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Tank Assassins (and Shadows) are ruining PvP.

STAR WARS: The Old Republic > English > PvP
Tank Assassins (and Shadows) are ruining PvP.

whytelight's Avatar


whytelight
04.18.2012 , 05:53 PM | #11
Quote: Originally Posted by Dee-Jay View Post
Among the current FotMs, Tank Assassins (and their mirrors) are undoubtedly the grossest imbalance.

Yet unlike Marauders with their insane damage or Powertechs with their crazy burst, Tank Assassins actually break the game to an extent.

Why may you ask is a tank Assassin game-breaking?

1. They beat any class in a 1v1, most of the time it's not even close.

2. That means you have to commit at least 2 players towards taking a node guarded by a tank Assassin. But even with 2 players the Assassin will survive long enough for reinforcements to arrive before a cap. 3 Players are enough to ensure a rapid kill, if the Assassin doesn't opt to vanish in order to prolong the fight.

3. They also have Stealth, meaning more often than not, there'll be an extra Assassin hiding in the shadows which would also need to be killed.

There''s just no feasible counter to that class aside from committing half your team towards finishing them off. If the enemy team has multiple tank Assassins....well good luck with anything.

4. They make the best ball carriers against good players (bad players get charged by Juggers), able to speed through fire while taking negligible damage, their Stealth allows them to wait anywhere and their survivability ensures that by the time they get near the enemy goal-line, their resolve bar will be full, making them immune to any CC.

5. Should for some reason a group of Assassins tanks ever find itself on the defensive, no problem. Just pull that pesky ball carrier into the nearest fire and lol as you grab the ball for a quick counter.

6. Mentioning Guard and all the other crap they have just seems unnecessary at this point.

While (most) other classes have to make choices, Tank Assassins have it all.

/rant
I'm a shadow,
I use the infiltration spec, but have dabbled in the tank spec as well. I would like to clear up some of your griefs.

1. We do not beat every class 1v1. There are good and bad players, good shadow/sin vs. a player and sure shadows/sins will win. But good vs. good it's all about who were going up against. Personally, I can kill jug/maras, but always get killed by operatives/scoundrels. Versus bounty hunters and troopers it's usually fifty fifty.

Generally, if the other class has a healing ability the shadow/sin will loose. As they will just out heal our damage output untill we run out of energy.

2. Your kinda stupid if you don't commit at least two people to stealth and attack the other door in void star. Usually you need three with one running blocker and two beating up the guards. And always expect stealth classes. Not just sins/shadows. But operatives/ scoundrels as well.

3. Always expect stealth classes. Countering them is all about tactics. After our openers our dps abilities are negligible. Sins/shadows are not the only stealth class. If you spec I to it jugs/maras and the rep counter parts also have some stealth ability.

4. Each class has their own strength in huttball. Or all the matches for that matter. Your reaction to sins being overpowered though is just QQ. I can't carry the ball for ****. Unless I have a personal guard, a pocket healer and sage/sorc. Bubble to protect me from the fire. Can't run through fire by yourself if your a sin/shadow.

5. We don't have pull. Those are sorcs or sages. Or power tecs or vanguards.

6. We only have guard if we have a combat ability active. And generally only tank shadows use it. A lot of class have guard. Just don't hit the guarded player. It's basic tactics.


As for our dps output. I am speced 8-31-0. For pure dps. I have full BM and 16k health. I'm probably the squishiest player in any Warzone match. Usually only get 150-190k damage. That's it. Good matches when I have a guildie healing me I can get upwards of 250k. Only ever got over 300k once. And that was because I have being guarded and pocket healed the whole match.

Sins/shadows are not omnipotent. We are actually very squishy. We are a harasser class, that's about it.

Drudenfusz's Avatar


Drudenfusz
04.18.2012 , 06:11 PM | #12
Quote: Originally Posted by whytelight View Post
5. We don't have pull. Those are sorcs or sages. Or power tecs or vanguards.
Actually, we have, it's in the kinetic tree.
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whytelight's Avatar


whytelight
04.18.2012 , 06:17 PM | #13
Quote: Originally Posted by Drudenfusz View Post
Actually, we have, it's in the kinetic tree.
Really? Wow I had no idea. Thanks! My mistake then.

Desist's Avatar


Desist
04.18.2012 , 06:22 PM | #14
Quote: Originally Posted by whytelight View Post
I'm a shadow,
I use the infiltration spec, but have dabbled in the tank spec as well. I would like to clear up some of your griefs.

1. We do not beat every class 1v1. There are good and bad players, good shadow/sin vs. a player and sure shadows/sins will win. But good vs. good it's all about who were going up against. Personally, I can kill jug/maras, but always get killed by operatives/scoundrels. Versus bounty hunters and troopers it's usually fifty fifty.

Generally, if the other class has a healing ability the shadow/sin will loose. As they will just out heal our damage output untill we run out of energy.

2. Your kinda stupid if you don't commit at least two people to stealth and attack the other door in void star. Usually you need three with one running blocker and two beating up the guards. And always expect stealth classes. Not just sins/shadows. But operatives/ scoundrels as well.

