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TherealDUKE

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  1. The next tactic I want to work on is organization and control, it will be very team dependant and requires voice chat. It requires 1 RDPS with a knocback (im thinking arsenal merc for this, sniper could work too), 1 shield tech, 1 healer. This is group one. Group 2 is mostly melee DPS with a tank and healer thrown in. The function of group 1 is oversight, one player of group one will have command and control of the field, most likely the PT because all he is there to do is taunt use a few ranged attacks and see what the other team is doing (ex There is a op healer free casting near the acid pit left side, mara- stop that). The Merc on group one is there to ensure everybody can get a 20% armor debuff on them and commence to burn the other player. the healer...well he heals who ever he can. Group one would preferably be in the back in a spot that provides good visibility and is strong enough to repel a fight headed their way. Unless there is a major attack on group one they should all be sticking together for the most part while they move. Group 2's main function is to fight. Let the oversight direct them to the best targets for the team and set up passes. Group 1 has to be mobile and can either control mid or run the ball for a bit if needed but it would be better to let group 2 handle that and let group 1 set up advanced tactics. This set up has to have 8 players who know their roll and practice together regularly using voice chat. It will also come with a learning curve to coordinate against various strategies and learn to over come them. After that is down there really is no reason that no matter what the other team does you should have an answer for what they try to do. I would do something similar in all the warzones with a few changes in who would have command and control most likely stealth for node based matches. That's my 2 cents on what I am trying to put together.
  2. alright poly I will bite. My ideal way of starting huttball on my shield tech is to have a sniper post up top on our side. I run straight to the ball using hydraulic overrides, immediately pass to the sniper. at this point their whole team should be on me, so I commence the debuffs taunt spam, flame sweep for the snare, oil slick, stealth scan (oilslick and scan should be used almost everytime its on CD, these tools can drastically hinder the opposing team). Because the sniper has the ball now the debuffed team will try to shamble (they cant leap or pull and he is still doing his dps) up to them. This gives your team the ability to spread out with the purpose of catching the next pass. now pass to someone down low they run forward a bit and the enemy team follows down pass back up on one of the ramps where a good player should be from there you do what you have to do to get it in. Onto general comments: Anytime 2 friendlies make it near the end zone one of them should be set up to catch the pass for the score. I am seeing more people getting in the habit of this. If you are not in the habit of it try to get there. On my PT I typically don't run the ball unless the team isn't getting it done. Instead I try to run beside the ball carrier that I am guarding and taunt/cc/flame sweep snare/oil slick. basically try to prevent as much damage to runner as possible. if we get stuck in the pit I will jet charge in and tap HO hopefully for a pass that I can run in. Even tho I am a tank I feel the I contribute more by trying to control the match instead of jump in, live a long time, and do mediocre DPS. While extricate (sorc pull) is a damn fine ability it cannot support fast runs so once you blow it you will need about 2 min to get it back up(don't know if that's the actual cool down please feel free to clarify that.) Regarding sins- if they are not in dark charge they will have to be using a really crazy spec to have pull. Most ppl are going to be running deception right now because its fairly easy spec. Note most people in deception do NOT play to their potential. I was guilty about this for a long time. If you want to learn what I mean watch polys videos or roll an operative. Tactical play style from these guys can make them the MVP with out much recognition at the end. If BH will keep stealth scan going every chance you get you will ruin a stealthers advantage. look for them in places behind a fire pit ready to catch a ball. Slows are good. keep slow on someone at all times preferably the enemy ball carrier or someone chasing your ball carrier. if you see someone running in a bee line ahead of the carrier for a pass, by all means pull/knockback out of the way. Try to put them in a trap but really just put them in the pit or make the have to travel so long they are ineffective. Don't be afraid to pass back or ground the ball if your team isn't where it "should" be. If it looks like you may need to take a pass do not stand in the middle of 3 enemies, back up. I would rather ground it than cause interception under most conditions. That was kinda long but I am on night shift and I need to get some sleep. so if there are any errors feel free to correct them. I think poly wanted to put a topic out about advanced strategy so I tried to do that but remembering that there are a lot of players who may need tips on how to play. not just get a l2p
  3. I don't think that wiping the slate clean will or should happen. Some of the bonuses make a spec work. Its the others I want to have the freedom to swap out with a general utility bonus.
  4. They can serve the same function as a deception sin in some ways. But the scrapper forces you to pick your fights. Typically that little extra caution makes you look at what's the right thing to do for the team, versus just killing someone. And the option to heal goes a long way. If played right the other team will despise you more than your healer. Roll isn't the only way to quickly get around. Stealth/sneak swap can get you somewhere in a hurry with all your energy in tact as well
  5. I don't mean get rid of the current set bonuses. I want the option to have more choice with the set bonus. Rather than a longer orbital strike I could choose between a module that gives me a chance to resist CC. Some of the set bonuses are good. Some not so much. On the not so much I would rather work to get a 2 or 4 piece custom set to replace the current set bonus with a general utility buff than be stuck with a set bonus that doesn't fit my play style so much. If its something that can be crafted with recipes you get from completing content or my preference pvp ( looting from defeated players in open world pvp would be a sweet touch), then you not only have a niche for crafting but also an incentive to play all the aspects of the game.
