Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

PT/Vangs.. Mara/Sents... Sorc/Sages of old...

STAR WARS: The Old Republic > English > PvP
PT/Vangs.. Mara/Sents... Sorc/Sages of old...

kweassa's Avatar


kweassa
08.11.2012 , 03:25 PM | #1
The following classes, PT/Vngs, Mara/Sents, Sorc/Sages before the skill tree alteration/nerf, all have been mentioned as in OP. Even if it is not OP, still people find those classes much appealing (even considering a lot of hype) to play it more numerously than other classes (although not as much as some exaggerated numbers people claim).

I see a pattern, concerning the "OP" debate on some of the classes... and it is the fact that all 3 classes, (actually four classes, including the Ops/Scoundrels in their glory days).. all make heavy use of attacks that bypass defenses/armour -- particularly these classes are heavily equipped with instant attacks that deal internal/elemental.

In case of sorc/sages they are primarily DoT based and each tick of damage is steady but low... but they used to have proc-based attacks that increased the frequency of instant-cast attacks with at least medium damage. In case of the Watchman/Annihilation type mara/sent (still the highest population of mara/sents), they have DoTs that do extremely high damage(for a sustained DoT attack) and tick quite fast. PT/Vangs have repeatable instant activation attacks that are based on elemental damage, and for some reason these attacks do not have any CD at all, therefore easily spammable, and Ops/Scoundrels used to have very high armour penetration values in a series of melee attacks that would hit for quite high damage in succession.

All of these classes have some level of built-in measures to prevent them from doing too high/too frequent damage -- most usually limitations in resources(ammo, energy, force, etc..) ... but it seems many of the builds have built in components that compensate for such limitations -- which I suspect, as a result, manifest as at least medium ~ high damage that bypasses defenses completely, and is easily repeatable.

While I do not agree these classes are OP, perhaps the developers should tweak into the damage output per given time for ALL internal/elemental damage components of the game.
"90% of PvP complaints come from people that are thoroughly unqualified to comment about anything in the first place. Stop assuming that you are a good player, then an answer will come; why you die so often, why you are CCd so often, and why you complain about healers so often - You're simply a bad player. Harsh truth."

TheGreatFrosty's Avatar


TheGreatFrosty
08.11.2012 , 03:53 PM | #2
Quote: Originally Posted by kweassa View Post
The following classes, PT/Vngs, Mara/Sents, Sorc/Sages before the skill tree alteration/nerf, all have been mentioned as in OP. Even if it is not OP, still people find those classes much appealing (even considering a lot of hype) to play it more numerously than other classes (although not as much as some exaggerated numbers people claim).

I see a pattern, concerning the "OP" debate on some of the classes... and it is the fact that all 3 classes, (actually four classes, including the Ops/Scoundrels in their glory days).. all make heavy use of attacks that bypass defenses/armour -- particularly these classes are heavily equipped with instant attacks that deal internal/elemental.

In case of sorc/sages they are primarily DoT based and each tick of damage is steady but low... but they used to have proc-based attacks that increased the frequency of instant-cast attacks with at least medium damage. In case of the Watchman/Annihilation type mara/sent (still the highest population of mara/sents), they have DoTs that do extremely high damage(for a sustained DoT attack) and tick quite fast. PT/Vangs have repeatable instant activation attacks that are based on elemental damage, and for some reason these attacks do not have any CD at all, therefore easily spammable, and Ops/Scoundrels used to have very high armour penetration values in a series of melee attacks that would hit for quite high damage in succession.

All of these classes have some level of built-in measures to prevent them from doing too high/too frequent damage -- most usually limitations in resources(ammo, energy, force, etc..) ... but it seems many of the builds have built in components that compensate for such limitations -- which I suspect, as a result, manifest as at least medium ~ high damage that bypasses defenses completely, and is easily repeatable.

While I do not agree these classes are OP, perhaps the developers should tweak into the damage output per given time for ALL internal/elemental damage components of the game.
This post has absolutely no promise. As soon as someone says that sage DPS is primarily DOT based, and bypasses armour, you know he has 0 idea of what the issues were and what the class is like now.

The spec that was at issue was hybrid. It barely took advantage of DOTs, with the exception of weaken mind, but rather benefited from high AOE and IC TK wave on POM proc.

Just to clarify - Balance is the DOT based spec. But that has never been powerful, not back then nor now. It is a pale reflection of the counterpart tree of shadows.

Marisblood's Avatar


Marisblood
08.11.2012 , 04:04 PM | #3
Scoundrels/operative are designed for Op burst. They can drop fastest the HP of any class, including tanks (no other class can do that). Also dodge+ recovery of HP (2% /sec) plus the drone that absorb dmg make them almost imune too much (time enough for them to kill their victims).
PT/VG they do insane dmg, have no CD, instant procs, 6 sec stun (2+4), shield to absorb dmg. If this clases lose the 6 sec stuns they can be beaten. And this will be best solution.
Sages/sorcs. Even some cry they underperform and class is weak i can tell you they are wrong. The class is very strong. The spec with blind (when the shield is broken by taking dmg) plus roots on knokbacks (benevolence/force wave) are imposible to kill in any 1v1 (except PT maybe-who can kill them only due to hi dmg).
Those numbers are ment for skilled players only. Now, we can ask: regarding healers why they are so strong, are they healers or dpsers (cause they can kill a dps-with the specs posted up), regarding PT/VG why they have 2 stuns (they do not need them cause they do too much dmg alrdy), and scoundrels /operatives have too much armor penetration somehow and alot of defesive CD-more then a marauder who will lose against skilled scoundrels).
Come with solutions.

unixbomber's Avatar


unixbomber
08.11.2012 , 04:46 PM | #4
Quote: Originally Posted by Marisblood View Post
Scoundrels/operative are designed for Op burst. They can drop fastest the HP of any class, including tanks (no other class can do that).
trolol.

Carnaje's Avatar


Carnaje
08.11.2012 , 04:56 PM | #5
Quote: Originally Posted by Marisblood View Post
Scoundrels/operative are designed for Op burst. They can drop fastest the HP of any class, including tanks (no other class can do that). Also dodge+ recovery of HP (2% /sec) plus the drone that absorb dmg make them almost imune too much (time enough for them to kill their victims).
PT/VG they do insane dmg, have no CD, instant procs, 6 sec stun (2+4), shield to absorb dmg. If this clases lose the 6 sec stuns they can be beaten. And this will be best solution.
Sages/sorcs. Even some cry they underperform and class is weak i can tell you they are wrong. The class is very strong. The spec with blind (when the shield is broken by taking dmg) plus roots on knokbacks (benevolence/force wave) are imposible to kill in any 1v1 (except PT maybe-who can kill them only due to hi dmg).
Those numbers are ment for skilled players only. Now, we can ask: regarding healers why they are so strong, are they healers or dpsers (cause they can kill a dps-with the specs posted up), regarding PT/VG why they have 2 stuns (they do not need them cause they do too much dmg alrdy), and scoundrels /operatives have too much armor penetration somehow and alot of defesive CD-more then a marauder who will lose against skilled scoundrels).
Come with solutions.
HAHA this made me laugh so hard. "operatives have too much armor penetration somehow and alot of defesive CD-more then a marauder"