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How Many To KIll A Sin/Shadow

STAR WARS: The Old Republic > English > PvP
How Many To KIll A Sin/Shadow

SinnedWill's Avatar


SinnedWill
06.04.2012 , 12:47 PM | #131
Quote: Originally Posted by Astarica View Post
I don't think the snare number stacks because given I always have Wither on all my enemies (30%), and that there's a whole mess of 50% snares out there, if they stack in the sense that 30% + 50% = 80% then I should see a lot of people basically unable to move which is simply not the case. I'd assume the higher one takes precedence, and going from 30% to 50% is significant (70% speed is close to 50% faster than 50% speed) but it's overkill for a class with mobility like us.
Pretty sure something is causing snare stacks (again, I'm not sure if it's from cybertech grenades that cause snares + wither's snare, force slow + wither -force slow is rarely used anymore once you gain wither hence my uncertainty- , or all 3). Hell, I'm pretty sure I've even had an Advance Prototypes P-tech cause a root on me once (30% speed debuff from retractable blade's hamstring talent + fully stacked Prototype flame thrower's 70% speed debuff) - but it's possible that I had taken an unseen leg shot, I suppose (AP p-techs are rare on my server, so this has only happened once in my experience due to how mobile I tend to be on all my toons and how infrequent it would be for them to get retractable on me and have a fully stacked prototype flamethrower ready - could use confirmation from an AP p-tech, though).

Quote: Originally Posted by Astarica View Post
Maul's damage comes at the expense of giving up range so that's a different issue there, though it certainly is a very strong attack. It's definiltely up there as one of the hardest hitting skills in terms of tooltips.
Even though my spec only has a 20% chance to get the maul procs, they happen quite a bit (particularly when I'm using Discharge and Wither on multiple targets) and they can be "stored" - i.e. I can get one, save it for ~10 seconds before using it and possibly get another one instantly - that's 2 mauls (at half force cost, with 50% armor penetration) in 2 GCD's - procced mauls are also viable replacement finishers when assassinate is on cooldown (similar damage, same force cost - just need to get behind the target).

Quote: Originally Posted by Astarica View Post
The easiest way to balance Tanksin would be to just trade talents with Deception/Madness. If we're supposed to be balanced before then trading talents leaves the class balanced. If we're overpowered then losing our powerful talents at least makes other trees viable (the other two trees certainly can use some buffs). It's not the best way to do it but at least it's pretty safe.
I find that deception plays very effectively if you run in packs with another burst damage class - certainly dishes out HUGE damage, but it's squishy (definitely not the first one to become exposed in group combat). Madness sins... meh, I really think madness sorcerers perform better (though this class certainly can dish out big finishing damage with its assassinate while it has its buffs running - it's a viable alternative spec if you run in groups with big weapon-based DPS) - but sorry, I'm just not a fan of it since I have a madness sorc.

Quote: Originally Posted by Astarica View Post
Since nobody is going to kill a WH gear guy from 30% to 0% (that'd require a hit doing 5000+ damage), the fact that Assassinate is our only real good burst DPS mode is irrelevent. If you're supposed to be a good burst DPS then you'll have to be able to get the enemy under 30%, but at that point I use Assassinate which is a better move than any move you possibly have access to, and by definition at this point I am a better burst DPS than you. Yes the other guy can say, "I did all the work getting him down to 30%" but the point of burst DPS is to get the kill. After all, if you want to talk about sustained DPS we very rarely lose to anybody on leaderboard scores.
Recklessness consumed energized shocks that chain-shock easily cause more damage than assassinate (at a higher force-cost + cooldown + proc requirement, mind you), and there are procced mauls (do similar if not more damage than assassinate due to its armor penetration at the same force cost, but requires you to be behind the target). And if you have relic/adrenal active you should be quite close to 5k assassinates on sorc/sages without a bubble up. Also, one of the reasons tankassins rarely lose to anyone on leaderboards are because of their dps + survivability (pure dps classes tend to lack survivability unless they have pocket healers/taunters - tankassins can also venture off solo and fight 1v2 or 1v3 with decent sucess rates - taking people out from max health solo causes huge damage inflation compared to group fights - where the person with the most intant-activated burst dps tends to benefit most - i.e. pyro p-techs, lol).
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

SinnedWill's Avatar


SinnedWill
06.04.2012 , 01:02 PM | #132
Quote: Originally Posted by Kawiki View Post
I would love to see footage of you taking out 3 people. There is no way a Tankasin takes out three average or better players.

