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verfallen

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  1. Some of the old tree's skill were also often skipped, or you had to choose something you didn't want in a tree just to get higher. Nothing new on that. You can try and take shots at it however you want, the advantages of the current skill path far outweight the downsides if we'd kept the classic trees.
  2. DoT specs are always less ideal for leveling as things die to fast for dots to be worth it, and anni's not getting any impressive abilities till Annihilate at 42. Carnage always did pretty fine for me, but fury works pretty well also.
  3. They bring surprising durability and self-healing that doesnt gimp their dps. They have a raid wide buff if you don't have a sorv heal (altough most teams do) and if so, their bubble is a great utility. Your force barrier works just as well for cheesing mechanics than a merc. Whats important for an ops team is that you can pull the numbers. Sniper's ballistic shield is great in some fight, useless in high mobility scenarios. Good to have it along, but merc vs sorc, I'd say sorc brings plenty argument to be a good contender at equal skills.
  4. If vette still has her shock collar when you recruit jaesa, you have an option in the conversation to pass her the remote. If you flirt with both Jaesa and Vette, Jaesa pops in in Vette "a serious look" conversation, and its pretty reminescent of Mass Effect 1 Ashley/Liara confrontation. Don't know if she pops farther in a conversation or if you pass "a serious look" THEN romance Jaesa if it voids the conversation. No idea how that gets flagged for an eventual kotfe/kotet transition either.
  5. Yes you are wrong. The difference you have trouble making is melee/ranged vs force/tech damage. While melee/ranged (white damage) is countered by.defense, which class have baseline 5% safe of inquisitors/consular classes that have 10, force/tech are opposed to resist, which baseline is 0% for all class, with some specs having a small ammount in their trees, or some dcds giving a few. But its not worth using accuracy in pvp on a sorc for those few instances someone has a dcd up, or that single opponents that has 2%.
  6. The timeline if I'm not mistaken from start of class quest to where we are is 13 years passed. So she'd be in her early 30s. But no one ages in star wars it seems
  7. The change between the classic skill trees, to the current skill tree with utilities is actually pretty logical. It kills hybrid, and allow for earlier potential of each tree. In the old skill trees it would be impossible to give the early utilities and abilities you now get before lvl 20, or it would make extremely powerful hybrids in pvp. If it had not been made that way, the lower tier of each skill tree would be extremly slow paced, with most of the good stuff relegated to the top of the tree. You couldnt get say death field at level 10, it would be lvl 40+ till abilities appear. The tailoring you do is made through utility, and when you think about it, this is what we used to do with the old skill trees, hybrid aside. We all took the same "must" of the spec, and chose utilities in the trees, and some at the bottom of the two other trees, we wished with our spare points. Now the 3 spec share a bunch and you take those you wish. As for stats, as someone above stated you have a very bad understanding of them. Alacrity, accuracy and crit never competed with the old resolve strenght aiming and cunning. They competed with each other, and the 4 core stats were a no brainer. The replacement of them with mastery simplify the mods ammount required for crafters, allows drop in operations and flashpoints to.be universal, and make it overall easier on all. There are still the lettered.mods and enhencement variation availaible if you wish as well, altough a lot of them are not a very good idea. But if you want to stack endurance, you still can. Game isn't perfect, but the issues you identify in your post are not the cause of the problems.
  8. madness works just as well in solo pve, you still have force storm its just a bit less potent, and no instant chain lightning. Otherwise it works fine. I personnaly use lightning (even in pvp, where its far from being as horrible as people say) but both have their strong suits and very different playstyle.
  9. Marauder is significantly sturdier than a dps jug actually, assuming you use your dcds. That said, if thrash pulls are what you are struggling with, obviously you cannot use your dcds every 20 seconds. Always make sure to kill the thrash asap and solo pve dont have a rotation per say. You choose what ability to use based on circumstances. Its not a big boss fight where you sustain dps. But I never use my companions in healer or tank mode, and I typically have to heal up every 3 pulls or so.
  10. Not like say Jaesa. When recruiting her you can see her "give in" to the dark side but it doesn't change the quest, nor the character. She is more greyish than the average light side companion, some dark side choice gets approval from her, but if you choose to murder someone for fun she won't like. Altough since KoTFE you still gain influence for a disapprove, just less than an approval. Some people say it was in the plan but got scrapped in the game, for whatever reason (I suspect time or they ran into a snag). I'd guess so as well from the recruiting dialogs.
  11. You do know "Beta" was 6 years ago, not 6 months ago right? Just checking. Snipers were notoriously not very good for a good part of their history. Sure, fun turret, but 0 mobility or survivability for quite a bit of the game start. Take current sniper, and strip from him the healing ballistic shield, the roll (and obviously the heal on roll), the cd reset, well basically shred everything safe Evasion (once a minute) and shield probe (once every 30 sec, laughable). Alternatively, go run a warzone with those utilities selected. Then take countermeasure, imperial prep, and the roll off your bar. Thats how your MM sniper was in 2 and 3.0.
