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Love how people want to nerf Shadows now

STAR WARS: The Old Republic > English > PvP
Love how people want to nerf Shadows now

LoKiei's Avatar


LoKiei
03.29.2012 , 05:18 PM | #51
The tank spec nerf will be comeing. I have no doubt.

Ra_tm's Avatar


Ra_tm
03.29.2012 , 05:19 PM | #52
Well, on my server the republic never ever has less than 3 shadows in a warzone. And they're all tank hybrids. They are OP. Deal with it. And deal with the incoming nerf, hopefully.

Astarica's Avatar


Astarica
03.29.2012 , 05:20 PM | #53
Quote: Originally Posted by Neamhan View Post
It's easy to stop an Assassin with the ball and all his CD's up. Force Leap roots work through everything. And I mean everything. Resolve, Force Shroud, whatever. Use it right after they sprint, preferably while on a fire trap. If you're a Guardian (who are the best ball carriers, by the way) you can Force Push them into the pit after Force Shroud wears off, which should be less than 2 seconds after your root does if you happened to catch them right as they activated it.
That's why you should never run across a fire pit without CC breaker up unless you have absolutely no choice.

If you charge root an Assassin on a fire pit it's generally a double KO. It's probably worth it but a lot of people aren't willing to take one for the team.

Assassins are hardest to stop in deep position, though we're not too great if we caught the ball in mid field.

Varicite's Avatar


Varicite
03.29.2012 , 05:24 PM | #54
Quote: Originally Posted by Astarica View Post
But you used 4 GCDs to setup all the damage that occurs in those 2. That's like saying if I do Tracer Missile followed by a HSM, they'll impact at roughly the same time so that's 6K in one GCD if both crit. It's really 2 GCDs even though the impact happened during a single GCD, not to mention you need 2 more GCDs to just setup the Tracer stacks in the first place.

When you look at the total setup time, 6K in 2 GCD is very high, especially in the case of Force Lightning you don't need any fancy setup or luck. It's not as impressive as some of the absolutely best burst DPS scenario, but you can also use it way more often than these once in a blue moon streaks. Realistically you're looking at Darkness for 6-8K with 4 GCD setup time (Wither + Shock + FL) while using no special cooldowns, and this is a very high amount of reusable DPS. Again if you can regularly do say 12K DPS in even 4 GCD setup you'd be on pace for 90 kills in a match, and I've had games where we are basically killing the guys the moment they jump off the Voidstar shuttle and still came nowhere close to getting 90 kills.

Also, burst DPS only works on classes with no defenses against it. Marauders and Assassins, for example, would have no problem avoiding most burst DPS abilities with their own cooldowns. Now classes like Sages have no CD to counter burst DPS, but that's why I said it's not fair if you're only feasting on low armor targets with no way to avoid your burst DPS, given there are plenty of high armor targets that can negate burst DPS out there.
It's actually 2 GCDs of setup (Thermal Det + Incendiary Missile. The Rail Shot and Thermal Det will both go off at the same time at the end of the 2nd GCD because of the delay on TD's damage), if you want to get technical. I will pull out the Rocket Punch and the damage will still be over 6k w/ the 2 GCD setup, no cds/relics used.

I think I'm being a little unfair here, though, because I play a class that has one of the higher bursts in the game w/ the least amount of actual setup. It also doesn't require classes w/ low armor, because Rail will ignore 90%, the CGC proc is elemental damage and ignores armor entirely; only the Thermal Detonator is mitigated at all by armor. Most of my damage bypasses armor and defenses completely, which is why I play my class as a tank/healer killer.

Also, to get to the numbers you're talking about for Force Lightning, Darkness needs to stack 3 Harnessed Darknesses, which requires more than 4 GCDs of setup (Wither, Shock, Thrash, Shock, duration of Force Lightning channel for damage).

That's why I don't consider it to be "burst", it's definitely good damage, but not what a lot of other classes are bringing to the table as "burst".
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Niconogood's Avatar


Niconogood
03.29.2012 , 05:25 PM | #55
Quote: Originally Posted by Varicite View Post
Darkness Sin (tank spec) is one of the most powerful, if not THE most powerful 1v1 class in the game. It's fighting for the king of the hill spot w/ Marauder.

