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ArchArcher

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    Security Guard
  1. I've played all the class stories, except the sith inquisitor (about to go to Hoth now). But yes most defenetley Imperial Agent story is top 1 for me.
  2. Bounty hunter hunts for targets, dead or alive so they are besically hunt & seek capture specialists. Now that sniper has that stealth check buff (every second the sniper stays in cover he gains stealth detection stack +1, up to +30) I was thinking maybe we could have simliar effect for PT. So I was thinking each time a PT would use their stealth scan they would gain stealth detection buff +5 that lasts for 30 seconds. This effect could be stacked up to 20 or 30. Another idea was also that if PT get's stealth CC'd the stealth scan would come off from cooldown and for the following 6 seconds it can be used even while stunned and maybe even buff stealth detection level with another +5 or so. I think this would be cool utility skill for a powertechs and we really don't have a stealth buster AC and I think PT is a good fit for that. Of course, this would be only useful for PvP. What do you think ? EDIT: Also now that I think of it, we could use a AoE snare ability, just slap it on stealth scan. Hostile targets that are in the stealth scanners area get's their movement speed reduced 50%. That way we could use stealth scanner actually as an offensive ability.
  3. Yeah. Less heat, damn DoT will always get cleaned.
  4. The master has spoken. This is horrible tbh, as Kitru said, we as tanks have to place our trust to others so we can survive and yet if THE TANK fails (for a reason or the other) the whole group dies. And when that happends people quickly blame the tank even though tanks performance is directley a reflect how the 2x dps & healer handels themselfs. So what happends; good tanks only play with confirmed good players / with their guilds. And when they are not tanking, they are logged in with their alt char (dps / heal). Bottom line, no public tanks. Only way to fix things around is BW creating a hardcore FP training course where a player has to play as all 3 roles and complete the training with fixed and strict parameters and only after this training course you could queue for FP's. But that's too much to ask for, so how about giving FP tanks a guranteed gear drop (good gear raiting) where the gear piece won't even show on the loot list. The tank(s) simply get's it directley, no loot ninja possibilities. I can suffer the wipes and the drama if I know I will get a guranteed *random* gear piece to me that no ninja can steal from me.
  5. I actually started juggernaut tank when 2.0 went live and I now sit at lvl 55 with him. I went straight for the tank tree and all worked for me. I play alot of warzones so this might not be the best route for PvE focused player, but anyhow: This is how I spend my points: Quake 3/3, Enraged sunder 2/2, Guard stance 1/1, Warmonger 2/2, Lash out 2/2, Invincible 1/1, Blade barricade 2/2, Crushing fist 2/2, Sonic barrier 2/2, Force grip 1/1, Revenge 2/2, Backhand 1/1, Thrown gauntlet 2/2, Sonic Wall 2/2, Shield specialization 2/2, Sweeping fury 1/1, Dark blood 2/2, Pillar of Strength 3/3, Rule of Two 2/2, Crushing Blow 1/1, Single Saber Mastery 3/3 (Vengeance tree), Intimidating Presence 2/2, Improved Sundering Assault 2/2 (Vengeance tree), Unyielding 2/2 (Vengeance tree), Dreadnaught 1/2 (Vengeance tree). That's how I went and I didn't have problems leveling or doing warzones. I didn't use healer companion, used Vette all the time. Rule of Two could be switched to something else if you want PvE boost. I do randomly PvP & PvE now, I don't respec because I don't find any reason to and I'm lazy
  6. I have both AC's on lvl 55. Both are viable. Really depends how you want to play. Juggernaut offers more flexibility in terms of roles, sinse you can be a tank or dps. On the long run you can get both tank & dps end game gear so you can do any role that the ops needs, meaning you have to wait less to get into a group for ops / fp's etc. None of them takes the cake duel wise. Sinse I've beated more than enough juggernauts as marauder and vice versa. Gear + player skill = win. No matter which of these AC's you pick.
  7. You might be onto something right there, Bioware over here please, look, look !
  8. Thanks for reply, you raise valid points. Humm maybe if this PvP taunt would be tied to range ? Aka you could only taunt target no further than 10 meters, and the indication of taunt would be very clear, like some flashy red beam to the target and the tank shouts like ''face me'' etc And if the distance between tank & the target between the fight goes further than 30 meters the PvP taunt ends prematurely or something like that. That should clear up many ''abuse'' possibilities. And of course if tank shadow / assassin should use combat stealth the taunt would end aswell. This taunts main idea is to force 1 dps player to forget the current target his smashing. Now that I think of it maybe tank should not have damage reduction to other targets, rather just buff the healing received penalty for the duration of the taunt. And I think that other taunts (single & AoE) should be only usable when the user has tank form active. And that adjustment alone could buff the value of the tanks in PvP.
