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Buff Melee.


Sickboy_'s Avatar


Sickboy_
01.25.2012 , 01:01 AM | #41
Quote: Originally Posted by Botreaper View Post
I'll Bite.

Sentinel damage is fine. I can demolish things with relative ease. The problems I have are strictly CC related. I can watch my life bar melt away in seconds from tracer missle spam without me even being able to get in range. We have 1 breaker every 2 minutes...hardly effective.

The biggest issue with sentinels/maruaders is this. We bring no utility to the table. I can't toss someone off a ledge, I can't CC anyone, I can't even make my force leaps give me knockback immunity like guardians can.

More often than not in Huttball, I will get knocked off a ledge before I even land on it with force leap. There is literally nothing I can do to stop someone at full health when they are nearing the score point. While our damage is good, it is not that good. ANY other class and spec can deal with that situation...just not a sentinel or marauder.

When bridges represent the easiest way to kill us without fear of retaliation, there is something drastically wrong with the balancing.


Lets take Ilum for an example.

Every other class and spec in the game has SOME ranged attack with a 30m range. When it comes to the large piles of ops groups, sentinels and marauders are the first to die because we HAVE to jump into the pile just to get valor. We have no heals and no range.

Even guardians and juggernauts have something they can throw 30m.


I don't know what would fix the class, but these problems are pretty rough to deal with.

Guardians and juggernauts have it far worse than sentinels and marauders. We have one more cc move in general, another if we spec defense, but it doesnt really matter a whole lot. Our damage is absolutely terrible no matter which tree we spec into and we have the same problem getting cced that sentinels do.

RG_jhanlec's Avatar


RG_jhanlec
01.25.2012 , 01:03 AM | #42
Quote: Originally Posted by Darth_Vampirius View Post
Let's discuss this.
I dont want a buff that sets melee extremely OP. I love playing my SW (jugg or marauder).

I want it to just be fair in terms of Illum PvP. I watch ranged people finish their daily/weekly in minutes and it takes me hours to get my kills. I usually just start going to collect armaments and kill the random stragglers if they dont get me first.

Still, super sad to see sorcs, mercs, snipers show up and then leave in minutes with a TY; meanwhile I have been there for 30 minutes have "hit" 10-15 people that died moments later and the game only registered me 4 kills.... yeah, 26 more to go. At that rate it takes a week to get a daily done.

On top of all that, melee suffer delay bug the most, and sorc/consular shield apparently is better defense than my defensive stats since block/abosorb and defense dont work in PvP more or less.

Sickboy_'s Avatar


Sickboy_
01.25.2012 , 01:07 AM | #43
Quote: Originally Posted by RG_jhanlec View Post
I dont want a buff that sets melee extremely OP. I love playing my SW (jugg or marauder).
What we need is increased burst(we should do on average 30% more burst damage than ranged classes, because the majority of our time pvping is spent chasing someone while we're 50% slowed and praying that our force leap goes off CD) and some inherent counters against slows and roots in general.

Keep in mind that burst damage is not the same as general damage - range can do the same damage than us but their damage should be spread across dots not massive hits, our damage should be in massive hits rather than dots because we spend so little time on our targets.

Dalnar's Avatar


Dalnar
01.25.2012 , 01:16 AM | #44
Quote: Originally Posted by Botreaper View Post
The biggest issue with sentinels/maruaders is this. We bring no utility to the table. I can't toss someone off a ledge, I can't CC anyone, I can't even make my force leaps give me knockback immunity like guardians can.
Actually that's not true. Sentinel brings a lot to their team. You can lower accuracy of some target by -90%, you can root (with combat), you can snare (double snare as watchman), you can provide team dmg boost, or team speed boost.

You have in-combat stealth that offers some really nice possibilities.

There is only problem, and that's the amount of CC in game and how it affects melees.

Botreaper's Avatar


Botreaper
01.25.2012 , 01:29 AM | #45
Quote: Originally Posted by Dalnar View Post
Actually that's not true. Sentinel brings a lot to their team. You can lower accuracy of some target by -90%, you can root (with combat), you can snare (double snare as watchman), you can provide team dmg boost, or team speed boost.

You have in-combat stealth that offers some really nice possibilities.

There is only problem, and that's the amount of CC in game and how it affects melees.
The lower accuracy thing does nothing. I've used it numerous times on people only to watch them hit me with everything they sent my way. Using that move will not make or break a fight. Argue with me if you like, it is 6 seconds of hoping they miss. Try it on an operative that gets the jump on you, he will still crit you for a ton of damage during it's duration.

