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Huttball Woes

Vaahanian's Avatar

04.21.2012 , 05:01 PM | #1
Huttball has become a game of pulls and invincibility+resist, aka whichever team has the most sages/sorcs and shadows/assassins.

All huttball is with these set ups is a sage/sorc pulling a tank up when they grab the ball, tank sprints through first fire and then pops their cooldown to safely run through the second fire and thats a point in a span of 10-15 seconds? Even if you push or pull the tank down, the healer up top just waltzes over to the goal line and waits to pull the tank up again.

Friendly pulls need to apply a debuff to the target that they cannot be pulled again for a span of time, say 1 minute or 2 minutes. Other ideas have been that a friendly pull adds to their resolve bar, but I say no to that because it messes up CC when you want it.

To sum it up, teams full of pulls = not a fun huttball. (Also the fact that the classes that have friendly pull are also the classes that have AoE knockback = staying up top is a breeze.)