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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.

Enexemander's Avatar


Enexemander
04.19.2012 , 09:42 AM | #71
Quote: Originally Posted by Vase View Post
I have been saying this about all the tank classes, why be a pure dps at all. Tanks are better in many ways for the defend to win style of WZ we have. Dont even talk about how good all the tanks are in Huttball. Dps isnt everything its about who gets the kills. DPs tanks can kill just as fast or faster then even geared dps and they can survive much longer to call for help.
Because tanks cannot kill healers (yes, even darkness assassins in full dps gear are terrible at this because they have no burst damage).

If you cannot kill people, you cannot win objectives.

Rickwala's Avatar


Rickwala
04.19.2012 , 09:44 AM | #72
I must be a terrible tankassin because i get destroyed by marauders, and commando/smugs take me down all the time and have never done over 400kthe damage. You guys love to exagerate and use 1 or 2 of the awesome players on your servers as the example of how all sins perform....

LoKiei's Avatar


LoKiei
04.19.2012 , 09:45 AM | #73
Tank sins/shadows are OP, much more then marauders.

killerwookie's Avatar


killerwookie
04.19.2012 , 09:46 AM | #74
I have a tank sin,sorc and operative that i pvp with. The operative used to be my main, running around in Full BM gear with well over 1k Expertise. My Sorcerer was my 2nd choice, wearing full champ. My sin was 3rd choice wearing not quite a full set of centurion with maybe 1or 2 bits of champ.

since 1.2 my sin (who has 700 LESS expertise than my operative) is now, by far the best pvp toon I have. Far more survivablility, gets less deaths each game than my other 2 toons (which meeans less waiting around in the respawn area), makes an excellent ball carrier, can handle 2 ppl on it at once, can mitigate a huge amount of dmg...and CC as long as i keep using force run, and is as a result, is the most enjoyable of the 3 to pvp with these days.

Jatne's Avatar


Jatne
04.19.2012 , 09:49 AM | #75
Quote: Originally Posted by LoKiei View Post
Tank sins/shadows are OP, much more then marauders. ~ a Marauder.
Fixed it for you.

Quote: Originally Posted by killerwookie View Post
I have a tank sin,sorc and operative that i pvp with. The operative used to be my main, running around in Full BM gear with well over 1k Expertise. My Sorcerer was my 2nd choice, wearing full champ. My sin was 3rd choice wearing not quite a full set of centurion with maybe 1or 2 bits of champ.

since 1.2 my sin (who has 700 LESS expertise than my operative) is now, by far the best pvp toon I have. Far more survivablility, gets less deaths each game than my other 2 toons (which meeans less waiting around in the respawn area), makes an excellent ball carrier, can handle 2 ppl on it at once, can mitigate a huge amount of dmg...and CC as long as i keep using force run, and is as a result, is the most enjoyable of the 3 to pvp with these days.
You mean to tell me that a Tank with defensive cooldowns and utilities can survive more damage than a Rogue and a Mage Archtype?

STOP THE PRESS - GAME BREAKING NEWS GUYS.

^ Sarcasm, incase you missed it.
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CrazyOldMystic's Avatar


CrazyOldMystic
04.19.2012 , 09:59 AM | #76
I am not sure this imbalance thing is one class only. Operatives, even sentinel like adv classes, and the shadow like classes are taking advantage of there stealth in warzones by allot. I have seen them stealth out whenever they start taking any kind of damage. In shadows and Assassins defense, I dont see that too much from them, more from the operative and the sentinel /marauder classes.

A interesting machanic in world of warcraft, if a rouge would try that at close range to a target, whoever they were attacking would be able to still see them. They would have to get at range first before completely disappearing. At least that's what it appeared to me in world of warcraft battlegrounds. Maybe swtor needs a mechanic like that, to encourage these players to fight more. Instead of disappearing near death, and acting like they accomplished anything at all.