I play a 31/2/8 and we are a very strong pressure/PITA class with RNG burst. We don't do anything the best and we don't have any glaring weekness.

In the 10-49 we are gods after level 35 or so. There is no class that even comes close. In the 50 bracket we are well balanced PITA for the other team. That is what our roll is. You change the tanking tree and you break the class completly both in PVE and PVP.

I am all for buffing some classes because I know they have 0 chance against a Tankasin. But to say we can't be beat or can easily take out 3 on our own is just trolling.
It's certainly dependant upon the class-composition of the enemy group - I referenced going solo to a node in Civil War WZ at the beginning (usually left to the least geared players and force-speed using classes, so I've had 3 sages; 2 sagess, 1 VG-tank; 2 commandos, 1 balance shadow; etc. match-ups all end in my victory). Of course I get issues when sentinels/marauders, ops/scounds, assassins/shadows (tank or middle specs), snipers/slingers get thrown into the mix (but in the case of 1x maras/sents or snipers/slingers, deflection usually buys me enough time to take them out first, and I'll use force shroud pretty early to negate the most significant burst dps + DoT's from sorc/sages). Sure, other classes can perform similarly as well with their cooldowns (-cough- maras/sents) but I find tankassin to have less downtime by comparison. Naturally, I pop relic/adrenal in this situation.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

SinnedWill's Avatar


SinnedWill
06.04.2012 , 01:06 PM | #133
Quote: Originally Posted by Lymain View Post
Lots of reasonable suggestions in this thread. I like the idea to remove the CC immunity on force shroud but keep the damage immunity/reduction. As others have said, Tanksin DPS/survivability is strong, but it's not blatantly imbalanced. The issue is everything else on top of the strong DPS/survivability.
Hmm... make the cc/DoT/debuff removal/immunity on force shroud tied to a talent in deception (which relies heavily on force cloak + force shroud escapes due to DoT's and roots).
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Vampari's Avatar


Vampari
06.04.2012 , 01:09 PM | #134
Quote: Originally Posted by Cempa View Post
Q: How many players does it take to kill a Assassin/Shadow Tank/DPS?

A: The entire team!

PvP balance at its best! Blizzard must be laughing.
Are you like really stupid? he has
worst mitigation of any tank, just knock him back when he tries his channel heal or go back to wow!

Vampari's Avatar


Vampari
06.04.2012 , 01:18 PM | #135
Quote: Originally Posted by wadecounty View Post
The issue is that a skilled sin/shadow tank will win every 1v1 possible, essentially making it no longer an option to leave a node with 1 defender if 1 of them is in play, or attack a node with 1 attacker if even 1 of them is in play.

In terms of raw DPS and mitigation, they aren't THAT impressive, but their strength lies in the fact that they have the second best defensive cd's combined the damage reduction of a tank, they're the best kiting class in the game (spammable snare along with multiple ways to break out of opponents snare), stealth, and they can still do considerable damage in DPS gear... all while healing themselves. They are the best overall package, and will win any war of attrition. On my server, the team with more sintanks or shadow tanks wins probably 90% of the time if the rest of the teams are comparable in gear/skill.

Its the utility that makes the sin/shadow tank OP in the current metagame, meaning they either need to tone down some of their utility (be it stealth, removing the snare effect from whither, removing the talented lowered cd on force speed or the ability for it to break snares/roots, removing Force Shroud's ability to stop CC's/KB's (don't tie them to force/tech damage), any of these really) or adding even more utility moves to just about every other class in the game.

That's the tricky thing about this class, most people look at nerf and think, "do less damage or take more damage", but that's not an answer for this class because it would negatively affect them in PvE. Its the total package, and more important, all the utility they possess, that makes them OP in the current PvP metagame.
I can spam 30% that dont really cut it v 50-60% of other classes u know?

funkiestj's Avatar


funkiestj
06.04.2012 , 01:27 PM | #136
Quote: Originally Posted by Leafy_Bug View Post
[lol]

I get it now. The motto is, if you can't beat them, nerf them. While you are at it, nerf the bloody jugg that hits me 5k all the time in PVP. NERF HIM NAO!!!!! You hear me BioWare??? NERF NOW! I am a shadow tank, there is need for a whole team to kill me this jug is OP!!!


