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Dragores

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  1. Hello Guys. I'm soon going to be having a 55 Jug and a 55 Maro, both not geared at all. I want to play PVP and i cant decide what to gear up. I'm having a lot of fun with both, especially with the jug. However I've heard Maro is overall better. So could you tell me what the main differences are for PVP and why the Maro is better. Keep in mind that i only play these speccs. the others dont interest me at all.
  2. Naja, war bisher immer im team mit Hexern die nicht kiten können und vergessen, dass sie eine 10-Sekunden-Bubble haben und mit Tanks, die nach 2 verlorenen Runden 0 Schutz vorweisen
  3. Same here. This is quite gamebreaking. Please bioware at least tell us you're "working on it".
  4. Heal Sabo wird ein Muss sein (aoe mezz, schlafpfeil, gute defense, gute heilung selbst wenn im cc, gut geschützt gegen interrupts - andere Heiler werden ausgelacht. GUTE Smasher werde Dominieren. SEHR GUTE Ranged DDs (im duo) können Smasher besiegen, da sie auseinander stehen können. Schwierig zu spielen werde sein: Sabo-DD, Assasin-DD + Tank, Pyro-DD (fals gegen smash), Sorc-Heal+Söldner-Heal.
  5. hmm... I'm a good concealment player... is it possible to be a bad deception player for a good concealment player? If yes, deception must be harder to play compared to concealment. what makes you think that way? Deception is just concealment with better damage, offensive CD's, defensive CD's. Or isnt it?
  6. I'm crazy because i love playing the concealement ops, eventhough this class doesnt get any love. I've seen a couple of threads on the forums about Deception Assasins having the same problem, but i dont really understand why. What does the assasin better: 1. Taunts. basically a raidbuff against one enemy (multiple if aoe taunt) for 35% less damage. 2. Energy managment. If you go low on energy with the operative, you're screwed because it takes ages to recover thanks to the mechanic. 3. Defensive Cooldowns. SIN Phase Walk is great to avoid death. +50% defense with Deflection, Force Shroud immunity to tech and force for 3 seconds, including ccs. The operative has: shield Probe -> 45 seconds absorb shield. no idea how much it absorbs, i guess around 3k (seriously?). Evasion: cleanse + 3-4 seconds increased chance to dodge melee and ranged attacks. 4. offensive cooldowns SIN Recklessness: highly increased critchance for the next 2 force attacks. Operative. Stim boost: increased alacrity + grants 1 TA. In all points mentioned above, the assasin has the upper hand. In addition, Backstab has a 12 seconds Cooldown while Maul doesnt have one. The Assasin has AutoCrits and "almost-autocrits" with proccs+recklessness. The only points where the Agent has the upper hand over the assasin are: Flashbang + Roll. Can you guys please tell me what else makes the concealment operative playable and stops me from just rerolling assasin because he does pretty much everything better than the operative? P.S. Please dont tell me to H2F. I'm a good player, i just think that i would be unstoppable with Inquisitor when I'm already good with concealment...
  7. I really like those changes. Buff to survivability and damage. I really hope bioware will fix concealment in the (near) future. It's fun but frustrating at the same time playing this specc.
  8. Dragores

    Ranged smashmonkey

    The problem with smashers isnt only the aoe damage itself. It's the fact that they excel in too many areas of the game: High Mobility: 2 charges, Force Cloak speed increase, Preda Best defensive Cooldowns of all Classes -> other melee classes have a huge disadvantage in 1v1. Great Utility: channelled stun (choke), aoe mez, predation, bloodthirst, healing debuff Great Burst + AoE pressure. Compared to other melee classes (Ultra nerfed Pyro, Ultra nerfed Assasin, Ultra nerfed Concealmentops) they're just way better to have in a team, because they have much more use to the team (utility, damage, survivability). Snipers are strong as well, but the difference between ranged classes isn't as big. Healers however have this big difference again because OP healer can heal much much better under pressure than the other two, which makes a huge difference.
  9. I think something similar happened to me. i got immobilized on huttball while/after rolling, couldnt move anymore and got killed. I respawned and i still couldnt move. so i left the warzone and i could move again.
  10. As you can see, Operative Damage Dealers aren't really the strongest class in the game. Compared to Sith-Warriors and even Assasins. The main problem for the operative is their squishiness. They dont have good defensive cooldowns and die within seconds if they get focused (lethality + concealment). I prefer Concealement because i like to 1v1, either defending or attacking a node. However i wouldn't say that one specc is stronger than the other, it depends on which playstyle you prefer to play. You really have to try them out both. I leveled mine as concealment and changed to lethality when i was 55 to try it out, but i could never get in love with lethality (mainly because its a dot class).
  11. Dragores

    Practice Mode

    Most of the times, the healer has to be cc'd and one of the damagdealers is first to die in arenas. There won't be a practice mode. Regs are practice. If you want to try out some tactics you have to do this in regs. There you can try out fancy tactics etc.
  12. OMG what if they added this months ago: using Thrash automaticly heals you to full... and we never realised this because we dont have it on our quickbars...
  13. pssst... dont mention that concealment gets a speedboost with using sneak. otherwise they will qq even more, concealment is so op, they can run/roll so fast and heal themselves to full! make themselves almost invincible for 3 seconds and flashbang everyone coming close to cc. but pssst dont tell them
  14. Push. I like Lokin, because he's a gosh darn RAKGHOUL and if you take out a Rakghoul-Pet and dance together with Lokin (as a Rakghoul) on the fleet, it looks hilarious. Skorpio is great because she wants to kill you and doesnt make it a secret. Guss has just funny lines and fits into the humour of the smuggler story.
  15. I played the Agents story first. After this story all the others couldnt reach my very high expectations that i had after finishing the Agent story. I'd highly recommend you NOT to play the Agent first because the other Stories will be dissapointing after playing the agent. Agent: 10 / 10 Really immersive, starts a little bit calm and not very mind-blowing, but i don't think thats bad. With the end of chapter 1 it changes and it's incredibly catching and immersive. Warrior: 7/10 Not much to say, mainly because i cant remember a lot of this story, which shows that it wasn't that great. Jedi-Knight: 5/10 I dont know. The first chapter is horrible, you're just going from one planet to another to save the republics arse because someone has sadly lost their superweapon/supersecretplan/etc. to the empire. Boring. The dialogues we're boring as well. Smuggler: 7/10 I didnt like the story really, it didn't feel epic/unique. The good thing however is the coolness of the smuggler and the funny lines, saving this story. Inquisitor: 6/10 It got interesting towards the end, but the First chapter was dull.
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