Not combat spec, Watchman is the only spec that has an actual chance of burning someone down quickly. Slows do NOTHING when rooted in place. Having 2 is wonderful when you can actually use them....which is almost never.


Using either the damage boost or the speed boost requires a huge sacrifice. Either I pop my Zen to get a bit of healing and guaranteed crits from my dots...or i hope that 50% faster (80% talented) is enough to get people to/from danger/objectives. Again, 80% faster movement is useless when rooted.

No matter what 100% roots are functionally the same as a stun for a sentinel/marauder.

On that 4 second stealth...unless you are combat tree...you can get rooted and waste the entire duration.


I'd take a 30m saber toss, knockback, ability to get medals from guarding people, ability to not get tossed instantly after jumping on someone and the extra reduction heavy armor brings over the "supposed" utility of a sentinel/marauder. Lets not forget how tanks can fire and forget their force stasis/choke.

Dalnar's Avatar


Dalnar
01.25.2012 , 01:33 AM | #46
It's only because you are selfish and think only about yourself. Team buffs > self buffs. PvP is a team game after all.

Sickboy_'s Avatar


Sickboy_
01.25.2012 , 01:39 AM | #47
Quote: Originally Posted by Botreaper View Post


I'd take a 30m saber toss, knockback, ability to get medals from guarding people, ability to not get tossed instantly after jumping on someone and the extra reduction heavy armor brings over the "supposed" utility of a sentinel/marauder. Lets not forget how tanks can fire and forget their force stasis/choke.
1. Saber toss hits about as hard as slash. Read point 2 to see why this is horrrible.

2. Guardians do less than half the damage that sentinels do in general, maybe 1/4 of what sentinels do if you spec as a tank.

3. Unless you spec as a tank you will still get tossed off and/or stunlocked if you jump. And if you spec as a tank for pvp you WILL regret it.

4. heavy armor at most gives us 10% more resistance to damage. Not enough to make a real difference.

5. If you spec as a tank you wont be able to pvp so the non channeled stasis/choke doesn't make a real difference.

The only useful things guardians have over sentinels is being able to guard and taunt.

Sickboy_'s Avatar


Sickboy_
01.25.2012 , 01:41 AM | #48
Quote: Originally Posted by Dalnar View Post
It's only because you are selfish and think only about yourself. Team buffs > self buffs. PvP is a team game after all.
yeah thats the same thing that frost mages say about warriors in WoW all the time. You see if you're already a god mode class you'll want to be as hypocritical as possible to make sure that other classes dont get to be equal to you.

Husanak's Avatar


Husanak
01.25.2012 , 03:25 AM | #49
If its sentinal marauders we are talking about... they don't need no buffing.

They are a very good class with tons of dmg potential... escapes, defensive cool downs. I wicked evil bleed tree... that gives them the most interupt skills of all the classes.

What they are NOT is the easy mode class to play.

Where Bio sort of went wrong... is they made one of the more iconic classes that people want to play... one of the harder classes too do well.

It may not be the easiest class to play well... those that do however really do cause fits for pretty much every other class if they get on them.

The mainly melee classes in general suffer from not having as many attacks that use the Force/Tech attacks... melee and standard ranged (which isn't used as often) have 90% base acc... Most people will agree that the melee comes into its own after level 30 or so... I would say mainly because people will start too boost that base acc number up.

I think the easiest fix to make melee work better is too give the melee heavy classes better ACC boosting skills in their trees earlier. I know they have skills that do that now... I am just saying make sure they are in tier 1 or 2 tops... and perhaps double the numbers they have now. For example the Sent and Marauder have a tier 2 skill in their dmg tree that maxes out at 3% Acc for 3 points... how about making that either a tier 1 skill, or doubling the numbers so it would be 6% at 3 points... or heck perhaps both... meaning lower level toons could boost their melee acc earlier.

Husanak's Avatar


Husanak
01.25.2012 , 03:26 AM | #50
Quote: Originally Posted by Sickboy_ View Post
yeah thats the same thing that frost mages say about warriors in WoW all the time. You see if you're already a god mode class you'll want to be as hypocritical as possible to make sure that other classes dont get to be equal to you.
Dalnar has a point... we have a well played marauder in our group... when he pops his buffs its game changing. I will throw a guard on him he will pop his predition buff and we will FLY into battle litterly.