Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Melee Classes at HUGE disadvantage

STAR WARS: The Old Republic > English > PvP
Melee Classes at HUGE disadvantage

robertfr's Avatar


robertfr
01.22.2012 , 03:38 PM | #41
Quote: Originally Posted by LordZym View Post
Dude why are you complain melee classes are always rip things up in pvp without knock back and stuns we'd get anihilated and i mean anihilated!!
+1 listen to this guy

Tyestor's Avatar


Tyestor
01.22.2012 , 03:42 PM | #42
Quote: Originally Posted by Caelrie View Post
Ranged say they die to melees. Melees say they die to ranged.

Balance.
I don't have aids, aids does not exist.

Trufax.
Rotseyt | Sen'mak | Schenkopp | ??? ---- Tyestor | Anulmine | Ka'lle | Dumoro

The Harbinger.

Vealage's Avatar


Vealage
01.22.2012 , 03:44 PM | #43
Since you said you are Assassin, you are also the least armored of the melee classes with your Light Armor. This might be part of the problem you are having. Assassins and Shadows have to rely on the element of surprise. They are definitely not easy classes to play, but when you get really good at them (Not that I am trying to say you are bad, because I wouldn't know that) everyone will start calling you OP. That's when you know you are good.
Master Rohim Dangala, Guildmaster of <U Mad Brosith>
Check out our recruitment page here!Contact us in-game for an invite!


[Insert whitty comment here, followed by chuckles and admiration for me.]

Gaidax's Avatar


Gaidax
01.22.2012 , 03:54 PM | #44
Quote: Originally Posted by Tyestor View Post
LOL people like you always fail to mention that all ranged classes, including healers, have some form of stun and most likely a knockback. In any case, if a melee is beating on you why would you bother going behind a pillar?
LOL people like you always fail to mention that all melee classes, including tanks, have some form of stun and most likely a gap closer.

And yes, if you are attacked by melee you would not bother LoSing, because that would do jack **** against melee, which is my point exactly!
<=======35m of dead pixels====.===>
"You don't need to be a better shot - you just need to shoot more bullets!"

Nerfhammer's Avatar


Nerfhammer
01.22.2012 , 04:05 PM | #45
any comment that says "get a healer" can get out. that has no effect on melee or ranged having an advantage since either one would benefit from having the healer.

i never said anything about not letting ranged have stuns or knockbacks...

AGAIN. the root of this post comes from the fact that snares do not grant resolve. so to everyone posting a theoretical "this could happen" then how about this 2v2 situation. with just 2 people you could completely take a melee character out of the fight for quite a long time. take 2 snipers/gunslingers for example. 2 leg shots(10 seconds total snare) into a flash bang(8 seconds) followed by 2 leg shots(10 more seconds) which will have reset your resolve a set you up for another flash bang(8 seconds). so you have been completely taken out of the fight for 36 seconds, the enemy still had 2 knockbacks and 2 melee stuns for your teammate in a 2v1 and you were able to do nothing. but you have a cc breaker right? so that gets you out of 1 cc and doesnt protect you against any other cc. so if you break one snare they can flash bang and you sit out for at least 31 seconds or you could break the flash bang and get 2 seconds closer to them before getting hit with another leg shot.

thomasdr's Avatar


thomasdr
01.22.2012 , 04:06 PM | #46
Quote: Originally Posted by Tyestor View Post
Lol, if you think having a gap closer, and only a gap closer, is being mobile you need to reevaluate how you perceive this game. As a Marauder, sure, I get a gap closer but you get stuns, knockbacks and the advantage of ranged slows and snares. Saying "just LoS them" does nothing since if we do this, we are doing nothing. Please, validate our plight more. Inb4 "lol u r bad l2p n00b", nobody in this thread has actually explained why melee are so good. Enlighten us.
Well atm I'm a bodyguard merc, I don't have slows, I can't heal properly while I'm moving and my knockback has a huge cooldown and is weak overall compared to other knockbacks.

Mobility in my book is being able to do what you do while moving. Sure in 1vs1 situations you might get kited, but I see melee sticking on other players constantly in warzones.

Heck, Even as Arsenal I have no reliable tools of getting away besides Jet Boost, which is on a mid-long cooldown, as in useable once per fight. I don't have slows besides Unload which is bugged like hell, by the time the ability activates for the 3th time the melee is already in my back.

Sure some classes have more mobility and others have less mobility but I don't feel like melee have such a disadvantage in warzones at least.

Anyways, You really underestimate the disadvantage of having to CAST stuff and having to stand still to do anything.

If there are classes that can reliably shut you out by kiting you into oblivion than that's a class issue, not a ranged vs melee issue.

RealAeiouy's Avatar


RealAeiouy
01.22.2012 , 04:07 PM | #47
Well I use speed to break snare and still have my cc break to use on a stun.
I put the AssAssIn assassin.

Vis-Tecum's Avatar


Vis-Tecum
01.22.2012 , 04:14 PM | #48
i feel the exact opposite

range in pve if you dont have a good tank you are constantly fighting up close knockbacks take a whole 2-3 sec to close the gap again

in pvp melee characters are hard to keep off of you if they are going for you even if you stun and run

also melee characters being able to run right through you to break line of site and in combat stealth to run away when you get to 50% hp

I say melee characters have the advantage in swtor
Just go riding right by me on the crest of the new wave

Findog's Avatar


Findog
01.22.2012 , 04:16 PM | #49
For all the SJs and JGs. The if you want to keep them close you have to spec in the tankin tree. You get your aoe snare spammable with no rage cost and you get the force charge/leap that stuns for 2 secs. So when you force charge you use that 2 sec window to snare them because you know theyre gonna snare you and knock you back. Thus the kiting begins but you got them snared as well which gives you a chance. The biggest mistake you can make is doing a force charge and then followin up on a stun because that will give them a full resolve bar and then theirs nothing you can do about the kiting. But the best spec SJ, not sure if the JG has it or not, is to go up tank tree to get the 2 sec stun on the force charge and then go up the middle dps tree till you get unstoppable which makes you immune to cc and reduces dmg by 20% for 4 secs when you use force charge. Now Im not saying this works all the time because the biggest issue I have is LOS and ability delays. The only class's I cant really handle are the 4 sec undressers Ops/sco and the healer specs. Because once they get a full resolve I cant stop them from healing. Oh and for snipers pay attention if theyre using trench as well because youll just be wasting your cc's on him if he is.

The snare is key for pretty much all classes. It works both ways but its more important for a melee when fighting range or really fast classes like shadows and assassins. Dont let them determine the pace of the fight or youll lose every time. Hope it helps.

Nerfhammer's Avatar


Nerfhammer
01.22.2012 , 04:17 PM | #50
Quote: Originally Posted by RealAeiouy View Post
Well I use speed to break snare and still have my cc break to use on a stun.
force speed does not break snare unless you are tank spec'd