People like to call nerfs to classes that can beat them 1v1, even though this game's PvP is about group play and objectives, not 1v1.

It probably doesn't help that a Deception Sin also brings incredible burst damage, and after getting killed by one of these guys, a player might try to fight another Sin who is Darkness and just won't die. It's easy to misconstrue them as the same spec if you don't know any better.

This happens w/ a lot of classes, though.
Whatever gave you that notion? 1v1 doesnt matter cause its a "group" game???? So a class like marauder or assassin, that can beat any other class 1v1 isnt overpowered, but a class for instance like commando/merc that will basically lose in 1v1 against every other class in the game due to the blatant lack of interrupt, lack of defensive CDs and how easy it is to shut down. That class needs a nerf because it apparantly is good in a "group" context?

So what happens if you pitch 2 marauders vs 2 commandos? Will the commandos win? I dont think so. What if you pitch 3 marauders vs 3 commandos? Will the commandos win? Id like to see how.

1v1 matters. Its the most apparant indication on how good a class is. If you only look at damagenumbers in WZ maybe classes like sage and commando can rank high due to AoE(for commando that gets nerfed away with 1.2 though), which is pretty superficial and mostly just helps to pad enemy healers. Keep in mind that shadow and marauder damage is mostly single target damage. And STILL they happen on occasion to score top on the dmg meters. And thats pretty ridiculous.
R.I.P. Baluba - Commando - Uthar Wynn
R.I.P. Pebbles - Sage - Uthar Wynn
Baluba - Witch Doctor
Baluba - Guardian

Astarica's Avatar


Astarica
03.29.2012 , 05:31 PM | #56
One of the key reasons why people aren't good at playing Darkness is thinking you must have 3 stacks of HD. It gets you an extra 500 tooltip damage and that's it. The heal is nice but you're already the toughest DPS class to kill even without it. The third stack of HD will cost you around 3-4 GCDs to get depending on your Force situation and luck. When you can setup a 2 stack HD every 5 GCDs you should not give up 4 GCDs just to tack on another 500 tooltip damage + a heal unless you're about to die without the heal.

Although stranger things have happened, if an Assassin can beat say a Sage, Operative, and Commando 1on1, it's very unlikely 3 Assassins would lose to any 3 combination of those 3 guys. Besides, Tankasins have great synergy with any other class. Guard is an obvious choice, but Wither also helps all your guys tremendously. It allows your ranged to escape from their melee, and prevents their ranged from escaping your melee. Being a great 1on1 specialist does not hinder their role in a group. An Assassin guarding a Marauder, for example, would make a great 2 man team.

Varicite's Avatar


Varicite
03.29.2012 , 05:33 PM | #57
Quote: Originally Posted by Niconogood View Post
Whatever gave you that notion? 1v1 doesnt matter cause its a "group" game???? So a class like marauder or assassin, that can beat any other class 1v1 isnt overpowered, but a class for instance like commando/merc that will basically lose in 1v1 against every other class in the game due to the blatant lack of interrupt, lack of defensive CDs and how easy it is to shut down. That class needs a nerf because it apparantly is good in a "group" context?

So what happens if you pitch 2 marauders vs 2 commandos? Will the commandos win? I dont think so. What if you pitch 3 marauders vs 3 commandos? Will the commandos win? Id like to see how.

1v1 matters. Its the most apparant indication on how good a class is. If you only look at damagenumbers in WZ maybe classes like sage and commando can rank high due to AoE. Keep in mind that shadow and marauder damage is mostly single target damage. And STILL they happen on occasion to score top on the dmg meters. And thats pretty ridiculous.
8 Marauders in a WZ is never going to win, unless the team they face is completely terrible. Same thing about 8 Commandos.

In reality, it's 8v8, and varying degrees of 1v1, 1v2, 1v3, 2v3, etc. The battles are not static, so the static outcomes of 1v1 are far less important. What started out as a 1v1 rarely ends as a 1v1 in a WZ.

