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Sorc/Sage Friendly Pull

STAR WARS: The Old Republic > English > PvP
Sorc/Sage Friendly Pull

buubz's Avatar


buubz
03.06.2012 , 10:33 PM | #41
Quote: Originally Posted by Snaex View Post
I find it funny that people spend so much time qqing about sorc pulls. News flash, don't let the sorc lead far ahead for a pull. Kill them, knock them off you have things to do. It's totally counterable if you think ahead. Is it a powerful tool? Yes. Is it unbeatbale? No.
Like I've said before, there are 3 pathes people may take when attacking, now as great as your solution sounds on paper, it's much harder to apply in an actual game. Also, I never said it was an unbeatable strategy, we've won games against teams that employ multiple uses of rescue, but they've been very sloppy with their execution and lost because of it. I'm not asking for the removal of the skill in any way shape or form, just asking for some way to regulate it's usage.

RSQViper's Avatar


RSQViper
03.06.2012 , 10:33 PM | #42
Quote: Originally Posted by buubz View Post
Not all classes have knockbacks, although it may seem that way. For example Pyrotechs/Vanguards have no knockback ability. Some see the grapple as an equivalent to a knockback, but it's very far from that.
True, they don't. but they can spec an uppercut. They can also kill the sage/sorc. But that is beside the point. It shouldn't be up to THOSE guys to do this. They are carriers. The sage/sorc, ops/smugs and marauders should be dealing with these guys.
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HelinCarnate's Avatar


HelinCarnate
03.06.2012 , 10:35 PM | #43
Quote: Originally Posted by buubz View Post
So it's intrinsically better than pass, by your own words. It's impossible to intercept, like a pass is, and it puts you right next to your teammate, wherever that may be.
Yup, and about half a second later you have a Knight and a couple troopers using force jump and charge to get to the new spot. Or a Trooper or shaddow pulls them right back. What is the problem?
Dear BW,
Please nerf paper and buff rock. Scissors is fine as is.
Signed, Rock.
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buubz's Avatar


buubz
03.06.2012 , 10:35 PM | #44
Quote: Originally Posted by signahead View Post
I can't use pulls or charges myself. My Commando's more of a tank-healer, slow-walk-to-the-endzone character. But I love that pulls, leaps and speed boosts are part of the game. I'd rather have an unpredictable and varied scenario than one that's perfectly balanced.
I agreed with you until your last sentence, but I respect your opinion on the matter. I also agree with you and the poster you quoted on about being part of passing chains, as I think that's the essence of skilled huttball play. There's a chance for failure in passes though as they can be intercepted, and have travel time for people to adjust. This chance for failure isn't present in rescue however, which is my problem.

buubz's Avatar


buubz
03.06.2012 , 10:36 PM | #45
Quote: Originally Posted by HelinCarnate View Post
Yup, and about half a second later you have a Knight and a couple troopers using force jump and charge to get to the new spot. Or a Trooper or shaddow pulls them right back. What is the problem?
That one of the things you mentioned is resolve dependant and the other isn't.

buubz's Avatar


buubz
03.06.2012 , 10:36 PM | #46
Quote: Originally Posted by RSQViper View Post
True, they don't. but they can spec an uppercut. They can also kill the sage/sorc. But that is beside the point. It shouldn't be up to THOSE guys to do this. They are carriers. The sage/sorc, ops/smugs and marauders should be dealing with these guys.
Wrong, that's a commando/mercenary only talent.

Rohns's Avatar


Rohns
03.06.2012 , 10:39 PM | #47
Quote: Originally Posted by buubz View Post
I agreed with you until your last sentence, but I respect your opinion on the matter. I also agree with you and the poster you quoted on about being part of passing chains, as I think that's the essence of skilled huttball play. There's a chance for failure in passes though as they can be intercepted, and have travel time for people to adjust. This chance for failure isn't present in rescue however, which is my problem.
you can make that rescue immediatly triggers a pass to the one that pulls from the place he were before he was pulled so it can be intercepted etc
FUS RO DAH!!!!

Talizzar's Avatar


Talizzar
03.06.2012 , 10:41 PM | #48
Breaks the game? I think it makes the game. It makes the game much more complex. Huttball is not a spam aoe WZ. It requires tactics and thought.

ShadowOfVey's Avatar


ShadowOfVey
03.06.2012 , 10:41 PM | #49
You're supposed to keep the enemy out of that area so they can't pull people to advantageous spots to begin with. If a sorc manages to make it to a place where pulling the ball carrier to him would be advantageous, knock the sorc off the ledge, pull him away with grapple/force pull, or at least harass him (but please don't just run up to him and melee on the catwalk when the ball carrier is a jugg or something, because then he'll leap to you and I'll have to read a thread about how unfair it was).

Huttball is not about making a big dogpile on the ball carrier and comparing your team's dps on the carrier to their ability to heal him and kill you first.


These complaints are the equivalent to a football team sending their entire team to rush the quarterback as soon as the ball is snapped...then complaining when he passes it and the receiver scores. You need awareness of the entire enemy team, especially when they have the ball, and not just the guy with the big light coming out of him.


Series of offensive leaps and friendly pulls leading to quick scores require a series of minor misjudgements from players on the team. Rather than complain that it wasn't fair that the team scored because your team didn't have situational awareness, do something about it instead.

buubz's Avatar


buubz
03.06.2012 , 10:43 PM | #50
Quote: Originally Posted by ShadowOfVey View Post
You're supposed to keep the enemy out of that area so they can't pull people to advantageous spots to begin with. If a sorc manages to make it to a place where pulling the ball carrier to him would be advantageous, knock the sorc off the ledge, pull him away with grapple/force pull, or at least harass him.

Huttball is not about making a big dogpile on the ball carrier and comparing your team's dps on the carrier to their ability to heal him and kill you first.


These complaints are the equivalent to a football team sending their entire team to rush the quarterback as soon as the ball is snapped...then complaining when he passes it and the receiver scores. You need awareness of the entire enemy team, especially when they have the ball, and not just the guy with the big light coming out of him.


Series of offensive leaps and friendly pulls leading to quick scores require a series of minor misjudgements from players on the team. Rather than complain that it wasn't fair that the team scored because your team didn't have situational awareness, do something about it instead.
So by your logic, a team full of players with leaps/pulls vs. a team without them, they should be an even match by tactics alone. I find that very hard to believe.