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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.

Varicite's Avatar


Varicite
04.20.2012 , 06:35 AM | #131
Quote: Originally Posted by Akfourtys View Post
crap BONUS damage is reduced by 5%. dont mislead people. and chain shocks crits for 4k+2k are not so rare to my non-full-bm-geared tankasin wearing stalker's dps set.
Once a minute, w/ Recklessness and the Energize proc. <.<
Quote: Originally Posted by JayPres View Post
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allexj's Avatar


allexj
04.20.2012 , 06:37 AM | #132
Quote: Originally Posted by KaKiMi View Post
The damage I suggested was 2k which is the highest i've seen a shadow do on me, now you're saying you've never seen it go over 3k. Again it's a channeled skill that ticks 4 times.
So basically you're saying it's possible to do more than what i've seen, you insinuate that it's only do-able with dps gears and not tank gears. And you're saying some pointless stuff about if you were to use full adrenals + relics.
how about you go back to swtor, and grind your class until you're decent enough to talk, you're just arguing with yourself right now
EDIT: And then you edit your post talking pointless sh*t about project when im talking about t.throw.
jesus christ, get better.
sorry i didnt see the tk thro i do apologetic /bow
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Kahldor's Avatar


Kahldor
04.20.2012 , 06:37 AM | #133
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
Not game breaking... Their Damage is crap. Their healing can be outdamaged by two people. Yes they are hard to kill. But, so is a PT or SW. It is no difficult than needing two people to bring down a good healing Op. Your post sounds more like whining because you can't instagib this class.

shirayuki's Avatar


shirayuki
04.20.2012 , 06:38 AM | #134
shes talking about shadow version of shock not FL my FL with relic and recklessness only ticks for about 1.3k on someone in full recruit and i'm full bm gear

kickinhead's Avatar


kickinhead
04.20.2012 , 06:39 AM | #135
Quote: Originally Posted by Neamhan View Post
The only thing I'm comparing is the damage of tanks vs the damage of dps specs, regardless of class. I don't think there's an imbalance at all, since tanks are doing literally half the damage of dps specs. People in these nerf threads all pull out these exaggerations about how Assassin tanks are 'doing the damage of a dps class' when that clearly isn't the case.

All damage isn't the same, that's one of the points I myself have made before in threads like this. When people post those screenshots of some tank Assassin putting up big total numbers, most of that comes from splash damage from Wither. A full tank spec Assassin has some of the lowest burst in the game.

What I find interesting is you advocate for a nerf on Wither and Harnessed Shadows (with no reason as to why), then post that your superior spec uses neither talent. What you posted was an Infiltration spec that sacrifices the top end talents to be able to run Combat Technique and to pick up some mid range Kinetic talents. The only thing it accomplishes as far as I can see is you're picking up a slightly faster mez (15 second Low Slash vs 20 second Spinning Kick - thanks to that nice Survivor 2pc bonus), a slightly faster Mind Snap and a cheaper Project, which is where all your damage has to come from since you don't have the shadow technique Breach. For that you're giving up the pull, AoE snare and self healing. If it works for you, more power to you but how does that spec justify a nerf to actual Tank Assassins?
Yes, there are DPS-Chars that deal significantly more DMG than the Shadow and even deal mostly single-target burst DMG, but as I've stated in my post before: The Shadow deals less DMG, but it's DMG is the best kind, so you can't directly compare it to every DD there is. For example Sages that deal more Dot and AoE-DMG, which can easily be healed compared to burst-DMG. But mostly, the Fulltank-Shadow is fine in terms of DMG. The reason why I propose a nerf to harnessed shadows and slow time is als because you get the stacks for harnessed shadows and therefore your selfheal very quickly, which makes the FullTank Shadow very effective in certain situations.

My spec uses neither of the talents, because my spec isn't designed to do well in 1v1 Situations and only works well with a good team, whereas the Shadow is pretty effective in 1v1 situations or in a simple PuG-Zergfest. But if you compare Low Slash to the kick out of stealth, you totally underestimate Low Slash. A 4 Second stun on a healer that isn't attacked by stupid teammates will help get you a kill in so many situations, 5 second lower cooldown and 2 second longer stun is 4/15, so roughly 30% of the time where you can deny heal or DPS, whereas with Kick, you only get 10%, thats a pretty big difference in my book. You also get lower CD's on your best Mana-management (blackout out of Stealth) and on other CD's, you get better slows, so you can both slow a kiting caster and also support your team by constantly slowing a Melee-Char of the opposing team. Of course you sacrifice a lot of nice skills on the tank-tree, but it's definitely worth it for Low Slash and all the other utilities. It's basically designed to be the most annoying utility-bomber you can think of in a BG that is also able to guard/taunt and be pretty self-sustained with removing slows etc and having a high survivability.
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cycao's Avatar


cycao
04.20.2012 , 06:43 AM | #136
Why do Assassin/Shadows have their Project/Shock & Telekinetic Throw/Force Lightning fixed at 10m in comparison to the Sage who gets it buffed to 30m once they get their advanced class. And then they just completely throw the class mechanics away and give them a 30m stun.
I never understood that.