3. Always expect stealth classes. Countering them is all about tactics. After our openers our dps abilities are negligible. Sins/shadows are not the only stealth class. If you spec I to it jugs/maras and the rep counter parts also have some stealth ability.

4. Each class has their own strength in huttball. Or all the matches for that matter. Your reaction to sins being overpowered though is just QQ. I can't carry the ball for ****. Unless I have a personal guard, a pocket healer and sage/sorc. Bubble to protect me from the fire. Can't run through fire by yourself if your a sin/shadow.

5. We don't have pull. Those are sorcs or sages. Or power tecs or vanguards.

6. We only have guard if we have a combat ability active. And generally only tank shadows use it. A lot of class have guard. Just don't hit the guarded player. It's basic tactics.


As for our dps output. I am speced 8-31-0. For pure dps. I have full BM and 16k health. I'm probably the squishiest player in any Warzone match. Usually only get 150-190k damage. That's it. Good matches when I have a guildie healing me I can get upwards of 250k. Only ever got over 300k once. And that was because I have being guarded and pocket healed the whole match.

Sins/shadows are not omnipotent. We are actually very squishy. We are a harasser class, that's about it.
I don't think the OP was talking about DPS shadows/assassins. I think they're fairly balanced. Tanks aren't. My Assault Vanguard is pretty geared. Full BM with one Warhero piece. Two critcrafted items. A good tankassin will kill me before I can get 20% of their HP down. Stopping them from healing themselves is rough with the GCD how it is and only having two stuns. Stuns not working when they've got their force and tech immunity thing on, etc. I can't kite them. I can't beat them 99.9% of the time.
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Karandor's Avatar


Karandor
04.18.2012 , 06:48 PM | #15
Tanksin burst is terrible. Their CC is decent but not amazing. The problem is people are dumb and blow CDs on force shroud. The assassin then resists all their good stuff and they get pwnd. Tanksins are on my kill list after everything but tank spec juggs.


Their schtick is defending points solo until help arrives. In big fights their DPS looks nice but a ton of it is fairly ineffectual AE damage with wither (thought the debuff is great). A tank spec (hopefully Iron Fist) PT has WAY more control and is much better at shutting down a healer. Good healers will not die to a tanksin, even after 1.2.

Overall what you want, however, is 1 or 2 tanksins for defence, a couple of healers and a crapton of awesome DPS to tear through the enemy at breakneck speed.

Right now good healers and good DPS are what win WZs not tanksins.

Neamhan's Avatar


Neamhan
04.18.2012 , 07:07 PM | #16
Quote: Originally Posted by Ushela View Post
Give me a break. DPS geared sin tanks do way too much damage in comparison to the other tank classes. They do way too much damage in relation to the survivability they get (much like mar/sents). There is a reason that sins dont spec deception/infiltration, wonder what that could be? Ill fill you in...because if you want to give up a tiny bit of burst for massive gains in survivability you spec tank and wear DPS BM gear. L2P!
So now that we have combat logs, how about you show some actual proof of all that?

thetrenentss's Avatar


thetrenentss
04.18.2012 , 07:29 PM | #17
If anyone has ever played a 50 assassin/shadow they will note that due to the layout of wzs and the brawling style of pvp that the tank trees are the only real viable tree for pvp... yes we do good dps with good survivability ill agree with you there... i started my assassin in the intention to play deception but when ur a dps class that basicly wears tissue paper why wouldnt u want to live longer and do good dmg? Assassin tanks do good dmg but lack in the defensive cd area compared to other tanks.. if u play smart u can beat a shadow/sin tank 1v1 or have them running for help...

But the most important thing is pvp isnt focused around the individual.. im sorry but if u cannot lock a sin tank down and keep them either out of the fight or kill them when u have 2 people then thats just bad team play..

Adzzy's Avatar


Adzzy
04.18.2012 , 08:10 PM | #18
Quote: Originally Posted by Astarica View Post
The biggest reason why Tankasins are overpowered is that even when you beat them, you still lose. Tankasin have at least double the survivality compared to most DPS classes and there's no way any Tankasin does twice the DPS of any good DPS. This means each time you killed a Tanksin, 2 other guys didn't have to die and those two guys will hurt you far more than the single Tankasin even as powerful as Tankasin are.

People really need to understand that the more you kill a Tankasin, the less likely you'll win against the enemy team at all because you're giving a free pass to every other DPS on that team while you focus on the Tankasin. If I lead my team in death, my team will usually win rather comfortably unless it was a blow out.
they can taunt and more importantly guard, if you ignore them, they can simply soak up damage for other players. meaning you have to effectively kill them anyway.
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vimm's Avatar


vimm
04.18.2012 , 08:18 PM | #19
Lots of new issues and information being brought to light in this exhilerating thread.
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KBSIP's Avatar


KBSIP
04.18.2012 , 08:19 PM | #20
they were unbalanced prepatch and escaped the nerf hammer because everyone was whining about healers.