That's what I mean by 1v1 not being an important factor in group play, because in practice, the Warzones are not 1v1 affairs, and there is absolutely nothing anywhere that is forcing anyone to engage their enemies in a 1v1 manner.

Also, you're obviously hurt by BW deciding that Merc/Commandos have too much utility for an interrupt. I thought that was a stupid decision. If you're upset by it, I suggest you take it up w/ them, not me. : )

Honestly, 3 marauders vs 3 commandos would be a hard match to judge, since all 3 commandos have heals and knockbacks, and would have room to spread and focus fire. It would be based mostly on the players themselves and the environment, imo, but if I were one of the Commandos, I sure wouldn't sit there and let it remain 3 separate 1v1s in the Marauders' favor if I could possibly help it.
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Varicite's Avatar


Varicite
03.29.2012 , 05:37 PM | #58
Quote: Originally Posted by Astarica View Post
One of the key reasons why people aren't good at playing Darkness is thinking you must have 3 stacks of HD. It gets you an extra 500 tooltip damage and that's it. The heal is nice but you're already the toughest DPS class to kill even without it. The third stack of HD will cost you around 3-4 GCDs to get depending on your Force situation and luck. When you can setup a 2 stack HD every 5 GCDs you should not give up 4 GCDs just to tack on another 500 tooltip damage + a heal unless you're about to die without the heal.

Although stranger things have happened, if an Assassin can beat say a Sage, Operative, and Commando 1on1, it's very unlikely 3 Assassins would lose to any 3 combination of those 3 guys. Besides, Tankasins have great synergy with any other class. Guard is an obvious choice, but Wither also helps all your guys tremendously. It allows your ranged to escape from their melee, and prevents their ranged from escaping your melee. Being a great 1on1 specialist does not hinder their role in a group. An Assassin guarding a Marauder, for example, would make a great 2 man team.
I don't run w/ a healer (on my Sin), which is why I stack to 3 usually. I guard for my fiance (Deception Sin), so the self-healing is far more important than the extra damage the 3rd stack provides when it comes to both of our longevity.

I really only assumed you were 3 stacking because of the 6k damage per channel w/out cds that you're talking about. : )
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

ShadowOfVey's Avatar


ShadowOfVey
03.29.2012 , 05:40 PM | #59
Quote: Originally Posted by Astarica View Post
I've never seen someone survive until a second Assassinate without using a CD that'd get you out of any kind of mess (Undying Rage, Energy Shield) or a big heal.

Also Assassinate cannot be stopped by Force Shroud, the ability often seen in the mirror match. Use they can Saber Ward but you still have a 34% chance to connect even with no accuracy mod, versus 0% with any Force-based ability.

Unless you're talking about the mirror match, most classes only have a 5% chance to avoid it without a CD even with no accuracy mods.
Assassinate is white damage. I know not a lot of people run around with shields, but it can also be shielded against as well. You know I honestly haven't tested this to make sure but I think it even uses that base autoattack accuracy (i.e 90% instead of 100% base) It certainly feels like it.

You pointed out the mirror match, rightly pointing out that assassins have 10% base defense due to light armor. Sorcerers also have the same 10% base defense.

Beyond that there's some +defense talents floating around out there amongst the classes. Ignoring people that actively gear equipment with +defense, uncommon in truth, but still existent. It's also common for some ACs to wear just a few such +defense items to get certain set bonuses from tank sets.

There are various -accuracy debuffs floating around out there that further cause problems.

Of course, the various tank specs out there can and do have more than the 5% defense as well. It can be surprising how much the damage is mitigated also. If I just drop an assassinate on someone on the upper end of that 30%, even if it isn't dodged...and in fact even if it crits, it is not an auto kill even coming from me in a full suit of BM gear with power/surge mods plugged in.

If it consistently hit and killed people, I'd say so. It simply doesn't though. It misses more than one would like and the damage is often underwhelming as well. As I said earlier, if not for the fact it only costs 25 force, I don't think I'd use it much.

Asphen's Avatar


Asphen
03.29.2012 , 05:43 PM | #60
Less walls of blue text, more Nerfing Shadows / Assassins.