On the flip side on my commando more then a few times ill break combat to find a spot somewhere to heal and get back into the fight. I don't get the luxury of just disappearing to do that.

goulet's Avatar


goulet
04.19.2012 , 09:59 AM | #77
all these posts about all tanks being the same in terms of stopping power are to put it politely inaccurate. Sin to no surprise takes the cake in pvp. A jugg tank isn't going to kill anything fast, or one v one for that matter, their defense means mostly squat in pvp, the damage is minimal and they actually have a rage penalty from defensive stance that no other tank class has in terms of their energy management.

Sins problem is they fulfill all 3 roles at the same time, in respectable proportions: healing/dps/tank. the healing/tanking work together to be subsequent enough to counteract a lot of damage, and their tanking isn't so much about being a huge damage sponge like the other specs. Throw a tank spec that has guaranteed crits on top of it you have a problem on your hands. You can spec to have shock be a guaranteed crit, cost nothing, and have the chance to do 45% additional damage.
"Better to remain silent and be thought a fool, then to type on your keyboard and remove all doubt."

killerwookie's Avatar


killerwookie
04.19.2012 , 10:02 AM | #78
Quote: Originally Posted by Jatne View Post
Fixed it for you.



You mean to tell me that a Tank with defensive cooldowns and utilities can survive more damage than a Rogue and a Mage Archtype?

STOP THE PRESS - GAME BREAKING NEWS GUYS.

^ Sarcasm, incase you missed it.
Well, ur obviously so busy trying to defend ur class (tank sin) that u missed what i said about expertise. My tank sin has a pitiful amount of expertise...meaning I hit softer andmitigate less player dmg then most ppl in the wz. Iam running around in centurion armour...even the recruit armour gives more expertise than I have and even with my 'tanking' skills should not be able to stand up as long as I do.

ur sarcasm was used to try and hide the fact that u were defending the class and spec as if it is completely balanced and fine, when pretty much everyone knows it isnt.

shirayuki's Avatar


shirayuki
04.19.2012 , 10:05 AM | #79
Quote: Originally Posted by Desist View Post
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.
I laughed at this HD only heals 12% over the entire FL and guess what a tank sin with 18k hp only heals themself 2160 please tell me what class cant deal thatmuch damage in 3 sec. most tank sin in full dps gear will only have about 16k-17k hp so HD heals 1920-2040.

Jatne's Avatar


Jatne
04.19.2012 , 10:09 AM | #80
Quote: Originally Posted by goulet View Post
all these posts about all tanks being the same in terms of stopping power are to put it politely inaccurate. Sin to no surprise takes the cake in pvp. A jugg tank isn't going to kill anything fast, or one v one for that matter, their defense means mostly squat in pvp, the damage is minimal and they actually have a rage penalty from defensive stance that no other tank class has in terms of their energy management.

Sins problem is they fulfill all 3 roles at the same time, in respectable proportions: healing/dps/tank. the healing/tanking work together to be subsequent enough to counteract a lot of damage, and their tanking isn't so much about being a huge damage sponge like the other specs. Throw a tank spec that has guaranteed crits on top of it you have a problem on your hands. You can spec to have shock be a guaranteed crit, cost nothing, and have the chance to do 45% additional damage.
Are you actually joking me? This coming from the class that happily does MONGOSMASH for upwards of 8k AoE damage?

Assassins DO NOT heal. They have a minute heal on damage and a +10% total HP heal which is on an outrageous cooldown... so on 17k HP they get (excluding Trauma) a 1.7k heal. Average PvP crit is over well over 2k.

'Energize' is the ONLY feat in Darkness (Tank) spec that affects shock directly. It finishes the cooldown and does not change the cost at all. You are confused with the Deception feats tied to Voltaic Slash.

Taking 'Chain Shock' from the Madness tree gives a 45% chance to gain +50% (not +45%) of normal Shock damage as extra bonus damage.

None of these feats chance the Force cost of Shock. Please show me otherwise.
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