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Dinnake

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  1. This is the best solution and one I've posted before. This makes tank stats necessary for effective taking while limiting their DPS output and limits the effectiveness off tanking by DPS specs.
  2. So possibly lowering the damage of dirty blast to account for the extra speed shot in the rotation could level off any dps increase. I'd be willing to take that for faster more engaging dot application. Any thoughts on how this could impact Ruffian dps, again I only PvP with one so couldn't say if this change would break the class for pve.
  3. I wasn't really thinking about increasing burst, just improving dot application and making it a bit more fun. I get what you're saying in pve, but the additional cooldown would only come once every 12 seconds and if it's used for speed shot the channel is actually longer than the gcd, so you'd really only get one additional ability. Would an extra speed shot every 12 seconds be that game breaking?
  4. Good points. I'm not a PvEer, would that make the class too strong from a DPS perspective. For PvP I think the change would bring the specs closer to the others.
  5. From a story continuity perspective it would be a bit of a leap, but no more so than starting a new 60. The game kicks off assuming you experienced those events, but in reality your new level 60 toon didn't. It doesn't make a difference if that new toon is a new class or not, the game would just carry on as if you experienced everything pre-kotfe.
  6. Not exactly the same, but similar.
  7. I don't think anyone expects it, especially a new faction, but the way kotfe is set up they can put in a new class now without the restraints they had back in 1.0 and the class story.
  8. While it's true they said this, I wouldn't be surprised if we see a new class soon. They would have to start at 60 but the game already has a tutorial at the start of kotfe. A new class would actually work now since you can skip everything pre-kotfe.
  9. Make Hemmoraging Blast and Sanguinary Shot apply the dots to both Sharp Bomb and Vital Shot, as well as their existing effects. When either ability is on cooldown dots can be applied as they are today. Any additional affects would require the use of the primary ability, ie the slow on sharp bomb still requires using sharp bomb. This would have little change to overall DPS, but just make dot application more fun by giving options. It would also lower ramp up time, making the specs more viable in PvP.
  10. Why not provide an exclusive Subscriber Only section in the Cartel Market which offers direct purchases of Armor Sets, Weapons & Color Crystals. Can be a random selection of items that were available in older hypercrates, but have them swap out every week. For subs, this gives a new opportunity to directly purchase items outside of the current RNG. For non-subs, this approach doesn't lock them out of anything, they still have a chance to acquire the same gear, though they have to deal with RNG. For the health of the game this gives a better reason to continue to subscribe than the exclusive rewards currently offered which are not appealing to every subscriber. Additionally walling off content to subs only (the current approach) is not a good model to keep people playing this game. Note that any items available in new hypercrates would remain out of the sub exclusive store for a limited time (1 month or so).
  11. This is a pretty big issue for PvP in general. E-net is the only true counter to both roll and sorc bubble, but the class is mediocre as dps and awful as heals. So that leaves no consistent counter to two of the most popular classes, which in turn leads to a lot of op claims.
  12. The easiest way to nerf both PT and Sorcs is to make Commandos/Mercs viable. Their ranged DPS along with Net is the perfect counter to both PT and Sorcs. This game, much like every other MMO, has a rock, paper, scissor design to balance. Take away rock and scissors becomes OP.
  13. This is my typical marksman build: Skillfull: Balistic Dampners, Snap Shot, Pulse Screen Masterful: Seek Cover, Pillbox Sniper, Reestablish Range Heroic: Series of Snares I use the same build for Engineer as well. For virulence I make changes. Fair warning Virulence is significantly underperforming compared to the other two disciplines. The dot damage is terrible, ramp up time for cull (main attack) is too long, and there is no burst. Of the three it's my favorite, but sadly I've moved to engineer for the time being. In case you want to try here is what I would recommend changing: Skillful: same as above Masterful/Heroic: replace Series of Snares and Reestablish Range with Augmented Shields and Lumbering Impact Series of Shots is mostly a filler for Virulence, so I don't recommend spending any utility points buffing it. I also don't use any Heroic Utilities as Virulence. As with everything I suggest you experiment with utilities to find what suits your playstyle. Give it a good time before making changes though.
  14. Speaking strictly from a PVP perspective, I'd have to agree. Compared to the other two specs virulence/DF doesn't bring much to the table, no burst and too long of a ramp up, with DoTs that do hardly any damage. Sadly it's my favorite discipline to play.
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