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MaGariShun

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  1. please refrain from being enthusiastic, this game is ****
  2. There should be quite a big drop inbound, since all the people who played since beginning and used gamecards (thus had to pay for 2 months in advance) are about to run out of gametime. At least in our guild (which was once (like 3 weeks ago) clearing 16 NM content with always 15+ people on) almost everyone is going to unsub (myself included) 1.2 may bring some people back, but I don't think it will matter that much
  3. You seem to be one of the 96%. Just because it isn't windy for you, doesn't mean it's true for everyone.
  4. Bump, because it's still windy. It even began to snow
  5. It hasn't been windy since the patch before, that must be an issue they fixed, but now have patched in again. Probably has to do with the pylon encounter, since that one being buggy coincided with it not being windy
  6. Most people who play empire play it because they want to play the "evil" side or maybe like the style of darth vader / darth maul. How should BW go about making you play republic? I personally find counselors and troopers way cooler than their empire counterparts and would really like to play them, but am kinda bound to empire, because our guild master wanted to play empire since beta. I think in time it will balance itself out a bit (tho empire will remain dominant), cause people will get bored of the bad guys (seriously, I have 3 lv 50s, I can't stand the empire quests any more). Faction imbalance has nothing to do with "cooler" or better animations or the like, it's just that the evil side is always more attractive
  7. making kolto missile a smart heal (heals the 3 people that have the lowest HP in the targeted area) would probably suffice as a buff. There really is no reason to have the current "I just target random stuff in a 15m area".
  8. I only have a merc heal twink (raided normal 8s) but even I can tell that sorcs being OP are the real problem. Sorc stacking (usually running 3+ of em) allows you to just stand in **** in nightmare and don't care. It's so OP, we even have our dps sorcs respec for annihilator droid so we can just stand there with the occasional oil slick or sniper bubble. We all just stand there and eat the rockets every single time. Gharj same thing. Our raid is melee heavy so we need the additional DPS time. Our whole ~7 melees (2nd tank included) don't need to run out of the pounce because of sorc heal. This **** is so ridiculous that we got those two bosses 1st try on nightmare. The only reason to bring merc heals right now is the 10% dmg reduction buff from SCGC kolto missile and kolto shell making mercs essentially the premier tank healers. I would worry more if I was an operative heal because I don't really see a reason to bring them So, what I'm trying to say here is: They should nerf sorcs, but make sure the content is still doable without their OPness.
  9. I have serious problems dodging void zone in foreman crusher fight on nightmare. While it is possible to avoid those zones, you have to virtually react instantly to not get hit. I always felt like there was some delay when I tried to run out of cover, but couldn't pinpoint it and just thought it must be server lag (i have 65ms latency) or me having bad reactions. After playing around with it I found the cause though: When you are casting a spell in cover after just hitting "w" it takes ~0.3 seconds to cancel the cast and start running. You can easily test it by getting into cover, casting orbital strike and then start running vs. doing the same without cover. Has anyone else had this problem? seems pretty major to me. PS: not saying you can't dodge the zones, it's just a bit harder
  10. No class is hard. Vengeance juggernaut is particularly easy
  11. It's a double post, but your OP is just so WRONG, I gotta respond to that Lethality is the "shared tree", but is not the "same tree" as the operative one. We have more range on most spells, don't use the tactical advantage mechanic and use different abilities as fillers. What I'm trying to say is that they look similar on paper, but play pretty differently. Also, juggernauts play PvP in their shared tree too. You also don't define "more damage". Is it more burst damage? More damage over time? More damage in the score screen? All of them? Yeah, right, because those bounty hunters and operatives do those numbers every few seconds and are not "using cooldowns and high energy combinations". Damage numbers like these require pretty extensive setup and you can get similar numbers with a sniper too. I mean, just a basic ambush->followthrough combo can crit on low geared people for 4,5k + 3,8k. That's in full pve rakata without using any cooldowns, adrenals or armor debuffs. There are screenshots of rage juggs doing 7k AoE crits, but that does not mean every smash does that damage. We are not the only pure DPS class, marauders are too. Our CC is about average, but we have a pretty unique and strong AoE CC. Juggs have less CC, marauders too. What about all the tank classes? They also can't heal and they don't necessarily have more CC than we have. Again you are concentrating on stupid damage numbers overall which are completely null and void to the outcome of a WZ. We get it, your ***** is too small. 1. nope, MM is not an internal damage tree. leave it as it is. 2. Rapid fire is not useless for PvE. It's not the worst talent and you don't have to skill it if you don't like it. Target aquired->SS->RF->SS->SS does some pretty good energy efficient damage. Also, PvP is a part of the game, not the main focus. get over it 3. You are obviously using ambush when you clearly shouldn't. GJ on that 4. that must be one of the most stupid suggestions i've ever heard 5. you already get a buffed shield probe that you can reset the CD with with EMP discharge. you also get a slow on IP. Not too shabby
  12. ugh we should really implement a policy where you have to mark your thread topic with [pvp] or [pve] cause when I think of "DPS", I certainly don't think of PvP. Ultimately, the goal in Wz is to fullfill the objectives and that is, where (in huttball) sniper is subpar. Our lack of real mobility and reliance on cover does handicap the impact we can have on huttball games. I don't play a lot of pvp as sniper, because I don't find it interesting to go 60/2 or something (yeah, pretty much do that everytime cause I queue with some competent friends including BM healer) but didn't contribute much to win the game. Sure, it looks good on the scoreboard, but in the end sitting somewhere on top and shooting stuff gets boring pretty fast. I don't even want to start on why we are bad in huttball, the list is just too damn long. On the other hand, I find the sniper to be an extremely good defensive class, which makes us godlike on voidstar (when defending) and alderaan. Holding those doors or cap points is extremely easy with the tools you have. One other thing you have to keep in mind is that lethality is completely reliant on two dispellable debuffs (grenade and dart). If you are fighting people with brains (which, luckily you aren't very often) they will just dispell them and completely shut you down. You can't recast because of cooldown / energy limitations and cull does virtually no damage. Yeah, you will get high overall damage numbers because Corrosive grenade is AOE and your damage is DoT based (multidotting), but those damage number are completely irrelevant to how the warzone plays out.
  13. He's just an idiot. He is probably one of these guys who flame juggernauts for being DPS when they "obviously are a tank class". While I don't really enjoy my sniper in pvp apart from occasionally twoshotting people without any equip, pve sniper is completely fine. We got a range interrupt, a raid defensive cooldown, insane AOE damage, a blind (will be removed next patch ;_; ), instant 20% armor debuff and the flashbang to control spawning mob groups like in foreman crusher fight. We also got three different specs, which allow us to adapt to fights perfectly: -MM has good sustain and can switch targets without penalty -Engineer has good sustain and big AOE damage, in theory also increased suvivability with those shield probe shenanigans -Lethality is very mobile for a ranged damage spec On our server snipers are heavily sought by all guilds, because it's a rarely played class with great utility.
  14. funnily we have the same too (albeit only having one BH in raid). Mostly BH drops with some inquisitor mixed in. Warriors and agents are mostly gimped EDIT: talking about hardmode ops
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