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TicTicTic

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  1. Think of it as rock,paper, scissors. Duels come down to using the right abilities at the right time. If a tank makes a player blow all their best abilities on his defence cd's then he will win. If dps just cc's tank while those cd's are up and burns him while they are down then dps wins. Good tanks will not go down fast. I always shake my head as I leave a node watching 4 people banging on a tank who is using all his cd's. They are just wasting time 2 could leave because when those abilities run out 2 is fine to kill the tank. Doesn't need 4 .While other node is being attacked by rest of tanks team. Tanks have good stun abilities that can break up a dps's attack. So to answer your question yes a tank should be able to beat a dps in a 1 v 1 fight just not fast.
  2. I didn't say better I said fine. Perfect balance is a hard thing and sins/shadows and sents/mars play different and have a different role, saying that 3 sents can blow up a target and chain stun just as well as 3 shadows. And it wasn't Guarded by the force it is Pacify. So many sents/mars never use it. Name 1 class that you don't struggle if other team is better then yours? Sents/mars can suffer a little more then shadows because stealth means shadows can pick which fights to enter. Saying that sents/mars do have good abilities to get out of bad situations but most don't use them.
  3. I will give you that point that in ranked sents/mars have the least annoying defences abilities that make them a target to focus 1st if their team mates are known hard to kill players, lots of times the target goes above the sent/mar. I never said shadows/sins are the same? Didn't you read the bit I said I play them different? I played at launch and mar/sent as well as PT/Vans were fotm, they had there time in the sun now sages/sorcs are fotm. I ll put in another way I have levelled my mando to level 55 and up until I got net good sins/shadows and ops could trouble me as well as the top sorcs. Once I got net it was just the top sorcs and this 1 watchmen spec mar who gave me trouble. He beat me just as much as I beat him while I face stomped all sins and ops. Only if shield and ad were down did I lose to a sin. And if I did lose to a sin they were almost dead from getting me. But like the person above said that is in regs. But are people asking to go back to fotm standing? That's what it sounds like to me.
  4. I play both shadow and sent and think sent is fine. The difference between the two is that if I m in a bad group in pvp I change game play to go to the nodes away from group to avoid frustration. I find in those bad groups were I pop trans and leap into the middle of the enemy using Awe to stun most of them then focus on heals and pop saber ward and rebuke and take most of the enemies main attacks before stealthing out to leap back on heals then pop saved by the force if needed and wz med after. I turn after 20 secs of this just as I m dying to see most of the team being unable to kill 1 while I have been keeping 5 busy. On good teams they come up and support me , heals heal and dps start knocking down people focused on me. The really good groups take down the heals 1st with me. I have found sent to be a force of nature that my shadow isn't. I find it easier to stay on heals with sent ( I m focus spec, picked that spec for pvp because of z leap.) Force leap, they knock you back I just z leap back at them. Get knocked off a ledge by sniper or sage, they think they are safe I just z leap next to them and they take 5 secs to notice you are back on them. Love jumping snipers with z leap. You can leap at them when they are in cover with it. Force slow them then unleash stacked attacks at same time as last tick, they pin you and run, saber throw followed by dispatch finishes a lot of people. That didn't work pop trans to purge movement stopping abilities and get on them again. Quesh pit, my team gets the ball I fight stun, awe and slow people around them get trans up and pop it after acid finishes, get table and go to second level, pop prediction and trans once more while force lifting last person on ball carrier, enemy respawn no prob force leap is back up jump up as ball carrier comes to line and awe again. Easy score. I have to admit that sents/mars under use a amazing ability, if used at the right time it will win you 1 v 1 battles. Anyone guess it? I don't want to say it because if the word gets out 1 v1 fights against sent who don't use it get harder. I find I win most battle against sins/shadows on my sent its only madness/balance that are hard. I can still beat most 1 on 1 but in a group they melt me, but its the same on my shadow. Playing my shadow good sents give me a run for my money, I don't take them lightly, saying that there are a lot of sents/mars who do not play the class to its full ability and they are easy just like any spec/class is, we have all run into sorcs/sages who run around without bubble shields. Lots of sents/mars who don't use rebuke or pop zen, trans or dps increase. Plenty of bad shadow/sins don't use battle readiness to regen health or resilience. If you find it hard read your abilities and pay attention to details. When you have stacked your abilities and you have prediction up with dps increase, use it in close fights it gives you a unfair advantage. Near a health regen? Stealth out pop trans pick it up and leap back into fight with full hp.
  5. And if you quit, you are leaving the mess you made ( Yes with the other members of your team but you are to blame as well.) So some poor person gets a pop for a half done game that wasn't their fault. Just suck it up, take the lose and move on. Who knows next game it could be you stomping the other team. If you run into the same premade over and over that are making you rage just log after the match. Take the comms and move on.
