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Lowyjowylof

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  1. I play a Commando as my main, then also have a Focus Monkey Guardian, Scoundrel Healer, and Shadow Tank. IMHO, in ease of play I would rank them like this: 1. Sweep Monkey: Not as sturdy as Sentinel but almost as much DPS. Shouldn't have as much DPS as Sent but should be sturdier. Combat Focus, Leap, Smash, MS, BS, Stasis. The 2 channeled abilities I mentioned 1 is uninterruptable to traditional interrupts and the other is a CC with a DoT. I should also add the dispatch at 30%. For defense, I get a taunt, Saber Reflect, Enure, and Guardian Leap. I can also create space with force push. 2. Scoundrel Healer: Loads of mobility and almost everything will tick upper hand, Will more than likely heal through any 1 v 1 DPS. More dps than the other healers, and the hardest to kill of the 3 fly by still hits for 5k x3 on crits, same with back blast. HoTs can be applied to all. Energy Management is not an issue at all. People say LoLroll is OP but 4 rolls and your out of Schlitz. Vanish and Upperhand are to 2 abilities/buffs that can be either used for offense or defense, but only be used for defense for a healer. 3. Shadow Tank: Hardest Tank Class to play, good for Node guarding (doesn't matter in Arenas), has to rely on RNG for success more than the other tanks. Has the worst passive mitigation of the 3 Classes but highest active, a Marauder with Cloak of Pain has higher passive mitigation. Shadow may have the most DPS potential of the 3 tanks, but not sure as I've never tanked with my guardian and don't have a VG. 4. Commando: Lots of burst potential, but easily shut down when pressured. Utility specials like Tech override require the use of gray matter as to when to use it and what to use it on. Do you use it for instant heals, or instant GR or Plasma Grenade? Electronet: Same thing, when do you hit the healer with it? Can't forget Heal to Full. But here's the thing EVERY so called utility a Commando uses for defense results in a loss of DPS outside of Adrenaline Rush and Reactive Shield. I use Charged Bolts to instant Adv Med Pack and I've lost damage on my HIB. I use TO for Med probe and I've lost 2 instant Grav Rounds. Every DCD a Sentinel has allows it to continue to apply pressure and eventually slip away (camo). With the bulk of it's damage front loaded, that only amplifies it. Of course it wouldn't matter as much if PvP wasn't a burst trumps all environment. On a Commando I only have lots of Front loaded uninterruptable damage once every 1:30 and thats only if I used TO for GR and not MP.
  2. I am actually fine on the damage a sentinel does outside of focus smash and even that doesn't need to be toned down much, but their DCDs allow them to tank better than tanks. With PvP all about burst, a class like Sent/Mara make tanks obsolete. Why bring a tank when a Sent will last just as long and do 4 times the damage? 50k protection and a taunt do not make up for the loss of ~600k damage.
  3. But when your DCDs allow you to do all your damage it's ridiculous. Mara/Sent HAVE 2 Channeled abilities, Choke/Stasis and MS/Ravage. MS/ Ravage are immune to traditional interrupts and stasis/choke are controls w/ a DOT. Your offense is 99% reliable and 90%+ front loaded. Even if you are KB'd you still have Saber Throw, an execute ability and transcendence/Predation which completely negates HTL's and Force run's speed boost. Not to mention, your leap gap closes, roots, does damage, and interrupts all in one. No other ability has that much utility. I say let them keep their abilities and give concussion charge and full auto a root instead of snare, add interrupt immunity to Grav Round and Full Auto, and have Mortar Volley Knock Down all in its target area. That would be a Commando with the utility of a Sentinel. You can have Cryo Grenade and Concussion Round back too.
  4. The difference on Electronet is its on a 1:30 CD. It's far from on demand and forces the Trooper/BH to be more strategic in its use.
  5. I would like to see this: 1. Armorings moved to Armormech, enhancements moved to Synthweaving, and allow all crafters to make augmentation kits or those that don't make augments, make the kits. This would give all classes legitimacy in modification crafting. 2. This will generate some QQ but, Raid Tier item modifications should be schematics in Raids and the successful completion of the raids or weekly gives Comms towards the set bonuses. The higher the level the harder the Op. The schematics would be sellable on the GTN. You'd still have to raid for the set bonus, but all the other gear would be craftable. This gives everyone who doesn't have the time for raids to have an opportunity to get the better gear. When ever the new tier comes out, the new tier 4 becomes schematics on a vendor for purchase. This is also when resource requirements would be adjusted as well. The exotic mats required for the schems would drop in Ops and be purchasable via commendations from raiding or FPs or received via reward for completing the weeklies. This also takes the RNG out of the equation when raiding for the set bonus pieces. and this route allows for people to be able to choose what set bonus they want for PvP or PvE with out gimping themselves in some way. 3. Increase the maximum amount of companions able to be sent out. We can have up to 8, there is no reason why 6 or 7 can't be used. 4. Allow us to optimize all of our companions to meet crafting needs . Like my Commando is Biochem, allow me to change 4X from scavenging/slicing to bioanalysis, diplomacy, or Biochem. OR allow me to swap companions around as a legacy perk on my level 55 characters.
  6. The only thing that raiding should give you is tokens/comms or w/e for set bonus pieces. The last game with any real crafting was SWG. Here, quite frankly, a 4 year old can figure it out. As far as Armorings and Mods go from end game crafting, their sales have been marginal because they can be gotten via comms. However, not one of the "ideal' enhancements can be gotten that way. From a DPS perspective, you cannot get one Initiative enhancement or Adept from a non raid piece of gear. What they should have done is move the 75s to the Ultimate Vendor, put the 78s on the Kell Dragon Vendor, then made Kell Dragon Craftable. Although, they really have the opportunity to revamp crafting, by doing a couple things. They could switch the raids to getting comms for set bonuses, allow crafters to craft the modifications, move armorings to Armormech, enhancements to synthweaving (this balances the professions) with reliable money makers. You'd have to rearrange augments and allow everyone to make kits, but completely doable and not game changing in the least. You still give the raiders preference by having said schematics drop in raids and have other things drop like weapons skins or enhancers that give greater damage more protection and of course vehicles and other vanity items.
  7. Sin/Shadows are your hard counter for one and life iso hard for you while in cover when standing still with your AOE Mezz, 30M root, leap immunity, and interrupt immunity. make sure to tell that to every Commando/Merc/Sage/Inq.
  8. Lowyjowylof

