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Haeso

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  1. Log into the queue before you sit down to play, when you sit down to play, you're not in a queue. The game would be in significantly better shape if they had simply suggested the lesser populated servers - even before they added new servers there were PLENTY of standard pops people could have played on.
  2. 31/1/9 is the strongest 1v1 spec in the game. I've got every class geared and at 50 but gunslinger, nothing even touches it except sentinels with full cooldowns, I still win barring theirs being up and mine already being used ina previous fight. Also arguably the strongest 1v2, and easily the strongest defending for nodes, and unlike most specs if you need additional survivability and have the gear, it actually functions with tank gear. Though I recommend keeping 70%~ surge for burst with force potency/relic/adrenal. The only reason I'd ever spec anything else as a shadow is instant force lift - because as I'm guessing you've noticed the assassin/shadow force lift doesn't break on damage, it does massively reduce damage taken by the lifted target though. Between combat vanish and mind maze, plus instant force lift you can keep someone out of the fight for 16 seconds, and with FiB instead of slow time you can safely use your aoe attack when fighting near a mazed target since you can "aim" it. I love the fact that KC can deal good burst, decent sustained and still guard/taunt. The other tanks have to sacrifice a lot more to be able to guard. Xin; I can confirm force lift lasts 8 seconds in PvP from a shadow regardless of damage dealt. It also only gives 800 resolve, any other 8 second what amounts to a stun is 1600 worth of resolve and two separate stuns obviously. The only downside is it reduces the damage taken on the target significantly. Which is why I use it on healers and my group focuses someone else.
  3. Logical fallacy, they did not have to expand servers. Queue times for the first month indicate a healthy server for the foreseeable future of the game barring game-wide desertion. Subscriber numbers drop after the free month and the first paid month, these are observable facts about MMO launches - furthermore, playtime per subscriber also drops. Protip: The number of accounts active per server is anywhere from 3-5 times the total number of players the server can handle at any given time in an MMO, this is a staple of the industry. Furthermore, after the first month playtime per subscriber drops quite a bit, 50% is a conservative estimate. You want queue times and full servers for the first two months - that's how you know your server will be healthy in the long term, now if the developers were competent and immediately merged servers after the second or third month, we'd all be fine. But they didn't. And they won't be any time soon. They shot themselves in the foot then they poured lemon juice and salt all over the wound. Before cutting off the leg in order to save the foot.
  4. Haeso

    Powertechs aren't OP

    Nonsense. No class in this game requires a skilled player.
  5. Haeso

    List your kill order

    CCing healers and killing squishy DPS is often the best way to win if you have enough combined damage to kill someone in the 8 seconds of a mez (stun/mez the healer, he cc breaks then 8 second mez him and kill a DPS, rinse repeat.) Because a healer will often survive longer against coordinated burst, especially if guarded which would break the mez if you tried to mez the tank and kill the healer. If there are multiple healers, it depends on the objective. Defending a point in ald for example against 2 dps and 1 tank 2 dps - CC the DPS and conserve your cooldowns/resources to burst the unguarded healer or a DPS that chased out of LoS down the side. The idea being if you CC the DPS, you last longer. Now if you're attacking - things change considerably. Namely if that many people are at a point, you're better off having the team hit the other point and using 1-2 people to stall that group. Kill orders are never as simple as people want them to be. I could list hundreds of examples of different kill orders and the reasons for them. It's why things like "Mark the healers" is something I don't do, and call people stupid for doing it. Tunnel visioning healers is not the magical key to victory.
  6. Nobody on either side of the debate has said anything along those lines. I truly feel sorry for anyone that knows you, it must be a burden.
  7. How is this a solution to expertise. It's exactly the same thing - PvP gear is better than PvE gear for PvP. You could tweak the percentages of expertise and still arrive at exactly the same effective player strength with a lot less work than revising the entire system. This isn't even a band aid solution. It'd be like me bleeding profusely, and instead of bandaging the wound just painting the rest of the bleeding appendage red so I can't tell it's bleeding. Though the analogy suggests there's a problem with expertise, there isn't, just like there wouldn't be a problem with your system other than the fact that it's a complete waste of time and unneeded as it does exactly the same thing but in a different manner.
  8. The problem is deeper than that, and from a design standpoint seen as completely necessary. You know there are lockout timers on raids, correct? There's a reason for that. Just like there's a reason PvP gear is made worse for PvE. If it took a hundred hours of raiding a few hours a week or a hundred hours of PvPing to get the same set - you'd have people in full campaign gear right now. And if it took more time to do one than the other, while being equal, it'd be unfair. By making the sets different it's not unfair that it takes significantly more time to acquire PvP gear than PvE gear, though if PvE were actually difficult PvE might technically require more effort (It doesn't, not in this game.) to balance out the time + effort = reward ratio. Though if they went a step further and made high rating = access to the same gear for cheaper, that would allow them to keep the time+effort=reward consistent between both... But that would require rated warzones which require cross server warzones which require netcode and infastructure which requires figuring out how to make different legacies play nice with one another while having the same name etc etc.
  9. I really hope for your friend's and families' sake you're trolling and not actually this dense.
  10. Either you're dumb, or trolling. Perhaps both. The PvP stat prevents PvE gear from dominating PvP and PvP gear from interfering with progression speeds in PvE. That's all it is. Do I need to call the WAAAAAHmbulance for you?
  11. Two roll system: Accuracy Vs Defense Then, Crit -> Shield -> Regular Hit. Crit chance pushes shield and regular hits off the table, with 100% crit chance your target will never shield. And more specifically, the extra DPS from crits cannot be mitigated. So if you think with 50% shield chance and 50% absorb you're reducing weapon damage by 25% you're wrong. It's actually less than 20% taking into account average crit chance/multipliers.
  12. Without expertise you'd be getting your *** handed to you all the same, except instead of just by dedicated PvPers you'd be getting your *** handed to you by PvErs too, and there wouldn't be a recruit set on the cheap for you to buy to at least be remotely useful because there's no way they could fairly budget the recruit set without it influencing PvE if there was no expertise.
  13. Saber Ward + Cloak of Pain = 65-70% DR and 60%~ avoidance. Totally not a tank.
  14. It's 100. Also you can search by class/level to check actual totals.
  15. Probably because you'd have to be trying to solo the operation or asleep at your keyboard to not manage to kill a single operation or flashpoint boss. Just saying.
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