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silvershadez

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  1. Balance spec here: Other people expect me to be an all around machine: Doing dmg, giving off-heals and shields if nessecary and pulling them out of the danger zone / helping the ball carrier to get the point. I personally see huge potential within this spec. Played right it offers some great burst AND sustainable DPS, and as said you can allways safe one of your buddies with a well timed shield or off-heal or pull. It's a class which is very dependant on how good you move. I personally don't see any need to buff this specific spec. If i was to mention the worst thing about the sage it would be the telekinetics spec post 1.3 which is kind of dead in PvP now.
  2. Dirty Fighter here: Other people generally expect me to produce some insane dmg and in general i don't disappoint them neither in PvE or PvP. I personally am happy, not just with this spec but also with all the other ones we currently have access to. They are all pretty viable and shine each one in certain scenarios. If I had to mention the worst thing about those specs it would be that the talent "Nice Try" gets you into combat everytime it procs (slowing you down or preventing you from regenerating).
  3. Scrapper here: In others eyes I have the worst mobility (compared to other melees) and utility in this game which is the reason, why they don't need my scrapper in rBGs. In PvE I generally lack sustainable DPS. We bring alot of good burst, but thats all this spec can offer (except the ability to stealth and to give some off-heals if needed).
  4. You want to tell me you do more dmg with your operative then with your sorc? I guess sorc isn't the class you should pick then.
  5. It's definitely a bug that came in with the most recent patch. It wasn't like that the last time i used a hybrid spec. And it definitely shouldn't work with each other as the tooltip clearly says wounding shots only affects bleeds. It's your decision wether you want to abuse it or not.
  6. This should have been in there from the start. Full resolve should be equally to the juggernauts talent "Unstoppable". It "makes them immune to all controlling effects for x sec", and works against roots and even slows.
  7. While other classes were staying around the same lvl of viability (speaking of DPS specs) the operative/scoundrel was constantly nerfed from one patch to another. There maybe was a justification for the 1st giant nerf to hidden strike/shoot first. But there's definitely no justification for any further nerf they have received. I played almost all classes up to 50 to atleast battlemaster gear level (except commando and sentinel) and operative definitely feels the worst. Compare it to the second stealth class (shadow/sin) and tell me what can an operative/scoundrel bring to the table this class can't do better. And don't try to convince me that they can be some nasty healers. 3-4 heals and they are out of energy when DPS speced. Every new patch i was expecting an end to this nerf road for that certain class (as a DPS spec). And every single one they got atleast a small nerf. I just wonder if they allready gave up on this class.
  8. Ich versteh die Aufregung net. Man muss das Gear trotzdem irgendwie farmen. Wenn man jetzt nen char neu anfängt der dieselben Stats brauch wie mein bisheriger Main warum sollte man seinen Fortschritt von seinen Main nicht mitnehmen dürfen? Z.B. Wenn man auf der anderen Fraktion rerollt? Was schadet es dir? Gönnst du es nicht den Leuten ihr hart verdientes Gear mitzunehmen, wenn sie einen Reroll machen?
  9. It sounds like they changed the sage/sorc from the scratch in 1.3 when i read your post. Infact there wasn't made a single change within 1.3 specificly for sages/sorc. Bubble just absorbs 1k damage? You serious? All i add to your response is: good sorcs/sages don't have any problem with this class. Best PvP healers on my server are sages atm and we have plenty of good scoundrels and mercs. It comes down to your movement and from reading your comment you obviously don't have it.
  10. Good sorc/sage healers will get their casts off. They have so much utility including sprint, range stun, slow, knockback + root. Force armor (the shield) is kind of an heal too. It absorbs 3k+ damage. It just can't crit but can be used on the move too. All the other spells are on such a fast cast time that you have more then enough time to get them off in a 1 vs 1 situation vs an equally skilled / geared DPS if you combin them with your utilites and CC. It's another story in group fights, but as allready said healers shouldn't be balanced on group fights just because DPS isn't balanced on group fights neither. Alot of factors determine whether you are succesfull or not in those fights.
  11. I can't agree more with this. Healers should stop thinking they have somekind of an superior role then a DPS. Equally skilled healers shouldn't be able to outheal 2 equally skilled and geared DPS.
  12. Um ehrlich zu sein: Jarkais Sword ist noch nichtmal nahe dran an den spielerzahlen die wir hatten, als ich vor 4 Monaten hier gererollt habe. Wenn wir dem Gerede glauben dürfen, dass sie die Kapazitäten noch weiter erhöht haben, spricht nix gegen 1 einzigen Superserver inklusive Darth Traya und was da sonst noch so alles rumschwirrt. Wir Sind derzeit wirklich nichtma nahe an den Zahlen von Jedi Tower, Tomb of Freedon Nadd oder Fatman dran.
  13. Pyrotech / Assaul is fine and Operatives need even more nerfs? Must be trolling.
  14. 15 Energy? Most of our attacks and DoT's cost 20 Energy minimum. While you gain a slow, DoT and damage similar to 3 of our attacks which would all 3 cost 55 Energy if we would want to do the same, not to mention the global CD's we have to deal with, while you get all those 3 things off from 1 single attack costing 16 heat. 1.) Gunslingers for example if speced into DF have to waste away 65 Energy for 1 single Wounding shot rotation. Thats more then 1/2 of our total energy. Not even your full rotation comes close to this. 2.) TD has a 15 sec CD yes, but slingers don't even have something equal to this. I wish i had a skill like TD with a 15 sec CD too. I wish my aimed shot (which has 15 sec CD and deals about the same damage as your TD) would be instant too. Rocket punch has 9 sec CD allright, Trick Shot has only 6 sec. But our Trick shot doesn't even proc anything that would reset aimed shot CD, make it instant and gives us back energy just like your RP has a HIGH proc chance to get of railshot, which indeed is instant and gives back heat. Adiitionally our Aimed Shot, whichs CD we can't lowered or magically reset just like you can with your "15 sec CD railshot", doesn't penetrate 90% of the targets armor. 3.)You really want to tell me that Gunslinger are more mobile then a PT? Allright. Charged Burst isn't even close to your Flameburst. First of it is not elemental dmg and therefor mitigated by armor. It costs more energy then your FB costs heat. And it doesn't add a DoT similar to our DoT that we have to pay another 20 energy for. At the very last it adds a slow, and no matter how much you try to downrate that slow: it is there and it is annoying. I infact played a vanguard too. The most expensive skill for my vanguard was Incendiary Round (DoT from assault tree) which costs 3 ammo. That's 1/4 of the total ammo and you generally use it once or you don't even need to use it as you have several other ways to apply burning which cost either none or 2 ammo. Every other class except Juggernauts and Mercs are overpowered compared to PT? Do you even play the same game I do? So I may give you the same advice you tried to give me: You better don't talk about gunslingers when you obviously didn't played them.
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