    Hahahahah

    Full Power Surge is the recommended build for most of the DPS classes in PvP. Also, you do realize that the devs said Alacrity would be important for non healer classes too.
  9. Since the Power Proc Relics are Stacking again, is it still better to stack those, stack 1 crit and 1 power, or Power and Matrix Cube(Power and Matrix is PvP Only)? I've been using the Conqueror and Obroan for PvP and Obroan/ Underworld SA for PvE, but curious on the thoughts of the Crit Proc if it seems worth it to lose that amount of Power for ~8% crit chance increase?
  10. The relics have been stacking again since 2.1 or 2.2, when ever they fixed the bug that the other offensive relics weren't working correctly in the second slot. My guess is if they get rid of the stacking again, it will break the other relics again.
  11. Lowyjowylof

    Hahahahah

    Snipers will get nerfed when Sents/Maras do. No one should win a 1 on 2 disadvantage, but if there is one class than can when played exceptionally, it's Sent/Mara against certain classes. All classes put out about the same damage but only a few can do that reliably. Like I said before I'm fine, with the damage they put out, other than smash that should be toned down a bit maybe ~6500 crit, rather than 8500-9k. The fact that arguably the worst DCD Sent/Mara has is on the longest CD. The rest are at 1:30 or less and that is of the 5 that all 3 trees share. Putting GBTF/UDR at a 3 MIn CD and Saber Reflect on 1:00 or 1 min 30 isn't unreasonable and out of the realm of reality. The only other "god mode" special I am aware of is Sage Barrier and it's a channel where it can't do anything else and on 3 min CD. All Sent/Mara DCDs allow it to keep DPSing except Camo.
  12. Lowyjowylof

    Hahahahah

    The Problem is is that Sent/Mara counter multiple classes and with ease. Sniper/Slinger might be the counter to Sent/Mara, but guess what they're the only true ranged class with as many CDs as a Sent/Mara. Again, Sent/Mara defense is the problem because they are more survivable than both guardian DPS trees and and more damage. If it was balanced Guardian would be studier as a whole but less DPS than Sent/Mara. I'm fine with the damage they put out maybe Focus/Rage smash/sweep needs to be dialed back a bit, but not into the ground. Just because you get countered by the one pure dps ranged class, doesn't mean you should have the iWIN button against every other class.
  13. Lowyjowylof

    Hahahahah

    You're forgetting on the Merc, the Tracer Missile Ramp Up, which would get interrupted if HO isn't used and that Carbonize has a 10M range. So unless the merc uses the CC, the Mara has already leaped and Smashed or attempted to if the Merc used Jet Boost to KB. Also ravage is immune to traditional interrupts.
  14. Lowyjowylof

    Hahahahah

    I could be going out on a limb here, but I think it's a tanks job to face tank everything. Now in randoms that ain't the case all the time, but I'm pretty sure most ranked teams have them. When a Focus/Rage specced Sent/Mara can tank better than a tank something ain't right. Also, how many roots and snares do you have? 4? Or is it more?
  15. Lowyjowylof

    Hahahahah

    That would be a start as well. IMHO, Heavy Armor wearers should have 5% minimum more base reduction in equal stats and any other armor, the exception being Shadow/Assassin Tanks. Damage reduction DCDs are fine but those that are on 1 minute or less CDs should be lengthened. Figure ~30%/25%/20% with BIS gear?
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