS gear. * Full defense = either 31 point or a 27 point (you don't absolutely need guardian slash, although that's going to change in 2.0, when the hybrid tank spec is going the way of the dinosaurs from what I see).
  6. Wait until you string together your first force-leap -> guardian leap -> force push -> force leap from mid to end zone... then you'll feel like a Huttball god. Pity they're pretty much taking away the option for a defense spec JKG to use Unremitting in 2.0 from what I hear (can't play PTS myself due to PC issues)
  7. There's nothing wrong with pre-mades, per se. A pre-made could just be 3 or 4 friends playing together, and there should be nothing to stop that from happening. My point is not every pre-made' is a nightmare group from hell to play against (or with). And if people have the foresight to create a 'balanced' team (I'll come on to that in a second) then good for them... it makes the warzones more fun when you have a mix of classes. Pre-mades usually have the advantage of voice comms (something I'd love to see added to the game for any ops group) but sometimes that can be disadvantage if they don't communicate properly with the other half of their ops group. When it ceases to be fun is when you have an opposing team consisting of 2 pre-made kill-squads, all with full min-max aug'd EWH gear, stacking uber-dps FotM classes with people who really know how to play their toons, coming up against a group with people in recruit gear (or worse, the ones who don't even realise that recruit gear is better than their Tionese set for PvP) who are still trying to learn their class abilities in pvp. Because most pre-mades seem to stack dps uber alles the rate at which these groups destroy an 'unbalanced' (as opposed to imbalanced!) team is frightening. It only takes a small imbalance ...just one or two people who can't play their chosen class to it's full potential (whether that's down to gear, skill or a combination of factors) will turn what could have been a fun warzone into a rout. It doesn't matter how well you're geared, or how well you play individually, the already large disparity in dps increases as each person is 'eliminated' (albeit temporarily) from the fight. And then of course the QQ starts, and most of the time it's game over. I've seen it from both sides of the coin as I play both as a member of a pre-made team where my tank regularly has 250K+ protection and the healer and dps I group with are racking up 500K+ respective stats), and often beat similarly geared teams whereas playing individually and meeting those same people / teams it turns into a massacre. It's not even a question of 'L2P' for the losers in those cases - people simply don't live long enough to learn anything about their class when you're getting slaughtered in 2 GCDs. It's demoralising to the extent that it's counterproductive - people simply stop playing because it's just not fun, and the pool of potential players decreases so your chance of encountering another pre-made uberteam is increased.
  8. We're not supposed to be self-healers, however we do get Enure... which sort of works as a temporary band-aid. Sure it has a tendency to leave you on 1hp when it wears off.... but in PvP and coupled with a WZ medpack it makes a semi-decent heal (enure boosts your hp by a decent chunk, and the WZ medpack then heals a percentage of your total health pool at the time you use it, so triggering the medpack when you have just popped enure gives a nice ~8K emergency heal*. Focused defence also provides a small heal over time (whilst you have focus points), but it dumps aggro too which is not much good in PvE if you're a tank. You will also (eventually) get a reasonably decent healer companion for PvE, although it's just as efficient to use a dps companion to kill the mobs fast so you don't take the damage in the first place. *results are gear dependent - obviously - your heal will vary depending on your endurance.
  9. Judging from previous PTS experiences, the purpose of the test server is to present a preview of more or less what they release a few weeks later, without paying any attention to what people say about class balance issues, especially with respect to PvP
  10. Unremitting is NOT trivial in PvP... never mind the 4 seconds of damage reduction, its the immunity to CC that really counts. In Huttball it is absolutely going to ruin the ability of guardian tanks to move the ball. That is the one WZ where we really get a chance to shine (and bring something different to the table). With the addition of electro-net for commando / mercs, anytime a guardian gets the ball you won't be able to leap anywhere at all.
  11. Yup I use them too, on cooldown more or less. Pommel Strike is great in combination with force stasis (with the point in it to make it unchannelled) - although I do wish the CD was less, and Opportune Strike is almost always the first ability I use on trash after a Leap into combat. With points in Freezing Force (for PvP) it becomes even more useful for extended trash mob killing. Guardian tank dps is woeful enough without taking away abilities to do extra damage however small.
  12. Instead of making more and more armor sets available on the Cartel Market, why can't you make schematics available instead... either to buy as 'box sets' or alternatively / additionally as rare drops in the random packs. The current mechanism is really killing my crafting sideline in synthweaving as a lot of people just buy from the Cartel now instead of the GTN. Making the schematics for some sets available may reinvigorate the market and give people a reason to take something other than cybertech or biotech as crafting skills again.
  13. Jugg / Guardian tank-spec is hard work, but rewarding when you get a good (balanced) team with a healer who recognises you're trying to keep them alive. It's especially hard at the moment due to all the smash-monkey trains. In most PUG groups tanking is futile and the overall survivability of the team is improved by re-speccing focus DPS (i.e. if you can't beat them, join them). The only exception to this is in Huttball, which is the one WZ where guardians excel.
  14. A fair number of the smash spec juggs / guardians are simply ex-tanks, frustrated at not being able to live long enough to make a meaningful contribution to the WZ in tank spec, mostly because the other team is loaded with smash-specs....
  15. Tanking in PvP at the moment is painful and usually brief because the game is 'balanced' for DPS uber alles. Most of the damage done in PvP simply bypasses the shields / defense and armor. The good pvp teams who know how to prioritise, lock-down and focus-kill a target mean that you won't really survive any longer than anyone else (or at least, in most scenarios you'll be stuck behind the pit-room door just as long as anyone else). If you're in a PUG, find a healer, guard him and stick to him like glue. Do your best to keep him alive for a couple of seconds longer. If there's no healer in the PUG you're probably better re-speccing to a damage build and joining the DPS fest. You won't notice any marked drop in survivability and maybe you'll take a couple of the other team down with you.
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