  12. The difference is, we don't "defend" or try to "sink" a class. I don't at any rate, and a lot of the people who answered you in this thread don't either. Many are experienced players, who've been around for a while, knew a few metas, knew each spec time in the sun, figuratively speaking (or their FoTM shining moment before batnerf hammer happened, often wielded by hulk on steroids). What we defend, is a balance between classes, so that they are all enjoyable. Not the domination of one, or a FoTM of our favorites. Its very hard to take you seriously if you only show ignorance of various strenght the class has, or purposely ignore mentionning them in the hope of making your claim looks better. Anyone with a shred of knowledge about the game spot those people very fast, who downplay their classes strong points and make every small weakness looks like it causes you to single handily drop dead vs a kor'slug on korriban looking at you wrong. And no matter the flipping comment about dev's decision, or some of their concept, they know the game, they coded it, and Keith has been known as a very active player in the dev team even before he took the lead this year. This mean, that like me, hoppin and others who posted in this thread, he is pretty good at spotting horsecrap points, and should among the horse crap there be a diamond hidden (an actually good idea) well its going to stay unoticed in the pile.
  13. Actually, the dps difference is too small to consider MM superior safe in pvp due to one big kicker in lightning favor: Mobility. The spec is great at keeping its dps on the move for a short bit, something MM struggle at, even if you spec your utilities for it. When you are allowed to just stand there and shoot with some target switch, certainly MM will fare better as its their figurative "home field". In general, sorc lightning will do better in pve tough. As you stated, in the sustained aoe department sniper is not really capable of it, unless you add generous use of rifle shot. Suppressive fire hits like a truck, but is very costly. Still, on short to mid aoe the damage can be damn impressive. it always depend on how you do it, I wouldnt sell a good MM sniper short too fast tough. Its not engineering or Virulence, but it can hit decently a group of thrash. Sorc wins when rotational aoe built in the single target rotation is concerned tough. As for merc vs sorc dcds, while merc's dcds are very powerful in pvp, not so much in pve. They coded an ignore of responsive safeguards (along with most reflects, but sadly for merc, it was also an absorb for them) to most fights mechanic after people went a bit too happy on cheesing fights with those, and anyway you need to be directly targeted for most of them to work. Same for Trauma Regulator. No charges for raidwaid aoe. And same for the cd reduction on energy shield Meanwhile, sorc's suit of defensives still work pretty well, with good self-healing still there, and some mild DR dcds on fast cooldowns. PvP is obviously a whole different story balance wise, pretty sure you can see for yourself looking at all the "**** nerf sniper/nerf merc" threads abundance in the pvp subforum). At OP, as stated in this thread, don't sell the class short. Now if you absolutely want to be FoTM, well then obviously no one is saying lightning sorc is, in fact we pretty much all agree it isn't. Its definitely viable, mostly well balanced (could use a tiny bit dps increase perhaps, but hard to say with all the changes to other classes) but its not rolling anyone in pve or pvp. Go roll a lethality operative or deception sin I'd say for pve, and as stated, MM sniper or arsenal merc are still pretty king of pvp. Safe 1vs1, No beating an operative there yet.
  14. for sake of sexual diversity, long standing BW goal, we needed a cougar
  15. Ok there are a lot of very bad advice there. 1st, for pve, you want 110% accuracy. If that one percent is your TB that miss, its a huge loss. Its not like alacrity and crit will hit not hit DR anyway. Next the crit value were DR becomes noticeable is not 1500 but 1800 really. Alacrity around 1500 is fine as well. 2nd, in pvp accuracy does not increase armor pen, it reduces defenses, as in resist chance, not armor mitigation. Since character player do not have a baseline 10% resist chance like pve mobs, and rather have 0% with some having very slight baseline resist, or hard cooldows 10% accuracy wouldnt help much again, its mostly not useful to run any accuracy in pvp on a tech/force heavy class like sorc or conc operative. PvP is a different beast also, as different school of thought exist, and its hard to say which one is really right. While high crit/power builds (all crit/enh safe maybe 1-2 alacrity, and power augs), or even exclusive power/crit build exist, even in class that could use 5% accuracy, or some use similar setup to pve for simplicity sake (thats my case), the idea is probably a bit of alacrity same crit, but high power (mostly comes from switching alac augment to power ones). The idea is you consider with the uptime you typically get, alacrity has less value than the hits you do land to be higher. The first few hundreds point of alacrity tough are extremely effective, and I do believe a basic ammount should be ran.
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