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Kyzic

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  1. My gunslinger is a sharpshooter build and I do understand that is not the idela choice for a gunslinger and that dirty fighting is better because the dots avoid the defenses of a tank class but that is my point. Make the other trees viable for pvp and allow them to be competitive and not make one build or tree basically required to be a competitve pvper as that class. When I PVE with my gunslinger i favor the sharpshooter tree simply because crap dies too fast for dirty fighting dots to truly take affect (this is of course in FPs and not OPs where as I feel both trees are viable in the OPs). And personally I feel a gunslinger is a simply what it says a gunslinger they should do big dmg from a distance and not have to go to a tree that makes them into something like a balance sage where they have to let a dot tick off and use some very few burst abilities.
  2. Okay maybe its simply this between the resolve bar and anyone still in BM the grind the WH is just stupid. I have worked on playing against a marauder and it has gotten better (I will admit when I am wrong and Marauders/Sents are as bad as I thought) but still going up against a shadow/assassin tank spec or 23/1/17 (and lets be honest maybe 2% of pvpers don't use one of those as an assassin/shadow) they are just ungodly overpowered. The ability to break free from any of my movement impairing effects and pop FiB from being rooted 30m away they are just stupid overpowered right now. And my only complaint for VG/PT and Juggernaught/Guardians is simpy a tank class should not be doing 5-7k hits on me and still be hard as hell to kill. If they are going to be a have the defense of tank than lower their dmg if they are going to do the dmg of a dps then lower their defense. Right now it takes too long to try to kill them as a class that is supposed to be a dps class. And this is more about my gunslinger than any of my other classes. My scoundrel is a healer is lets just face it, it takes about 3 people to be able to kill him. My VG falls into the upper category i am to the point where I am simply taking out 3 people at once. And my shadow again falls into the upper category usually the only people that kill me on him are juggernaughts or other tank sins.
  3. I have 4 50s and I have spent my time learning to play each one of them effectively. But when I play my gunslinger vs a assassin/shadow, marauder/sent, or guardian/juggernaught I have no chance. Especially with the new changes to the shadow/assassin tree that drop force speed from 30 secs to 20 secs you have now given them virtuely unable to be snared or rooted. Almost every assassin/shadow now runs with some kind of tank build simply because you have made the tank classes so powerful that dps classes hardly do any dmg against them but they still deal out the same out of dmg as a pure dps class. My gunslinger used to be able to dispatch a marauder pretty effectively but now with the amount of dmg they put out and a gunslinger's roots being nearly ineffective you made them into a commando that wears medium armor. The biggest thing is a marauder/sent get a better combat stealth than any of the classes that can actually stelath. Come on a marauder/sent shouldn't be able to go into stealth and walk up on a ranged class without being able to be detected at all plus having only a 45 sec cooldown that is less than half of what the actual stealth classes have on their combat stealths. Plus it gives them 50% dmg reduction heck all they need to do to be is stealth walk up on a ranged class start beating the crap out of them and if they do manage to get low just pop their 99% dmg reduction which will easily last until they dispatch the target. When it comes to a juggernaught it is impossible to keep them away from me. You give gunslingers a stun that has a 4 meter range which is a joke right? I mean by the time we use dirty kick and try to run any class that can charge will just charge to you and if you do manage to get a little distance and get into cover you are barely any distance from them and they have very little room to go before being right on top of you again. Couldn't gunslingers get a 30 meter stun that actually suits their class? You were able to make flash grenade into a 30 meter ability but you couldn't make an ability that allows for gunslingers who are purely a ranged class have a 30 meter stun but you could do it for a VG and commando. I mean you are allowing a tank class that wears heavy armor to pop out a 5k AOE without even thinking twice. And this goes right with PT/VGs too a heavy armored class that is capable of out damaging a dps class in almost every situation and being able to survive longer because they can take the hits. And I do know from experience because I have a VG and he out dmgs my GS who are both equally geared. And this doesn't just because I die on my gunslinger a lot this is for almost any dps class who shouldn't be getting out dmged by a tank class that is mostly spec'd into the tank tree. Another terrible decision was taking away the consular/inquistor's 30 meter stun. You now allow one 2 classes to have a 30 meter stun and that is it. Simply fix the classes why do you think you lost so many subscribers. I love the game but the classes are completely falling apart. Please get it under control. I know almost all of you will disagree with me but most of you that will disagree can't deny you don't play one of these classes I am discussing. And I will admit I may be wrong about pieces of it but we all know the classes are not balanced and only certain builds are worth having in pvp anymore and if you don't use one of those builds you are going to struggle.
  4. You may hate upheaval and I do understand where you are coming from with that, but on that note it is a great ability to have when it comes to using project because when it does proc it is extra dmg. So if you can find a way to cut down somewhere else and get points into it, it is definitely worth it in my opinion because all it will do is add extra dmg which adds more dps (sorry I do not have parses mainly because my shadow isn't fully geared up yet but I will try to get them asap). I also think even in pvp humbling strike is still kind of worthless. I say this because merely once the target gets up from a spinning kick you can put force slow on them even though it is 25% less of a movement impairing effect it still gives you another point to put in something else like vigor which gives more force which in the end allows you to use more abilities before going to saber strike (if low). Or putting it into Exit strategy the faster you get 5 stacks of it the better off your Force Breach will be.
  5. This is more of a PVP build...Sorry I did forget to mention that. It is designed to do more burst w/ a 30m AoE that can interrupt cappers. When it comes to Force Breach i like to save it for when I do get 5 stacks of exit strategy which takes some time and I usually have Force Breach back by then to do a big burst attack.
