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Sorc/Sage Friendly Pull

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

wessik's Avatar


wessik
03.06.2012 , 11:33 PM | #61
Quote: Originally Posted by buubz View Post
It's on a 1 minute CD, also confrontations on the defenders ramps/pathways can also be avoided by the sorc/sage just by using their knockback. Also, for some reason everyone seems to think that I'm saying as soon as one sorc/sage is on the opposing team, I'm instantly classifying the game as a loss. I'd love to know where they're getting this from what I've posted. I'm saying that multiple chains of the rescue ability simultaneously is what is imbalanced.
i'm a sniper and i have a disadvantage cuz i first have to go into cover, THEN kb.... others do not...

i don't know what class you play, but do you not have a knockback as well?
the 7 other people in the WZ didn't have a knockback?

after they scored the first time, did you guys just let them stand there or did somebody knock them off? you just said they have a 1 min cooldown so they couldn't just instapull someone, no one on your team did anything about it that whole time?

if even 1 of your team knocked down the guy in the endzone to the pit, they wouldn't have scored the 2nd time so easily right?

i'm just saying that you can use tactics of your own to prevent their pull tactics
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

buubz's Avatar


buubz
03.06.2012 , 11:35 PM | #62
Quote: Originally Posted by Henu View Post
it just sounds your a bit sore after having your butt kicked and now your mad..
Now now, let's not flame. I'm trying to find a productive solution to multiple rescue chains that destroy the need for passing, and you pull the classic "you're mad"? Shame.

anwg's Avatar


anwg
03.06.2012 , 11:37 PM | #63
I can see getting pulled emptying out the resolve bar.

These days I make it a mission to get rid of any one camping my side of the catwalks, either kill or at least make him/her run away.

buubz's Avatar


buubz
03.06.2012 , 11:39 PM | #64
Quote: Originally Posted by wessik View Post
i'm a sniper and i have a disadvantage cuz i first have to go into cover, THEN kb.... others do not...

i don't know what class you play, but do you not have a knockback as well?
the 7 other people in the WZ didn't have a knockback?

after they scored the first time, did you guys just let them stand there or did somebody knock them off? you just said they have a 1 min cooldown so they couldn't just instapull someone, no one on your team did anything about it that whole time?

if even 1 of your team knocked down the guy in the endzone to the pit, they wouldn't have scored the 2nd time so easily right?

i'm just saying that you can use tactics of your own to prevent their pull tactics
The match that I was in before I wrote this had a team of 4 sages queueing together. I personally play a pyrotech, which has 0 knockbacks regardless of spec. The opposing team immediately set up a 4 person pull chain, and scored right away. They then turtled the ball, set up again and scored once more. After they had 2 points they spent the rest of the game turtling and farming. One thing that so many people posting on this thread don't realize is while I may have the presence of mind to save my grapple for when the ball carrier is in the endzone, other players on my team may not think to let me grapple, so they overlap stuns, fill the resolve bar, and I'm left trying to burn them down as I now have no other way to stop them. Tactics are hard to achieve when even 1 bad player can ruin a good plan in 2 globals.

buubz's Avatar


buubz
03.06.2012 , 11:40 PM | #65
Quote: Originally Posted by anwg View Post
I can see getting pulled emptying out the resolve bar.

These days I make it a mission to get rid of any one camping my side of the catwalks, either kill or at least make him/her run away.
That would cause way too much crying in the sage/sorc community so that's out of the question. Like I said, a simple 10-15s debuff preventing the use of another rescue on the same player would suffice and would prevent long rescue chains from happening in quick succession.

wessik's Avatar


wessik
03.06.2012 , 11:59 PM | #66
Quote: Originally Posted by buubz View Post
The match that I was in before I wrote this had a team of 4 sages queueing together. I personally play a pyrotech, which has 0 knockbacks regardless of spec. The opposing team immediately set up a 4 person pull chain, and scored right away. They then turtled the ball, set up again and scored once more. After they had 2 points they spent the rest of the game turtling and farming. One thing that so many people posting on this thread don't realize is while I may have the presence of mind to save my grapple for when the ball carrier is in the endzone, other players on my team may not think to let me grapple, so they overlap stuns, fill the resolve bar, and I'm left trying to burn them down as I now have no other way to stop them. Tactics are hard to achieve when even 1 bad player can ruin a good plan in 2 globals.
some things i noticed...

1. if i saw that they were going to score quick, i'd let them score the first 1, but then immediately go to center to control middle and get the ball... you get the ball, chain pull is useless... half their team is out of the picture...

2. alot of people have no idea what skills you have... whenever you start a new wz, i suggest you immediately tell people you can grapple people so they don't overlap the stuns and fill the bar... after all, a good grapple away from goalline is better than a aoe flashbang mezz (which i have) that breaks on damage... if someone told me that, i'd remember...

3. maybe you could have grappled the middle man off the ramp to prevent the first pass... thus enabling ball carrier 1 to be chain stunned and killed, and leaving the 3rd guy in your endzone doing nothing and not an immediate factor... meanwhile your team is high stepping to the endzone relatively unopposed...

4. you could have told your teammates to kill or kb the 3rd guy in the end zone to stop the last link...

like i said, i'm not saying that 1 game wasn't frustrating, but you learn from it, and come up with some tactics to prevent it in the future...
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

Ruwe's Avatar


Ruwe
03.07.2012 , 12:31 AM | #67
All I can say to the OP is, get a team together. Each faction has a mirror class. Huttball is all about teamwork, if you go in on a PUG and are playing against a pre-made of people who play together all the time and are on voice... I don't care if you have all the pull/leap abilities and their full of nothing but operatives/scoundrels, they can still beat you.

It's all about team work and balance. Anything you see the other team doing, you can do also.. remember that, and then go find a good guild to pvp with. If you prefer to queue solo, get used to losing.
~
The average response time of a 911 call is over 4 minutes.
The average response time of a .45 round is over 900 fps.
~

ulukinatme's Avatar


ulukinatme
03.07.2012 , 12:34 AM | #68
I kinda laughed last week about the "Nerf Sprint" thread. Sprint is more of an afterthought in PVP at 50. Force Pull is used way more to score in that bracket and probably more effective than Sprint.

Not that I'm complainin', I don't have a problem with it.

Talizzar's Avatar


Talizzar
03.07.2012 , 12:37 AM | #69
Good teams still pass all the time. learn how to do it and learn where you need to be to receive a pass especially when your ball carrier gets pulled in the pit etc.

Coldin's Avatar


Coldin
03.07.2012 , 12:52 AM | #70
I find it amusing the people that use "Play as a team" as a rebuttal. What happens if your team doesn't happen to have anyone that can do friendly pull, or many knockbacks, or perhaps an enemy pull? What if the opposing team has all these Sorc/Sage pulls, and they're playing like a team as well? You won't stand a chance, especially as a PUG.

These abilities just shouldn't be able to be used in huttball. Slows, Stuns, Knockbacks. Those are all fine. Anything that helps one team score extremely fast (and not passing the ball) however just make the game unfair, and not fun.