  6. We have been getting a bunch of cosmetic customization lately. I think its time for some custom set bonuses that will let a play style really shine. Keep the standard 2 and 4 piece groups, but give some functional customization to custom armor. There are lots of options for both pvp and pve. Examples: Movement speed increase x% chance to resist CC resolve bar fills x% faster CC last x% longer Stealth boost/stealth detection x% increase to healing received AOE dmg resistance Guarding a player intercepts 60% of the damage vs 50%
  7. For pvp. Both can crank out some damage. TB comes with a lot of CC, burst, and force management. CL procs a lot in lightning So we still have reliable quick AOE. And it's a slow. For pve. I like the hybrid. It cleans up mobs quickly. But usually doing a heroic I will respec to full lightning for a boss. Haven't tried madness on pve yet. I think the low crit rate is going to hamper the spec.
  8. Hey guys I just wanted to start a thread about what the customers would like to have in the game big picture for pvp. This isn't about bolster/FOTM/bugs/nerfs/noobs/trolling/raging. It's about getting the game we want to play. Where I want to see the game go is big battles. 1.)Open world, 2.)big team objectives, and 3.)space pvp. I would like our pvp gear earned through open world accomplishments. 1.)I think illum almost had it right originally, but class imbalance and diminishing servers killed it. If bioware gave it another shot (And left bolster out) it might be the type of pvp I bought the game for. Granted the gree event was a step in that direction. But I want to have a chance to pick up random pvp pieces from an enemy I killed. 2.) big team objectives would be great for guilds, not just 8 people of the right composition and gear, but 10-12 players per team. Have a big base with areas 1 team controls and another team tries to take it from them. And for every set amount of time they hold it the get valor and comms. If you had four of these king of the hill areas at this big base and one faction gained all four areas for x amount of time then every member got a token for whatever pvp gear piece they want. Put a lock out on it so it isn't the main grind for gear. So like once a week you get a major battle that can really help with gearing. Or +x expertise datacron as a possible reward. 3.) Space pvp. Don't care how. Just want it. Again this thread is about where you want pvp in swtor to go. Not comment on what we have. Lets give bioware an idea of what would make pvp more fun for us Bioware team, please respond frequently to any good feedback. I want this to be a discussion that leads to a better game. If its something you can do pretty quick let us know. If its a big project under development give us updates and ask questions.
  9. My two cents. Pvp isn't just war zones. Our old pvp gear should still be applicable in open world pvp for the most part. It seems like the swtor pvp culture is based on the warzone right now. Which is odd, because when the game came out I thought it was just a mini-game. So bolster is now having a fight with expertise.
  10. Did all the sub-55 pvp gear get laid to rest and I missed it? Did they move outside their class vendor area? I only see the raked and partisan vendor on fleet now. If bolster is replacing pvp gear for the new lowbies I really don't know what to do with pvp comms any more. I know you can turn them to ranked but even that has a cap. Are WH and EWH going to be phased out before long?
  11. Deception: this spec is a destroyer. From stealth spike maul low slash maul recklessness shock discharge and they should be dead or pretty close. With recklessness cd reduction this comes around pretty often in a warzone. My end game dmg wasn't spectacular. But my killing blows was a lot higher than norm. Darkness: didn't play with hybrids, just full tank. Enough damage to solo a node. Enough survivabilty for 3v1s (If my team shows up before I die I call it a win). Maul usually proced off of thrash and it was cheap. I kept putting defensive CDs and taunts in my rotation so I never got force starved. Nothing new in the rotation except maul. Which is nice. Madness: tried it on my sorc then put it on my ignore list.
  12. Spent the afternoon playing around and here's what I got. Corruption: it's great. Innervate crits proc force surge. At three stacks you can instant cast puddle. Static barrier is now a hot on you. Great for consumption. Dark heal, meh, it's better. Overload heal is awesome, it was around one tick of Innervate on everyone I front of you. Using polarity shift you can really put out some heals. Wasn't ever really force hungry. Madness: ruined. Granted I only caught NC on it a couple times but it really doesn't bring anything to the table. Except killing snipers safely. Low crit means no heals. Had a hard time kiting lolsmashers. Pretty much spent the time getting blown up. CD didn't proc much either. Maybe someone else can drive it better. Good news tho. No force issues, cause it fills up when you rez. Lightning: now here's a gem. This spec can blow ppl up. Good utility. Didn't miss team bubble stun. This wasn't my live spec at all. Obviously if you get focused you go down. But it worked on all maps. No force issues at all. Chain shock flowed well in the rotation. Overall I'm happy with sorcs right now. I can see that madness MIGHT be pve viable, maybe. But heals and lightning are very good for pvp IMO. I don't think it's OP. Watch out for ganking operatives right now.
  13. On the original post. It changes on your level range as to what spec I would recommend. Madness shines in the low to mid 20's. deception really takes off in your mid 30 range. Tanking I wouldn't go for until you can take dark ward, so about 21 or so. But the tank tree won't shine until you get harnessed darkness and the heal that comes with it. For dps gear just focus on willpower endurance and crit. By the end of act one you will know your in for some weird stuff as far as the class story goes. It's a fun class.
  14. A droid class. Perhaps one AC is unarmed. That could have some wild animations. Maybe another you get a ranged dps tree a melee dps tree and tank tree. But not bound by any type of weapon. For the unarmed AC I would say tank tree shared. A healer tree. And stealth melee tree.
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