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Skeptical
01.23.2012 , 11:50 AM | #7
Quote: Originally Posted by Gomfedj View Post
I was confused as heck about the resolve/CC issue until i read this post...
http://www.swtor.com/community/showthread.php?t=61363

helped me understand a ton when i should/shouldn't use cc breaker..

As for roots not affecting resolve, i THINK that is intended (according to that post pretty much, that seems like how it should be) biggest problem ATM with CC is EVERYONE has it most of the time in warzones i have no CLUE who CCed me, sometimes not even sure if it is a stun, a knockdown or a root even!

roots are an issue i understand for melee's and i know so little about them in this game (having not played a melee one), but out of curiosity how many roots do melee's have and how fast is the cooldown for your "gap closer skill"??

Only time i really get annoyed with being rooted is when i get hit by i think it is sith juggernaughts/jedi guardians who have the leap that does a knock back and does a 100% root, also the sith sorcs lightening attack as long as that is hitting me it seems like it does a 50%+ root to me as well.

The resolve bar is a "interesting" concept, and i see why they did it instead of diminishing returns for stuns/cc's and that is simply because everyone has at least ONE stun, and ONE root, if not multiple of each....

I do have some experience with roots though, being a sawbones smuggler, about 2/3 of my attacks (in fact all but 2) have a range of like 4-5meters (melee distance in other words) and the thing i learned that helped a ton in warzones (and PvP in ilum) is use my own 40% root attack if they start to flee, because i am normally being rooted by someone else randomly, but i never use that attack unless i notice the person breaking away from me due to my own character being rooted...


personal opinion though i kinda like resolve not being hurt by roots, i think it might get "reset" too often if roots filled it up too, that might inadvertently make stuns more powerful by making everyone's resolve bar be constantly filling up and emptying.
CC breaker is 2 minutes and usually talented to 1 minute 30 seconds.

Melee doesn't get roots. Some melee Assassins/Shadows have a few stuns and a snare but no root.

Sentinels/Marauders have a tree with a root in it and another talent in the same tree that turns Force Camo into a CC breaker but they are about midway up the tree.

Guardians Force Push now resets Force Leaps cooldown and I'm sure that helps a lot but I haven't played my Guardian since the changes to see how it affects CC in PvP.

Ranged classes seemingly have no counters to their strengths. By that I do not mean from other classes.

For instance, Guardians/Juggernauts have increased survivability but reduced damage.

Ranged classes have roots, stuns, damage mitigation, and high damage. Something needs to give in order for the disparity between ranged and melee to be on somewhat of an equal footing.

As it stands now, it's always an uphill struggle for melee versus ranged because you burn up your cooldowns getting into range only to be rooted then snared and have to slog through their DPS to get in range again.

Every melee class has 1 or 2 "ranged" abilities but you can't spam them, they don't do much damage and they don't counter ranged escape mechanics or snares.

Granted Shadows/Assassins have a speed burst that pushes them in close enough to have options but once it's used up you aren't going to live long enough for another cooldown when you're being focused.

Marauders/Sentinels have Leap abilities but they can't be used when you're rooted and roots seem to last way too long. Root duration should be halved. It's entirely too long to be a CC that stops melee DPS in their tracks and doesn't increase Resolve.

If it's going to be as long as it is it's needs to give out at least half a bar of Resolve if not more.

Increasing Resolve on roots wouldn't make Stuns more powerful, it would make them less effective and cut down on some of the excessive CC in PvP.