  9. Had an idea and I'd like to share it with you fine people of swtor. Classes that can be speced as tanks could learn this ability at lvl 40 or so. Taunt name: Duel / Challenge ''Singles out an opponent, Taunts a enemy player, reducing the damage the targeted player and the tank does to other players by 80%, lasts 15-20 seconds. This effect will end if the targeted player or tank dies, or if the tank turns off / switches their tank form into dps form. Must be in tank form to use. Has no effect on NPC.'' Cooldown 1-2min. Besically a very strong taunt that pretty much forces the targeted player to attack the tank unless they want to hit other players with 80% reduced damage, note that this damage reduction applies to the tank aswell. We could also make it so that during this time the tank has 50% less healing received status. I think it sounds cool Tanks needs more tanky stuff for PvP.
  10. So, phase walk only goes to 2min CD if you actually used it. If the mark dies out (it expired) you could insta cast it again. Also you'd be able to insta cast it again if you manually removed the effect from you're status bar. Oh and off global CD insta cast too, yes please. Or give us the saber reflect And tank shadow (shadows shelter) should give aswell all friendlies (not the tank) within it a 5% or 10% damage reduction buff. Bonus: Enemies who are within the mark when shadow teleports back to the mark would get their movement speed reduced by 70% for 6 seconds. (Would be epic for tanks who teleports back to help healer [PvP])
  11. Advance classes that can be speced to tanks have the ability to Guard another friendly player when they are in their ''tank stance''. ''Guard: While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.'' Would it be crazy if the tank simply is within the 15m, the other player simply has 50% damage reduction without tank taking actually any damage ? (Game would still count total HP guarded). What do you people think ? I'm looking this thing from PvP perspective.
  12. On PvP it's a game changer for me or to my friend who plays dps vanguard. Either the trauma probe gives enough time for me to heal other players aswell or when his in a cluster **** getting focus fired the trauma probe buys enough time to cast those medical probes. I don't remember but I think with my current crappy gear the trauma probe ticks over 1K (just a guess, I have no idea). I'm sure with better gear it could be bigger heals but with 13 charges on it means it's able to at least on 1vs1 situation give at least 13K HP, assuming that it can keep up with the dps. I really think we should be able to cast trauma probe onto ourself and to another random friendly target. I mean scoundrels have slow release med packs that stack twice, and sages have force armor. Why can't commando at least have 2 deployable trauma probes ? Trauma probe is besically a skill that helps healer commando out on a single target healing, but it alone won't do much good at all. They could add also a small ''special'' effect for trauma probe aswell, maybe that periodic damage effects on target are 15% weaker or that each charge has the ability to clean 1 DoT from the target that can only happend once every 5sec etc.
  13. Agent vs Smuggler Agent wins. Agent has sick training and tools to do the job and the support from the Imperial Intelligence in general, whetever it was equipment to intel. While smuggler feels abit ''civilian who has just seen some stuff''. Agent just simply feels to have brutal training and discipline. Smugglers would use their dirty tactics (trying to level the playing field since they lack training) to fight against the Agent, but the Agent is trained to counter those tactics (counter-insurgency etc). I just don't see this battle ending too well for the smuggler, all odds are against him. Even with illegal weapon mods etc I don't think they can stand a chance. Knight vs Warrior Knight wins. Jedi keeps themselfs more calm while the rage warrior will eventually lose his cool and do a mistake that the Jedi will exploit. Though I can see if someone would vote for Warrior for his strength, but if the Jedi can counter it with equal strength / technique, then warrior will lose. Bounty Hunter vs Trooper Trooper wins. Trooper is ment on frontline battles with the latest heavy equipment to demolish heavy enemy targets and trooper has armor to withstand punishment, along with top of the line military training (Havoc). Like someone mentioned that bounty hunter is more like ''chase & catch'' geared I'll have to agree to that. Frontal confrontation against Trooper would be fatal for him. Not to mention military training gives essential tactics to defeat a ''similiar geared'' enemy like a bounty hunter. This is kinda same with agent vs smuggler, superior training & field tested equipment doesn't match up with randomly gained expirienced and self made, not so reliable weapons. Trooper get's the training first, then get's deployed to use those tactics and maybe even improve them, while bounty hunter doesn't most likely have any specific training and has to figure out tactics as he goes. Inquisitor Vs. Consular No idea.
  14. They should just make the frontline medic perk ability to put healing probe on YOU and a 1 other friendly target. Aka you can always have 1 probe healing you and a 2nd probe to any other friendly. Now it would be *frontline* medic.
  15. As combat medic (healer) you can roll with assault rifle just fine. I've also noted that it fools my enemies aswell, and I've mistaken commando healers with rifles to be just vanguards when I roll with sith character. Should pay more attention to AC icons. It's one of those split second decisions when I jump into battle with my marauder: ''vanguard at the back ? LoL whatever, let's jump on this shadow right here. What, who heals this shadow ?!'' *Green beam of death* ''What the, vanguard is healing ? No, wait, damn !''
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