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Flintfire

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  1. This thread was supposed to be serious but its turned pretty entertaining. And to the people saying we need class balance not moves, I agree with you, but be freaking realistic, every expansion you get a new move, its going to happen, may as well try to make it something you want instead of ending up with something dumb.
  2. With every expansion, there is a long tradition in this game of getting utility and QOL changes. This usually comes in the form of a new attack/cooldown/utility each class gets. Such expansions have brought around the likes of: Force Barriers and all their magical wonders Operative rolls Electro Net Teleportation Saber Reflect So, what stuff do you want to see? What do you think Bioware is going to do for your class? Will mercs get more usage of their jetpacks? Will operatives get a move that is a nerf in disguise? Will assassins get the ability to fly? What do you think your class needs or should have as a QOL improvement? Post it here! Below are a few examples I have thought of. Ideas for mercenaries: Electro-tether: Range: 30m Shoots a grapple at one target that grabs another enemy target nearby within (10m?) and binds them. For ? seconds the tethered enemies must stay within 10m of each other or both will get stunned for 2 seconds and shocked for ? energy damage. Carbonite Missile: Range: 30m Shoots a missile filled with pressurized carbonite that flys to the target and explodes. The target and all enemies in 8 meters get stunned for 2.5 seconds. (Ranged carbonize for mercs) Negative Reinforcement Collar: Range: 10m Puts a shock collar on an enemy. For 10 seconds if that enemy attacks the mercenary they will get electrocuted for ? energy damage and slowed for 30%. Damage and slowing effect stacks up to 3 times. If 3 stacks are built, when the duration ends the enemy gets a final powerful jolt for ? energy damage and the enemy is knocked down for 2 seconds.
  3. Im gonna call BS on Musco's response. I have been in this game since launch, and I can tell you for a fact most rp'ers dont queue ranked. Not their thing, and good luck getting a ranked pop on a rp server. And for the few that do, they are doing it for rating, and for the 5 minutes a ranked match takes they will not care a bit about the faction of their team. The competitive aspect of this game is separate from the story part, they have to realize this.
  4. noticed this was posted at 10 in the morning....
  5. I mean smokescreen is ok, but honestly you should be taking the utility that makes your shield have a shorter cd, along with medshield. I also like the utility that vents heat while youre stunned, it allows more burst intensive healing when they put more focus on you. In addition, the utility that reduces aoe/stun damage is great as well. Unfortunately, I love the mobility granted to you by Thrill of the Hunt, but I find it is better to be a beefier stationary healer. Your best bet is to practice intensive healing under pressure to familiarize yourself with self-preservational healing and how to stay alive, because as a merc healer you are probably going to get targeted. Even then merc healing is far and away my favorite healing class.
  6. sounds good. I miss the good old days
  7. It is actually this bad. The average player nowadays is pretty bad but theres something magical about JC pub pugs that is both comical and confusing. My favorite story is me fighting a guardian in a huttball when i have the ball. I use blazing bolts to slow him down and get some distance, so what does he do? To dodge it he uses mad dash right into a fire pit. Now this was pretty funny, so I keep walking, but then a sage in his guild walks up to him and apparently tries to use a combat rez in pvp (ikr, but i guess they were going to try, it works every once in a while.) The sage walks right next to him, starts rezzing just as the fire comes out again and kills the sage mid-channel. I then get raged at by the guardian the rest of the game how I can only kill him using "fire strats" even though I killed him plenty of times without his darwinist tendencies interfering in a killing blow.
  8. Sure, just contact any of the below toons in game and Ill put you in contact with the raid leader to give you all the details.
  9. My name is Infyrno and I approve this message that is actually a sneaky way of me bumping the thread without the general public being any the wiser.
  10. Yeah, they should really choose either explosive dart or fusion missile (probably fusion missile) and make that a 1 move dotspread. And reduce the heat by 5 on fusion missile (wishful thinking )
  11. I think this would be fixable by doing 1 or 2 things for mercs: 1) Make the smokescreen utility a first tier utility or just a passive for all mercs. 2) Make Rocket Out break all roots when its activated so mercs don't have to waste Hydraulics and Rocket Out, 2 of our best gap creators, for 1 maneuver.
  12. Backsab from stealth, volatile substance, concealed strike, laceration, laceration (you can use stim boost for another laceration, such as on a healer.) crippling slice, backstab, rinse and repeat. If they survive your opener and it seems like its going to be a little more of a drawn out fight apply corrosive dart for extra damage. Backstab off cooldown. Not only does it give you acid blade but it greatly increases armor penetration. If your problem is with getting kited remember crippling slice, debilitate, and sever tendon (with root talent it's even more potent) will keep them under your control. Gearing wise you want a decent amount of critical, I find 38% without any buffs works for me, and a little alacrity (3%-4%) helps your attacks flow much more smoothly for long drawn out fights, which is most of pvp. Finally, a lot of concealment operatives I see focus too much on trying to be slippery and roll around like clowns and jump all over the place. However, doing this nonstop will greatly affect your dps. Sure, operatives have good defensives to take advantage of, but if your opponent is at 30% health don't be those clowns that feel a strange compulsion to roll twice off cooldown before finishing off someone who is almost dead. Its odd and results in low dps. I cant tell you the times in warzones I have seen operatives lose kills because they feel a need to run around, reapply kolto probes, or roll (which usually ends up getting them killed anyway, if you kill your opponent when youre supposed to they wont turn around and nuke you.) My 2 cents.
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