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DervimNorth

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  1. Had a one hell of a weird voidstar match. We've lost the first room pretty fast, but since we had 5 saves on our team and our leader started giving orders, our team began to defend the bridge consoles in the second room. Naturally, myself being GS, I went down even before I've reached the room and missed all the action, until two inqs(a sorc and an assassin) decided to force sprint+jump the gap. Luckily I was already standing on the other side of the gap so I saw them coming, which game me just enough time to go into the cover and to hit hunker down before they've landed right in front of me, only to be pushed off the edge with pulse detonator. So the sorc learned fast, but the assassin- not so much, coz he tried to do jump through again. This time I threw a flashbang+aimed shot at him. A minute later my team got overrun and got wiped by the consoles and both bridges got activated. Except everyone from the opposing team went to the left bridge, while that one assassin sent to the right, where I was guarding. So I see him sprinting at me to push me off the bridge, and just when he gets close enough I'm throwing a flashbang and taking cover to activate pulse detonator yet again. And at the same time he breaks out and does his pushback and we end up throwing each other away off the bridge.
  2. Yeah, mercs and ops could use some major buffs. Operatives need to either have more powerful hots, or a far better resource management in order to spam what they have. I'm not familiar all that well with their healing mechanics, so I'm pretty sure there are hundreds of far better ideas. Mercs, however, don't get me started. Our Kolto Shell is a mess, nice buff but still a complete mess. Why the heck would I want to use it if I know that every mob that attacks the tank with kolto shell is about to switch onto to my merc? I don't recall sorcs getting agro from their bubbles(that are much more beneficial for the team than kolto shell). So why should or mitigation utility suffer from healing agro? It's not like it's a spike heal or something, it's used to mitigate some incoming damage, so ease up the works for the merc in case of burst damage. Or at least it should be, because sorc's bubble is better at that. It would be grand if my merc could place kolto shell on more people than just one and not get the agro. Kolto Missile - our "aoe" heal which isn't aoe at all. The whole 3k heal is a pleasent side effect, the real reason to use it is the utility buffs that it provides. And even than, we need 30 charges in order to reach the max efficiency, good thing those charges aren't that hard to rack up. Honestly, I don't think that increasing the amount of affected people is going to solve our aoe healing issues, simply because kolto missile isn't supposed to be used as aoe heal. Other than that, yeah-BW should've increased the amount of affected players long time a go. Our instant heal - for a top tier, 31 skillpoints skill, it really is meh. The healing it does, while nice due to being instant, is nothing special. It has no additional utility and a 20 seconds cooldown isn't helping either. Most players learn it only because there aren't that many healing beneficial skills anyway... Some just prefer to go hybrid arsenal and grab a TM to get more bang for their buck. Sorcs, on the other hand get their sweet aoe heal that can be stacked one with another to roflstomp just about anything and anyone, pve or pvp(no reason to use stackable aoe heals while in pvp?! lol 1.1.5-buff said). Do you see our kolto missile buffs stacking for increased effectiveness? Also, to the guy who claims that his sorc and merc both do 6k per heal-thanks for proofing the point of this thread. You see, mercs are supposed to be "best" single target healers, a.k.a tank healers, yet sorcs are just as good as merc at healing tanks and top of that, they can heal 8 players at the same time and they have no problems placing their shields on party members. So really, why even bother with other gimped healer classes? Especially if there's one class that is better than the others at just about everything?
  3. Maybe it's for the best, but my mid-lvl GS started racking up surge right after surge nerf...So I wouldn't know the difference.
  4. It would be ok, had BW reduced the cost of our weapon aoe attack... But hey, inqs/counselors get the shaft too, in this regard. Not that it matters much to them, but hey-it's the first nerf, even if unintentional.
