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Sith Warriors Ballcarrying..

STAR WARS: The Old Republic > English > PvP
Sith Warriors Ballcarrying..

Luxidenstore's Avatar

02.20.2012 , 02:04 PM | #21
**** son.

I guess I forgot to pick up intercede at the trainer, 'cause my Marauder doesn't have it.

On a related note, I hate Powertechs with their tracer missile spam, pulls, heals, jet pack charges... Oh wait, I should probably learn about the class before whining.
Use my Referral link and save starving children on Rishi. Join the movement now.

svartalfimposter's Avatar

02.20.2012 , 02:10 PM | #22
Mirror class, but one of my teammates once punted an opponent off the ledge and into their endzone and then leapt to them. It looked amazing. No pic, so obviously it didn't happen. Just saying.
Quote: Originally Posted by killgorde
a great PvP game requires the devs only to facilitate and improve the environment within which the players themselves create their own content.

fungihoujo's Avatar

02.20.2012 , 02:23 PM | #23
Quote: Originally Posted by Scoobings View Post
This is why I don't get why people complain about charge but think force speed is fine.

Charge capitalizes on YOUR mistake and they can only go where YOU allow them to go.

Force speed is 2 seconds of open season snare/root immunity going wherever you want.
Force Speed does not grant root immunity- it does grant snare immunity yes, but considering just about everyone has a couple snares, it'd be pointless without that.

Sorcs are not good ball carriers- they are good if you let them get to before the final fire jet with the ball- because at that point, without a hard CC/root they have a cap. However, they're easy to lock down, and if you stay ahead of them you can stop them.

Marauders/Juggs make great carriers because you can't get in their way- if you do, they'll use it against you (unless you're a sniper, but even then there's ways to get you out of cover and jump to you).

As a sorc, I really don't want the ball at all- our most useful ability is extrication, which is useless if we have the ball. If not watched carefully, I can lead to 3-4 of our ball caps by using force speed- without the ball- and then extricating the ball carrier.

Not to mention, sorcs are terrible for defence- can't stand ahead of ball carrier or they'll be used to jump to (while agents can avoid that mostly), can't jump to carrier like PT or SW can.

Frankly, outside of operatives, every class has some very useful things for huttball- even ops can stealth to the goalline and catch a ball from the pit... or, take out a ball carrier in a few seconds, but I would say they're a bit weaker than the others.

Ravaran's Avatar

02.20.2012 , 02:35 PM | #24
Quote: Originally Posted by Skjoldr View Post
Foolish mortal, slow them and save your knockbacks for when they charge to you. Easy prey.
<--jugg. Yes this does work, but if you knock me back anywhere near another person on your team, I can just push them and jump right back to you.

I have to say, playing with a sorcerer who runs ahead and pulls, makes it very easy to score as a jugg. This is in stark constrast to my sniper, who can only score if literally all the stars align in the sky.