  6. I love beating premades with pug groups, it happens quite often. Nothing better then waiting at start and looking round at names of known pvpers (Even then you can lose if other team is as good or better.). The premades I find hard are the 1's made up of players who also solo q as tanks, dps or heals. They can play solo and team, some teams just play in groups so if they hit a team with players just as good they struggle because they need to out number people to beat them. The solo players are good in their own right but go to another level when premade. Saying that even those premades I have beaten with pugs that had good pug heals and dps. On my old server I ran premades with my guild that hardly ever lost but we hit ranked 8 v 8 and lost more then we won against 3 guilds. They had designed prefect team mixs and we were just playing our mains but when we q'd with another guild we won most matches because we were not matched with those 3 top guilds.(results showed we were not elite just good, not top of the pile.) After coming back from a long break I have avoided premaking because I m enjoying pugging. Its a rare premade I run into that is unbeatable. I will lose to them in pugs 1 or 2 times then get matched with a good pug or premade from our faction then stomp them. I have found the line between winning and losing is fine. You change 1 class or player and next match almost same teams, results are different. So like posts before me have pointed out there are a very small number of great premades and making all q against them will burst other premades ego's and could make them quit the game. If you are losing a lot of games in a row get on a alt and play low level pvp or log and play at another time. You could be face rolling 10 games. You going to come on forums and make a post saying I m to good, make me only q against good players as I ve just won 10 games in a row? Or that will make you believe the game is balanced because you win all the time and as most gamers think they are great, they only lose if something is broken.
  7. [ Since you said this will make you quit the game, let me wish you the best of luck on your next MMO that makes you run content you don't like to get the rewards you want. I say this once more slowly. I do not drop but a large % of pub side healers drop. The only time I have dropped is after the 3rd wipe that I exited combat with 2k hp left for the 3rd time being last man standing. The tank made a comment that people need to stay in fight for people to get back. I said this isn't happening and dropped. I play content but heals dropping at start is a big problem dps dropping is no problem but if a large section of heals wont do a flashpoint it makes q times longer then the other classes drop off. This is my fav MMO out at the moment, lik e I said I m letting sub go when it runs out and going to play Pillars and other non MMO games. I might give Star Citizen a try. MMO's making their games a chore are getting old, if they make the chore annoying why pay money to be frustrated?
  8. I haven't made this post to call for a nerf, I have finished the flashpoint. My post is about the flashpoint making people drop so wasting peoples time qing for HM flashpoints. The option I have asked for doesn't affect people in guilds or those who pregroup. I m just asking for this change so the 1 bugged HM flashpoint that they haven't fixed can be left out and people still get their dailies done and groupfinder doesn't become a tool that the community never uses. People who have beaten that flashpoint can still select it and get extra comms for it. But people who hate it can avoid it and stop dropping and stop making people q for another hour just to finish daily. By your post this doesn't bother you which is fine but to me it is enough to make me leave the game.
  9. Groupfinder for me is important, I don't like joining guilds because of the fights that happen within them were people bag out others in guild and they have power plays. I was a founder and I left because my server was merged and was sick of putting together a group on fleet for a flashpoint to have someone drop because of real life situations. I came back 6 months ago and loved the changes and was ready for a long stay. But like I said I think even if they fix this I m out. Its been to long after launch and I m burnt out. I m maxed geared pvp wise which I play the most but the pve keeps me subbed while I raid rarely. Usually I like to gear up as much as possible before raiding. So I posted this because I think people like me will also leave. I ll come back in a year and hope things have been fixed.
  10. Like I have said in post I have killed the boss 4 times it can be done. My problem is that qing you get a pop and people drop and a lot of heals struggle to dodge the aoe and heal, they get hit while cast healing. So q times blow out and now why do I want to q for an 1 hour for a person to drop as soon as you tele in and wait another hour? And about no 1 dropping because of end game well a week ago I was going to keep sub when it ran out in a month but I will let it go. I have preordered Pillars of Eternity and was going to keep sub while playing it but now looks like I m taking a long break from Swtor.
  11. Bioware please make dailies enabled with Assault on Tython switched off. Make the rewards for it higher so people who like a challenge can still select it but too many heals drop as soon as they come in as it is a nightmare for them. You are killing your sub numbers by leaving it as is. I have finished the flashpoint 4 times but so many people drop on it that I m starting to consider dropping pve content and just playing PvP as I see this flashpoint killing groupfinder unless something is done.
  12. You have it in a nut shell. The reason I think Bioware made it so expensive is to give people things to do. If you could just buy everything in hours people would complain that there is nothing to do and ask for more content. I like that I have to work at it to fill out my pad instead of 1 hour of doing it, it will take weeks maybe even months.
  13. I agree, good Job Bioware shows you are listen to what your players want. Keep up the good work. (Yes I know all you haters out there that there are heaps of things that could improve this game but give credit were its due.) In my opinion best MMO around at the moment.
  14. I m playing a shadow Inf spec and found that the class takes off when it reaches lvl 30and gets Spinning strike. Its all about stringing attacks together read your abilities and spec ablities to see what to string together. For me I break stealth with spinning kick, then use shadow strike then low slash, 2 Clairvoyant strikes then a Spinning strike will finish that mob. Use project on next mob which because of the 2 clairvoyant strikes now does 30% more dps and leaves mob stunned, use Tumult, land behind them finish mob with shadow strike and then take down third with whatever you want. Elites I use spinning kick, shadow strike, low slash then Mind Crush. Force stun, 2 Clairvoyant strikes then saber strikes to get a bit of force back then use Force potency which makes your next 2 force attacks have 60% more chance to crit(Plus your normal crit chance makes it almost always crit.) By then I ll have almost 5 stacks of Exit Strategy which increases dps of Force breach by 6% per stack, so 30% more dps. So with the 30% dps buff on both Project and Force breach and Force Potency giving 2 crits I use Project then Force breach both instant cast and at lvl 48 drop 5k dps in 3secs. By this time its usually under half hp and I stun use Mind crush again then 2 clairvoyant strikes, Project then spinning strike to finish it off. I felt like I was a Heroic Jedi able to take out any group. Most times I didnt bother using Mind maze as I like to take down 4 or 5 normal mobs by stringing attacks together.
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