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most overpowered pvp class

STAR WARS: The Old Republic > English > PvP
most overpowered pvp class

HyperThomas's Avatar


HyperThomas
04.10.2012 , 05:46 PM | #231
Quote: Originally Posted by Dee-Jay View Post
Yeah, I think people need to differentiate between the two:

1. Sentinels/Marauders excel at killing stuff
______________

And yet, as awesome as that may sound, killing your opponents isn't nearly as important as it may seem at first. Holding an objective is far more important. And that's what makes Assassins to powerful.

2. Shadows/Assassins excel at winning
______________

A Tank Assassin can easily hold out 60 seconds at a node waiting for reinforcements to arrive. They make the best Huttball carriers in game thanks to sprint and tanking CDs. Their pulls can control even hostile ball carriers.


They might not be awesome at killing stuff, but their will improve your chances of success more than any other class.
Yeah, massive amount of utility for Shadow, however the Shadow tanking CDs aren't as good as people believe (when compared to other tanks). The utility capabilities are what makes a Shadow Tank 'tanky'.
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Fexhie's Avatar


Fexhie
04.10.2012 , 06:06 PM | #232
Quote: Originally Posted by Grab View Post
To this I say kill the Pyro first. There is not one dps class that can destroy a team with three good healers unless the team is letting it. PT Pyros die fast! Don't let us circle strafe the crap out of your teammates. Groups tend to fight in the middle with the healers standing on the outside not moving, casting away. A good dps class is going to key on those healers and make things very annoying, get out of the middle and come get us. I cannot go invisible and sneak up on you or your healer, just a big 'ole target stomping around.

One last thing deserves restating. My railshot (aside from the fight opener) is totally luck dependent. It might take me a few flamebursts or a rocket punch to get another, if that one gets doused I am back to square one with lucky procs and in danger of overheating forcing me to resort to my default attack.
They do die fast! But they usually play with healers and are guarded. That is the worst part. When people like Boris que solo he is not nearly as deadly as when he is with his group, they don't guard the healer, there is no need. The warrior guards the PT and cc's targets while they run around murdering everyone. I wish Reps were doing this junk, but I have yet to see a Rep class able of the murder that OP's used to deliver and PT's still do. Back when OPs were doing nutty stuff, Scoundrels couldn't pull it off as well because of the stupid animation time tied to flachette round, the damn animation took longer than the global cooldown and totally disrupted the combo, plus the attacks just dont happen with the speed of the knife. Anyway maybe an assault Van could pull it off, I jsut don't know of any who do.

Pekish's Avatar


Pekish
04.11.2012 , 09:13 AM | #233
Quote: Originally Posted by Dee-Jay View Post
Yeah, I think people need to differentiate between the two:

1. Sentinels/Marauders excel at killing stuff
______________

And yet, as awesome as that may sound, killing your opponents isn't nearly as important as it may seem at first. Holding an objective is far more important. And that's what makes Assassins so powerful.

2. Shadows/Assassins excel at winning
______________

A Tank Assassin can easily hold out 60 seconds at a node waiting for reinforcements to arrive. They make the best Huttball carriers in game thanks to sprint and tanking CDs. Their pulls can control even hostile ball carriers.


They might not be awesome at killing stuff, but their will improve your chances of success more than any other class.

exactly this but people still think sentinel is op just because it can kill them no matter if the other team lost they got kill then melee is op

SinnedWill's Avatar


SinnedWill
04.11.2012 , 09:15 AM | #234
Quote: Originally Posted by Mrtheox View Post
I wait near the spawn
near the spawn
spawn

how not spawn camping?
Personally I consider spawn-camping in voidstar to be when I force-charge up to the enemy spawn point (if I'm defending) and KILLING them. Waiting near a spawn point for their group to come out so that I can AoE stun, root one that uses a stun break and force choke another that stun-breaks is just a good tactic for buying time while a teammate plants. You also stated that a good enemy team wouldn't allow "spawn-camping", so I naturally assumed you were referring to what I consider spawn-camping since they can't do anything to prevent me from at the very least getting off my AoE stun.

