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UrbanSaint

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  1. DPS'ing so hard he is dps'ing you (almost) into next year
  2. Combat/Carnage because it feels fast-paced and rewarding, even though not nearly as fun as the late 2.x version. Anni/Watchmen feels slow and clunky and Fury/Concentration just feels like it suffers from ability bloat. Doesn't help that I am just bad at both Watchmen and Concentration either so naturally I will pick what I find the easiest and most fun
  3. Don't think its a matter of pubs being scared to queue at 60, more that imps are the bigger faction that pvp's and typically are better at it so a lot of games tend to be imp v imp especially in solo ranked. Also depends on the time of day, as I see that imps tend to stomp pubs in regs mid-day but later at night pubs have at the very least been able to put up a solid fight.
  4. None besides the self-heal from using Battle Readiness
  5. New Ability: Curved Bullet-Shoots a powerful shot that hits the target for x-weapon damage that can't be parried or LOS'd. Instant. 30 seccooldown. 10 Energy.
  6. I think current set bonuses are fine, though I think the 4-piece benefits Infiltration/Deception way more than it does Serenity/Hatred. I personally don't mind considering I like infil better anyway, but for the sake of balance it might be something to look into to make the 4-piece a little more benficial to Hatred/Serenityt as well
  7. The 2-piece is fine imo. The 4 and 6-piece are a little weird to me. the taunt cooldown time is only really useful in pvp and a few certain fights in pve (though I guess it entirely depends on how each group's tanks handle the mechanics). I think 6-piece would be fine if it also increased the shield chance similar to the old 2-piece, though I could see how that might be a little OP. Personally I would prefer the old 4-piece over the new 6-piece. Whatever the changes happen to be, the set bonuses need to be equally useful in both pvp and pve considering the homogenization of the set-bonuses we saw in 3.0
  8. what level are you? and you talking pve or pvp? Tanking at lower levels can be hard because you don't exactly get all the stuff you need to start feeling 'tanky' until later levels. Also just an fyi a tank's dps is never going to be as high as a regular dps spec'd/geared character because they utilize 2 different sets of stats
  9. Haven't watched the whole thing yet but it looks great so far. Was interesting to see that you prioritize Master Strike and Dispatch in a Precision window over Clashing Blast w/ the opportune buff. May have to give that a try. Also will have to try that Dispatch before Precision trick. Had no idea the travel time would give you a split second to activate Precision and the damage would be calculated as if you had Precision active before Dispatch.
  10. Yea it gets pretty rough. Guess part of the masochist in me loves queueing despite the odds not being in my favor as far as class balance goes, but I won't deny that every so often I want to start queueing on something else because it will be so much easier for less effort lol. Or at the very least it would be nice to play more games with trinity comps so it isn't disasterous as 4 dps vs 4 dps matches are for us (as well as mercs ad slingers)
  11. As far as I know it doesn't contribute much damage just because of the inherently high miss-chance of the offhand weapon. I have heard of many Snipers capable of consistently doing more dps than they can on their Slinger in similar gear simply because snipers don't have to worry about offhand attacks missing
  12. It's mostly QQ because of the implications of PvE viability. Hatred 's viability in serious endgame PvE suffers for multiple reasons, and this nerf is just adding to the list. For PvP, I think most people that play the spec (including myself) agree that this nerf is fair. Its one of those unfortunate nuances with the game in that PvE affects PvP affects PvE. Brutal cycle where buffing/nerfing something to try to balance it in one aspect can end up over-nerfing/over-buffing it in the other. I still think that if they go through with the change then FiB/Death Field needs to come back to 30m though since there would literally be no good reason for it not to be anymore
  13. Im assuming you are asking from a PvE standpoint. I personally like Scoundrel healing more for playstyle preference, but for the most part Sages tend to be more desired for serious raid progression teams because Scoundrels have issues with Burst heals unlike Sages and Mandos currently. Patch 3.3 due next month (and im sure Patch 4.0 in October) might change that a little but on live that's kind of where sages vs scoundrels stand atm. Sages=more mobility, better burst heal capability, better dps even while in healing spec (even though that's a moot point), and better utility via the force armor bubble. As far as I know, the only thing Scoundrels have better than Sages is their mitigation via AoE damage reduction, damage reduction on using Pugnacity, and Defense Screen. Overall it just depends on playstyle preference. Scoundrel healing can keep up with either of the other healers as far as raw number output goes so you aren't necessarily going to be a liability as long as you know how to play
  14. Guess if you really want some Deception (I play Infiltration, but its just the pub version of Deception) gameplay I might be able to record something later this weekend if you don't find anything by then, but it will most likely just be SM stuff since I tank on my shadow atm for HM. #shamelessplug
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