  6. I was up late one night messing with the new 1.4 Shadow trees and came up with this build. Please let me know what you think constructive critizism please. But here is the build please let me know your input on it... Infil/Balance Build 0/27/4
  7. Thank you. That makes me feel better knowing it hasn't just been me seeing this happen. I have put in a ticket to BW reporting the bug. Hopefully it will get fixed.
  8. So I have been pvping with my SS Gunslinger since well basically since he's been able to queue for it. I have noticed that after the last patch at times when using Pulse Detonator or Aimed Shot (within 10 meters) I have been noticing that the abilities have been failing to actually knock the targetted individuals back any distance. And no they did not have full resolve bars and there was not a wall or object behind them keeping them from taking the full knockback. I was just wondering if anyone else has noticed this problem or if I'm just going crazy (which could be possible )
  9. Just to through this out there. No gunslingers are not as mobile as they should be imo. I agree though the cover ability is extremely handy when versus other ranged classes/npcs. If you do want something that is more mobile look into either going dirty fighting (its not as bad as people make it out to be) or go with a commando. If you do choose a commando they are more mobile than a gunslinger (again doesn't make sense to me since they have a giant cannon to haul around). Gunnery as a commando requires more stand still time to use your abilities. Assault commando is great for being mobile they have a lot more time to run around. The thing you may not like is that the gunslinger has more instant cast abilities than the commando so its just finding that class you really like.
  10. So I am having trouble deciding between a gunslinger or a commando. I have leveled both to about level 25. I enjoy all the abilities of the Gunslinger and being able to root a person in place and the series abilities that make others instant or reduced cast times. On that note though I love being able to DPS and heal all in one character. I am the type of player that likes to focus on one character and just can't decide which is really like to focus on. Id appreciate any help given, thank you!!!
  11. I am not seriously outraged just seems that compared my Jedi Shadow (which right now is as close as I can get in similarities role wise.) I feel that my Scoundrel seems to fall behind. I am not saying that a scoundrel is utterly terrible in dps but I do feel that their sustained damage could use an improvement. Maybe with the new changes that has actually leveled out somewhat. But as far as I have noticed the Scoundrel's Scrapper line was more directed towards being a burst line and their Dirty Fighting was supposed to be the more sustained damage line using dots. But I feel like the Dirty Fighting line is a failure in that role again no one can say for sure until it comes live and we can start getting meters going. I will admit though I do love the changes with the healing role and like that they changed our 31 point talent to giving more healing in a smaller amount of time. I feel like it will improve our need for being used in raids as healers and makes us a little more wanted or even needed for raiding but I do understand what you mean about not being able to judge just from reading the changes it is hard to justify that there is any real improvement into the scrapper line right now.
  12. I understand that they took some of our burst dmg away. Yeah we could demolish a target in a few hits. Usually when I got into a PVP group with guildies I was assigned to taking out the healers because I could kill them in a very few hits. But if you are going to take so much burst damage away from us why can't we get some sustained damage to replace it making us more viable for PVE (which I am typically thrown into a healing role for PVE since I do not have enough sustained damage for long fights). I would really like to see us get more sustained damage output if they feel that our burst damage needs to be reduced (which I understand). I would also like to see our dirty fighting tree more usable for us. I find it very minimal compared to other classes' shared trees. I feel we don't get enough DOTs for the tree to be effective as it should be. If you look at the Shadow Infiltration line compared to ours it is somewhat similar in ways (I am not saying exactly the same of course) but they get some very nice talents out of their Balance line as well and can actually go full Balance and still have a very effective dps build. But I feel like our Dirty Fighting line is minimal compared to the other shared class lines. My only other complaint that I wished to see in the new update is our PVP sets getting better bonuses! I mean those bonuses I feel can't even compare! Only 5 energy for the 2 set bonus is ridiculous in my opinion it is just terrible compared to a Commando who gets 1.5 secs off 2 of their healing abilities. Couldn't they give us idk maybe an additional upperhand point or improve our healing with our stackable HOT. I just feel compared to other class PVP sets our falls in comparison. There are reasons why you don't find many scoundrels/operatives out in the game. Right now in my guild with well over 100 members I am the only scoundrel past level 35. I feel that is due to our inability to do a well sustained damage and our healing that lacks compared to Commandos and Sages (though that is getting an improvement in 1.2 which I have to admit I truly have no complaints in that regard). When I first started the game I thought it was amazing to be able to have a character that i could respec to being a healer and a rogue which is ideal for me since I love to be a support type player but at times I would like to just go in and do some good DPS. Now I can't see how the Devs don't see that there might possibly be a problem with the scoundrel/operatives when they are a rogue/healer type of class I mean really who wouldn't want to stealth in for a group mes a target and then fall back and be that healer that is needed. Or even doing some good dps for a group and when the healer goes down dropping back and healing the group. But right now as I see it the Scrapper line fails to deliver for PVE, yes it maybe overpowered for PVP as it is for live but it falls behind in the PVE area. I feel that a Scrapper needs to be able to do a little more sustained damage for the loss in their burst damage. That is just my feelings toward the Scoundrels right now but I can't lie I love the class but right now I feel if I want to be a suitable dpser for PVE I have to play as a Jedi Shadow and heal as my Scoundrel. I hope to see the changes that Scoundrels truly need I will give up some burst to see Scoundrels get more sustained damage.
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