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qwopicus

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  1. I just got my sin to 65. I've played him off and on for years, and he's never been as squishy as he is now. I have made sure I'm in tank stance, with my shield, and all my gear on. Is going power mods/enhancements not viable? I feel I get melted as quickly as a DPS would, even with cooldowns up. I've played my jugg up until now, and while I don't expect my sin to be as durable, it is currently nowhere remotely close. What am I doing wrong?
  2. Your a TK sage? Kite kite kite. It's going to be hard because bioware added even more anti-kiting tools to a spec that already has force speed and a 30m mezz, but Sorcs can do it. Get bubble mezz and keep pressuring them, they have no heals. If they stealth away, you win.
  3. Hello, I am a PvPer of average to slightly above average skill, who enjoys playing a variety of classes and game modes. I believe this makes me infinitely more qualified than our current PvP dev, and would like to begin my campaign for the office. I require no salary or benefits, and will do all my work in a timely fashion. I promise to #makeSWTORgreatagain with the following changes: Matchmaking- Limit of two healers per team. Solo ranked is replaced with 8v8 warzones so that more than 3 classes can be viable. Gameplay mechanics- Resolve is changed so knockbacks and mezzes give more resolve. Roots now have 50% less duration, stacking, if you have been rooted in the previous 5 seconds. Class changes- Sorc- Healing nerfed, rotational CC removed. Phase walk removed from the consular/inquisitor base class and given to Mercenaries/commandos instead on a 1min CD. Sin- Low slash is returned to 4m range, with the addition of the new 4.0 teleport. Death field is returned to 30m range now that DoT spread is on lacerate. Merc- Channel while moving is now a masterful utility. Phase walk reskin added, see above. Heals buffed slightly. PT- Burst damage nerfed slightly in exchange for an additional DCD. Tank cleave damage is nerfed. Jugg- Rage sustained damage is buffed slightly. 0 rage permaslow utility removed from game, ravage now roots as a base trait. Mara- Predation rootbreak is now a masterful utility. Various defensive buffs that were free pre-3.0 are merged. See above for ravage change. Sniper- Evasion now purges DoTs again. Op- Burst damage buffed moderately, KP is now off the GCD but only stacks once for non-healing specs. Lethality slow removed, replaced with DoT spread to reduce set-up time. Please let me know if you disagree with any of my ideas, together we can all #makeSWTORgreatagain
  4. It's clear Bioware employees only play inquisitors. Stop asking for changes, they just love them some cheese.
  5. Sorcs really needed another way to be totally immune to damage, heal to full, and make focusing them impossible.
  6. I think a caveat needs to be made for low vs high level play. scrubs VS scrubs, best to worst: Sorc- will never die, can H2F, deals damage from 35m with rotational snares and roots, bubble mezz Sins- will never die, can burst down any squishy very quickly, tons of control PTs- Even more burst, can simply get whitebarred and run away from anything Juggs- Can H2F always because DoT spread is a thing, but will get kited by any decent sorc Ops- Great pubstomping characters, destroys sorcs, is destroyed by roots Snipers- Amazing burst, low mobility Mara- Decent burst, finicky defensives Merc- EZ damage, no defense great players vs great players: Sins- have an answer to every situation, will never die Sorcs- Rotational CC, can never be focused, OP heals, never die Snipers- Amazing burst, hard to deal with if played well with a good team Maras- Great utility and frequent burst windows when supported by a team Juggs- Great tanks, but veng pressure damage is nonviable VS sorc heals (which is all there are), rage is solid when played properly PT- If 'one shot' burst is mitigated by a skilled player or healer, immediately loses usefulness and becomes a glorified merc Op- While amazing when played at a high level, can be very easily shut down by a team Merc- Pretty sure there are only seven advanced classes The reason I mentioned Sorcs so much is because there are nine sorcs in each reg I go into, and they are *********** absurd.
  7. In PvE, no they won't. In PvP, the increase to offheals cost will penalize DPS sorcs who can't manage their rotations well (3 stacks of LB buff, etc.)
  8. My favorite thing about carnage is when an ataru form attack lags and I hit someone while I'm stunned
  9. ....Is that these are the only classes who REQUIRE support from their team to be good. This is why they are garbage in yoloqueue, but "overperforming" in group ranked (screw you eternally for that post, EAware) Both marauders and snipers deal great damage, and have a formidable array of DCDs. Marauders can have great mobility through predation spam, while snipers have great kiting from all of their CC. But they both NEED heals to survive, because they are the only classes that take significant damage, yet can't heal themselves reliably. Operatives have self heals (and escapes, and troll roll) Sins have stealth heals in hatred/tons of CC and DR for deception (and escapes) Juggs have H2F and stunbreak heal PTs are the only heavy armor class that can kite Sorcs have great off heals and kiting Mercs are weak defensively, but can still heal themselves (and net, of course, to remove a melee from the equation) This leaves snipers, vulnerable because they are immobile, and marauders, who are vulnerable because they're melee. Neither class is vulnerable to focus fire in the same way a merc is, but sustained damage stacks up. The only options to balance are either: 1. Give maras and snipers reliable self heals. 2. Nerf the self sufficiency of the yoloqueue gods (sorc/sin/PT/maaaaybe Jugg) to make them take part in the trinity meta too.
  10. If mercenaries got +1 damage every time they whined, they could one shot operation bosses. (That said the lack of an anti-focus CD is a real issue. )
  11. I'd also recommend binding your medpacs/adrenals and using them liberally, especially when you don't have good heals. Random tip: Obfuscation is one of the only DCDs that can be used to help an ally. If you see ravage/MS, a sniper channel, or blazing bolts, throw it on that target to help your buddies.
  12. QFT Maras need good heals more than any other class to do well. Looking at the facts, it is: Melee- melee classes take more damage, always Has no self heals- Guardian/jugg, operative/scoundrel all have self heals Cannot kite- Unlike PT/VG it can't call itself a melee while trashing things from 15m away Bad escapes- Doesn't have phase walk/force cloak like sins, troll roll/flashbang like Ops, or Sonic the PT The reason snipers and maras are "overperforming" in group ranked, is because when given proper support they will curb stomp an enemy team. They can't survive yoloqueue because damage just adds up, and they can't avoid it.
  13. Carnage > Fury for burst Carnage's burst windows are more efficient, more predictable, and require less setup. I can do a guaranteed 15k-20k damage in 2 GCDs in carnage, every 8.5-11.5 seconds, as opposed to a maybe 20k-25k damage in four or five GCDs in fury. Carnage also has much less reliance on berserk, and higher DR (2% from force vigor, +6% from frenzied sabers)
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