As for hutt-ball, I can still see carnage marauders (whom will now have the speed bonus from predation that annihilation currently has, and predation will now affect the entire Ops group, not just immediate party members) being VERY USEFUL, since this will give the entire team a huge decrease in time between scores resulting in less frequent ball-carrier deaths due to reinforcements that respawn. I also see both carnage and rage marauders still being very useful at helping to defend since Rage Mara's smash damage will be on par with Rage Juggs (so they'll still rock at putting the hurt on teams that cluster around the ball carrier) while Carnage Marauders will be able to apply their roots and burst-damage any supporting healers.
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fozbozjimjam's Avatar


fozbozjimjam
04.11.2012 , 09:23 AM | #235
snipers are the best and hardest to kill

excellent mobilty
excellent mitigation
excellent damage
lots of defensive cooldowns


meh who am i kidding

1. assasins
2. maras
3 powetechs any

rest are all about as good as each other

Pekish's Avatar


Pekish
04.11.2012 , 10:04 AM | #236
I dont get it how a sentinel is better then a shadow in defending a ball carrier

carrier..... 2 incoming on the ramp shadow push 2 down the ramp with 1 button and just in case there is a 3th one he can always jump down and pull the 3th one down with him

carrier..... 2 incoming on the ramp sentinel try to dps one slow the other... lots of button lots of action this actualy if someone doesnt just push him down the ramp and in case he is lucky and he can leap back they can actually push him away again resolve doesnt goes on with only 1 push! and if there is a 3th one well it's just ugly


honestly how can u even compare the 2 things?


shadow 1 button very effective 2 button can handle 3 ENEMY!!!!

sentinel 12 button can barely handle 2 if he is lucky and the 2 enemy are a bit dumb and dont push him away

But Sentinel/Marauder is OP


Again i am not say my sentinel is not fun to play or I dont have big numbers at the end of the game i just say I dont help much winning the game yesterday with my shadow we won 5-1 and i scored... let me think ALL FIVE POINTS! and I still was in the middle of the damage score yeah with my sentinel i can easily top the damage count but you know what if i want to do 300+K damage more often then not we lose.


my opinion is that shadow shouldnt be allowed a TANK brench

the brench should be -UTILITY-INVISIBLE-DOT and he should always be squishy

TwitchWINs's Avatar


TwitchWINs
04.11.2012 , 10:30 AM | #237
Seing sorcerer at the top of the list is just funny because any compitent player can shut a sorcerer down as long as they do 3 key things LOS, avoid using gap closers b4 sorcerer uses knockback and dont backpeddle <3
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Elaril's Avatar


Elaril
04.11.2012 , 10:32 AM | #238
Any class that has ever killed me in anything other than 8v1 their favor, or been a part of any team that has beaten any team that I havve ever been on in any WZ is OP.

Frogggystyle's Avatar


Frogggystyle
04.11.2012 , 01:23 PM | #239
My three in order of how much I hate going against them:

1. Marauders

To date, I have never beat a Marauders 1v1. In fact, I can't think of a single time I have even gotton one down to 50% of his health before I was dead. And, I'm sure those were the "crappy" players behind that Marauder.

2. Tank-spec'd Assassins

I have held my own against Assassins I meet face to face. They usually turn tail and run when they get low on health if I am able to put up a good fight. If they get the jump on me, I'm done...I just stand there and let them have their kill. It's rather pointless to smash keys when you play a class that has pretty much has no escape ability.

3. Powertechs/Operatives

Powertechs/Operatives. Good god these guys hit fast and hard if spec'd properly. I was just commenting in another thread how me and a guild mate ran into one in Ilum today and how he killed us both in under 8 seconds and combined we barely took 30% of his heath before he dispatched us both. Yeah, we're just newbs and the Op class is perfectly balanced. Pft.

I should add I am a tank-spec'd Vanguard with over 22k health and over 8300 defense in mostly BM gear and a shield rate over of 40%. I'm sure you, the l33tness, run around in dancer attire without any mods/armor/enhancements in any piece killing everyone in 1 second flat with your death ray of uberness because you are just that awesome and it's the player, not the class, that is awesome sauce.

Pekish's Avatar


Pekish
04.11.2012 , 01:49 PM | #240
again where is this Arena where u can pvp 1vs1 because i still didn't find it

in warzone i am never 1vs1 so i wouldn't be able to tell at worst i start a 1vs2 at turret or perhaps even a 1vs1 but immediately or few second after it becomes a 1vs2 or 2vs2...

if u are fighting 1vs1 with nobody chipping in u are probably doing it wrong and fighting 1vs1 under the tunnel or far from the door and 99% of the time u are being a burden to your group since u are not helping but just dueling somewhere around the map for the sake of it

yes 1vs1 sentinel is OP because it actually lack utility in group fight is a dps and u are suppose to die if he play his toons right nothing strange there

I would call OP only class that are OP in group since in group is where the game should be balances