  5. About time people start trying to win the match instead of racking up the medals. Still, though, I wish there was a slightly bigger limit. Even my pure dps ends up getting 5-8 medals all the time. IMHO BW should raise the 4 medals limit to 6-8 at least. That way all the hybrids won't able to abuse the obvious advantage and people will still be getting rewards for their roles(healer/tank).
  6. DAMN! I knew I rolled the wrong server
  7. Meanwhile, in the minority land, a.k.a. Republic, people are enjoying instant queues.
  8. Hey, I'm not saying that arsenal merc is a rocket science, but it is much harder than sorc due to the lack of utility, over the top reliance on one skill to do decent damage(no, not mindless TM spamming), the lack of range CC and the lack of interrupt. On top of that mercs do need to manage the heat, they aren't energizers, like sorcs. Oh and btw, merc's priority system is, actually more complex than sorc's: TMx3 Unload if procced Heatseeker TMx2 Unload if procced Railshot if TM buff stacked 5 times --------------------------------------- Weave in Rapid Shots each time if heat level is near 40% _________________________________________________________ As you can see the sheer amount of attacks required for merc in order not to be bad is greater than any sorc uses for damage purposes.
  9. Except that it's a ranged weapon based attack, which means it gets deflected, A LOT, because BH does not stacks up accuracy. On top of that heat dissipation skills don't work with power shot, meaning merc gets overheated quite badly from using power shot, unlike sorc, mercs need to manage their resource. To make things worse, arsenal tree merc is actually reliant on TM, so by preventing TM spam, you're gimping all the hard hitting moves in the merc's arsenal. Heatseeker needs three tracer missiles for the full 25% damage buff benefit, otherwise it's just meh damage on a long cooldown. Unload needs to proc it's buff from TM spamming to recieve a 25% damage buff and to reset it's cd. Railshot needs five TM missiles to recieve it's 30% damage buff and is on a long cooldown. So no, you're not locking up the entire tree, but you sure as hell gimping mercs any damage potential.
  10. Dude, please check your facts... Elemental isn't affected by armor. In fact the only thing that mitigates elemental is sorc/sage 10% buff. On a sidenote, if I'm not mistaken, both force and chain lightning are energy type attacks=mitigated by armor.
  11. Actually, let me fix THAT for you. First of all you need to mezz the merc and to make him use his breakout. The merc starts channeling*interrupt*can't channel TM for 4 seconds. When 4secs pass and merc bends over to start channeling again-wait till the bar is near half way through, than stun him. That's another 4secs of not spamming TM and it shaves off nearly 1sec off interrupt cd and with that, it's been 9-TM-free-seconds. And finally, he starts channeling TM yet again, but your interrupt is already off the cd, so you're zapping the merc with it YET again, just like the first time. And yu end up with 12-15 seconds of TM-free time. Should be more than enough to blast any TM spammer.
  12. Snipers and merc have to manage their resourse, not the case with the sorcs, who can just keep spamming their dps non-stop with complete disregard of their mana. So in theory sniper/sorc can outdps sorc and his heals, but in reality, they both have to slow down and weave in some default attacks to avoid overheat/low power issues. Unlike sorc's mana regain, sniper/merc get diminished return the more resourse they consume. On top of that sniper damage is weapon based, which means it get deflected a lot. And while sniper gets to over one this issue at the end-game with the excessive amount of accuracy stat, their "mirror" class, GS is less fortunate coz he's stuck dualwielding two pistols, which means that the offhand attack does 30% and has -33% accuracy penalty. Which in turn means that GS damage vs anybody with the glowstick is 30% lower than against other classes, because that off-hand shot gets almost always deflected. Further more, merc can't just blast away at sorc due to heat management, he has to hold back because otherwise he's gonnaend up overheating within seconds. After that he can only do default attacks and that's. Which is why sorc very often just stand still and keep healing through the dps.
  13. Actually at that point he'd go for the next best thing. Personally I'm hoping it's going to be merc, I can already smell the frustration of interrupts.
  14. You don't want to re-roll?! Well have fun playing Huttball, than.
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