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  1. I really miss the old school 2 piece set bonus that provided a 10% self heal on intercede.
  2. The dot burst? No such thing, you would get more burst out of a corrosive dart or corrosive made in a lethality spec then all of the vengeance dots together. The dots from scream and impale need to be strongly buffed.
  3. Played it since launch in ranked and regular pvp. It terms of 8v8 and 4v4 it could use work, for instance it's hard to keep your sustained damage on someone if there Slowing you, leap somewhere else, cc'ing us, knocking back then it will render us useless because we would have to get to our target and start our rotation again hoping master strike is on cooldown or impale shatter is ready which I have tried and can be pretty tricky against better teams. In terms of damage it's OK? I mean all your dots can be cleansed by all healer types and your burst is very limited especially because the reset rate on master strike is fairly low giving us gaps of time that can hurt us. I don't think vengeance is terrible by any means, it is for sure one of the deadliest 1v1 specs out thier under the proper hands. But it still needs work gap closing and some damage work. The main reason they aren't used in competitive pvp is because thier are always a stronger classes for ranked in the melee position. I can beat a carnage marauder but they have a fast predation which is a must and the other melee has to be smash marauder because they just demolish groups of people and individual targets. And the survivability is very low in ranked against good ranged, jugs are very very easy to tear through and once our CD's are down we are sitting ducks. We aren't the worst survivable class but in a mid fight we can be easily slowed or rooted preventing us from pressuring the enemy team allows the ranged to burn us down hard forcing us to use defensive CD's. Where as a Mara doesn't have to pop any and can just stealth out when getting focused and can get some HP back. And they can do this often because of the short CD on undying rage and stealth out which are major game changers in the selection process of your melee for a ranked team. And juggernauts don't bring anything that benefits the team in a major way except for taunts which really don't don't make the biggest impact when compared to a predation which gives for fast node switches, quicker run for the ball, a way for a tank to escape a group focusing him in Hutt ball, always for groups to split to be in time to stop caps. Vengeance juggernaut is a little brother type of spec, he can hurt but he doesn't threaten you enough to make the biggest impact.
  4. Its hard for me to see them adjusting the survivability knowing the Scoundrel healers are very hard to kill if they know how to play properly. The only way you guys would get survivability changes would involving changing of the tree at a risk of loosing some damage or something g
  5. I logged in just recently and noticed the niether of the Black/black or White/White dyes are on cartel market. And with no notice, Any reason?
  6. iPvP

    Arena Update

    i dont understand why they would remove pvp content in a pvp content patch
  7. Bodyguard needs more work then any of the dps specs, arsenal is good Pyro could use work. But back to my point for Bodyguard I think emergency scan needs to be a 9 second cool down because 21 is too long for a move then gives a OK heal (operatives spam a free heal that's stronger). And we need a talent that increases the critical healing bonus of rapid scan healing scan and emergency scan by 15/30% I'm sorry to you dps wanters out there but there are 3 healing classes and we have been worst since launch and can't even heal in competitive pvp ESPECALLY arena
  8. I think a very big issue is that emergency scan is 21 seconds long and it is a fairly weak heal it's self, operatives spam a move that heals for a little bit more. I think the cool down should be changed to 9 seconds. Since our class is a cast heavy it might as well be worth it, I think a very reasonable talent would be to.... increase the critical bonus healing of your advanced medical prove, medical probe, and bacta infusion
  9. Might help if we knew your stream name
  10. I feel like Bodyguard needs to be the priority, sorry you dps out there but there are only 3 healing classes and mercs are dramatically behind and need a ton of work. A proposed General question would be... The commando healing has been the worst PVE/PVP healing spec since launch, easiest to shutdown and VERY easy to BURST through the heals. What are your plans to dramatically improve commando heals in the future. (hopefully before arenas go live because currently operatives are required to beat the best teams)
  11. I don't want it to be similar to rage I want to improve vengeance in general, that dots are Crap and Mobility is Crap the burst is Crap, easy to kite easy to avoid. The point of this isn't to give changes its to farm ideas so we can figure out what sounds best. I think the 3 question thing is pointless they say they will look but I belive it's just for show, like they wanna look like the listen to us because they say they do
  12. After playing vengeance since launch I have many obsession with the spec, not only do I find it then most fun but it has awesome moments in pvp, though it struggles alot when compared to the out put of many other classes because it rely's on people to not MOVE For it to make a dramatic impact I feel that the vengeance tree is suffering from its output due to its In ability to stay on targets because they can run and so forth, several of the talents in the tree I feel are useless because they don't help us at all. I want vengeance to AVOID dots, I'd prefer a more burst spec, and our biggest issue is that since the critical raring lowered none of our big hitting moves critical often and if we spec into critical we loose a ton of damage on the ability. So, to fix our burst I have several ideas. Draining Scream 50/100 chance to have target to bleed X amount of damage over 6 seconds. - changed to- ** Draining scream 50/100 chance to increase Force Screams critical strike damage by 15/30% ** Evescrate makes impale bleed X amount of damage over 6 seconds. - Changed to- ** Evescrate makes impale Auto-crit after force charge, lasts 10 seconds ** Seething Hatred exiting combat has a 50/100 chance to reset cooldowns of charge, saber throw, enrage. - changed to-** Seething hatred increases the damage dealt by shattering blasts DoT's by 15/30% on targets at or below 30% ** Reason why I want to avoid the dots is because they are trash, in pvp the force scream ticks 60's for a couple seconds and the impale ticks for 200's for a couple seconds which make no impact At all. I feel like these changes will benefit us very well because then our entire build won't rely on the ravage proc. Thought it will still be important. If possible I'd really love to see the old finisher brought back with the auto critical, that was a very strong important part of the spec. please feel free to post your ideas, concerns, or thoughts. I will be collecting all of them and post them here in hope a developer can grab a few ideas and hopefully make some needed changes
  13. How come when I preview the mount it seems big and normal along side my character but when I get on the Varactyl it shrinks to a baby lizard, Maybe you should rename it to Young Woodland Varactyl because the sizing is awful and very inaccurate to the Varactyl in the movie and in the preview box. Resize it and don't be so lazy and give us a proper Varactyl
  14. How about no, I personally find a intense 8v8 dramatically more fun than an intense 4v4, and the point of this post is for people to q 8v8 not play the same 3 arena maps for a months straight until 8v8 ranked is brought back
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