Tank Assassins:
The only Tank class that can remove snares by themself
Can commit only ONE talent point to increasing their shield chance by 10% - Vanguards have to commit 5 talent points for christ sake, Juggernauts can only get 4%shields are useless in pvp
Have the highest internal/elemental defense without the help of third party buffs, from their own utility buff, which in comparison makes their buff the most tank viable.
Can completely remove all debuffs on them and make themself immune for 3 seconds, again the only buff which is truly viable for a tank in comparison.5 seconds when talented but it doesnt make you immune to all damage, just dont try and CC and switch to weapon damage
Has the most cooldowns
Has the most stuns2 stuns is the most?
Has the most aoe'smost aoes? what, we have whither and thats it
Has the fastest energy regeneration mechanic (being force power, it doesn't slow down or alter in anyway like Juggernaut/Guardians whilst in Soresu Form's rage gain, it doesn't lower your recovery rate the more consumed/exhausted your energy is like Vanguard/Powertech ammo system/Heat system)
Can remove ALL snares, the ONLY type of cc as it were that doesn't add resolve, and the skill that does this effect (Force Speed), it's cooldown is also reduced when you spec this tree.
Has a talent point that at it's peak can inflict 75% extra damage with Force Lightning/Telekinetic Throw - That's the 2nd HIGHEST talent based passive damage increase that exists in the game, and it only requires 3 talent points, not 5.actually only 1 point is needed for HD but 2 makes it 100% chance
If you actually take a look, every other talent in the game that increases damage whether due to skill activation, proccs or trigger rates, NONE exceed 50% except this one... in a tank spec. I've seen people hit 8k with this skill on full bm... if this is normal then why are people ************ about ravage? [COLOR="red"]Never hit for 8k myself but Its 4-5k is about where im at

I cant tell if you are talking a 31/31/10 build or not.

ufasach's Avatar


ufasach
04.20.2012 , 07:03 AM | #137
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.
Absolutely on the money with this reply . In general any player we kill easily is due to gear difference or skill difference. I have a hybrid tank spec and I wear a full set of augmented warhero orange with the BM inserts with genuine warhero bracers and belt and I use a hyper fortitude stim as i am a synthweaver. This all gives me good survivability but I dont hit very hard. Its a comparative advantage thing. Evrbody think anybody that kills them is overpowered but really its about playing to your strengths. i couldnt care less about my damage stats as my job isnt to do damage. In hutball i am the ball runner or i help hold central. in void star i plant or i defend. In Alderan i defend. My best game was the one where i gave over 140k protection to a healer. That was to my mindset my best performance. kills and damage are irrelevant.

I dont get why or how players can call for our class to be nerfed because in each update we have been slowly mini-nerfed to the point that a damage spec assassin dies in a heartbeat in a pvp warzone so to be of any use a tank or hybrid spec is the only valid option. We dont do any great dps and unlike other stealth classes like ops or scoundrels we cant stun you and hurt u badly at the same time. If u take away our survivability u take away our only usefulness Id give up the stealth b4 my survivability

Occultsaga's Avatar


Occultsaga
04.20.2012 , 07:09 AM | #138
in hutball they kick asses

cycao's Avatar


cycao
04.20.2012 , 07:31 AM | #139
Quote: Originally Posted by Occultsaga View Post
in hutball they kick asses
Ball carriers they are strong but I rather have a jugg carrying the ball as you will probably be getting knocked off at some point into the pit and with a jugg there is always some "bad" sitting on the edge that they can leap to. It actually is mind bottling when this happens. If I have all my CD's though ie force shroud and sprint and I have made it the last fire yes...I am going to score.

HyperThomas's Avatar


HyperThomas
04.20.2012 , 07:41 AM | #140
Yes, they are OP, but Marauders are just as bad. Both need nerfing... no doubt about it.
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