[/lol]
Better yet, can they simply nerf certain subscribers who kick my ***? E.g. many of the <FIGHT> guild on fatman, LOL. Those guys pwn me hard. I hate you swidgen

Mr. Hat says "BW support is the best"!
I am a bad player, so what?

SinnedWill's Avatar


SinnedWill
06.04.2012 , 01:41 PM | #137
Quote: Originally Posted by Vampari View Post
Are you like really stupid? he has
worst mitigation of any tank, just knock him back when he tries his channel heal or go back to wow!
Best internal/elemental damage mitigation (21%) - pretty sure that's the best possible. Our mitigation from armor is slightly less than jugg/guardians, IIRC with equivalent gear (but we do spam wither, which tends to make up for that). Our defense chance is 16% (without any additional defense points from gear, which is also the best IIRC). Yes, white damage is our biggest weakness, but since many of the biggest damaging attacks (against tanks) either have significant armor penetration or bypass armor (i.e. 90% armor penetration railshots from pyro p-techs, DoT's from annihilation/watchman specced maras/sents).
Tankassins/shadows actually tend to mitigate best or almost best in pvp (due to high base evasion and internal/elemental) and I certainly wouldn't trade force shroud for a tank jugg's Invincible ability nor would I trade it for powertech's energy shield.
Yes, shield chance/absorbtion values are higher on most tank-specced juggs/p-techs due to tankassins rolling in dps gear and skipping talents that give them bonuses - but these only apply to non-crit white damages IIRC.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Lastot's Avatar


Lastot
06.04.2012 , 01:42 PM | #138
I get it now, I understand what and why...last night while doing warzones most of the night their were level 11-13 players who were crying the whole match about how overpowered assassin's were. I see, it is low level noob players who do not have a clue what they are doing and are getting rolled by assassin/shadow that are level 42-49. You do know bolster does not do much to give you the move's and such that you need to be able to stand up to high level player's right? Why don't you wait until you are the same level as they are and then see what happens and stop crying thinking your fresh reroll should own everything. I never hear this in 50 PvP, some time people cry about marauders a little but most don't QQ in 50. My God to many stupid people in this world who feel like they know everything, when in fact they don't.


P.S. The lvl 10-49 battlegrounds have hurt WAY more than they have helped. Low levels can't fight high levels if the high level know what he is doing. The BG should be split into a 10-29 and a 30-49.
No one will ever hit you harder than life. It doesn't matter how you hit back but how much you move forward, while you suffer through.

Pekish's Avatar


Pekish
06.04.2012 , 01:47 PM | #139
in my server in my team i have often 1 sometimes 2 person with green gear (once i saw one with only 1 relic) and ZERO expertise

i guess on the other side sometimes they have that too

i have a custom BM with some WH piece now and yes i can take 3 fresh lvl 50 at the time IF THEY ARE IN GREEN GEAR with no expertise probabily even 4

so please lets not say ******** a SHADOW with WH cannot in no case and no circumstance take 3 WH at the time...

can take 3 people maybe yes it may happen but 3 WH is IMPOSSIBLE

Astarica's Avatar


Astarica
06.04.2012 , 01:48 PM | #140
Reckless burst DPS is pretty good especially if you have a charged of Energized store up but it's not even needed because WZ isn't about 1on1. The point of burst DPS is to get the kill, and Assassinate has pretty much the highest tooptip damage in the game for a move that can be used on a semi-regular basis, so basically any other class that talks about how great their burst DPS is, you can always steal all the credit with your Assassinate which is guaranteed to be better than any move they can possibly use on someone under 30%. If the point of burst DPS is to kill people then it's hard to beat a class with a move that's as close to one-hit kill as it gets in this game.

One interesting suggestion I've seen is to nerf Assassinate in Dark Charge in some way which would actually fix force Tankasins to use moves that drain Force to get the kill, as opposed to just instant kill someone with Assassinate. This might have side effects in PvE, so it's a tough one to do.

Maul's tooltip damage is still significantly less than Assassinate, and Maul requires you to be behind someone, while you can Assassinate someone behind you. The 360 degree arc lets you use a 4m move almost as if it's ranged because you can actually just walk backwards and Assaassinate someone directly behind you, and thus the normal limitations of melee moves doesn't apply here.