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Vespassian

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  1. Harpoon/Grapple is a great skill for PvP. If your healer is getting focused you can pull the enemy away, or if really you need any enemy out of the fight you walk away and pull. With a leap, you can only focus one target and you get right into the fight, however, no matter what the situation a good VG/PT would kite and use their CDs wisely. I PvP more and more with my Vanguard everyday and find no need to get a gap closer. I usually grapple the enemy I would want to leap to, checking their resolve first, then pull them away, pop Hold the Line/(Sorry don't know the mirror ability for that 6 second anti-physics PT gets) and if you can get a good distance with the 30% speed buff from Hold the Line/??? then they can be screwed. If they run and my burst is not high enough to take them down they lead me to the enemy and I continue. If not, there is a issue where I can't just bust in on them again, either they dot/burst me down, but I know I can survive longer than other DPS being a Vanguard. Using the skills we get overall we don't really need a gap closer. Burst can sometimes burst can be problem on both DPS specs, one being easily walked away from, and the other just simply not doing enough to kill them in time in some situations on time. Which is fine because I can stun them if they began to run. I rather see a buff to burst then DoTs or leaps.
  2. If PT/VG could leap on targets right after a knock back or pull, it can really make it a issue getting away from them. Besides a GOOD Sage/Sorcerer could probably kite PT/VG away, however them having second a gap closer via Grapple/Harpoon is just not right beside the leap is just not right. It really kinda steps on the mobility and control PT/VG tanks have, making them less useful in being in Warzone teams.
  3. What kind of Gunslinger/Sniper would want to get closer to their enemy?
  4. I think CGC is of no use to be restored, what I would like to see is a up to PT/VG burst. However I think they should lower the speed debuff CGC gives from 30% to 20%. Pyrotech/Assault Specialist PT/VG can still royally screw over 4 meter ranged class. They can still kite them to hell and defeat if the 4 meter class doesn't act fast to put the slow on them, if they can reach them in time, or some other cool down ability that put them up to speed with the PT/VG.
  5. Most of the parses are very close to http://www.swtor.com/community/showthread.php?t=637291 's so I'm not going to both change my opinions on them except for: The top Assassin/Shadow DPS is 2721. Still bad compared to all the other classes. The top Powertech/Vanguard DPS is 2949. There is no reason to complain why this class can't put out a good amount of burst. No, it's not really a one shot every-warzone-has-a-team-full-of-em class anymore, but it can still put out damn good DPS.
  6. So you're saying speed doesn't help in PvP? Well then, wow. So if you're a Sent/Mara and Pyrotech PT/VG is kiting you, putting that 30% constant speed debuff on you while doing a good amount of burst, then he pops the 30% ability Hydraulic Overrides/Hold the Line that means he's going a total of 60% faster than, easily kiting you with you not even being able to slow him for 6 seconds after the 30% speed boost. Considering they still have very good burst at close range that can get you under 65%-40% HP depending if you pop cool downs or not and which ones, plus that ability has a 30 second cool down, meaning it can be used at a pretty constant rate during warzones. The class is not suffering, the players are. Good Powertechs/Vanguards still exist despite of how many tears were shed because of "nerfs". People should work along class changes, not against them. I was mistaken on the post about the parse numbers with some things. Will change that. Yes strength in a class depends on its player, not the actual class. You can apply this almost everywhere in life.
  7. Found that thread a while back and that was the one I was looking for, thanks. And yeah, on PTS PTs/VGs were doing 2.7k DPS, so I was a bit confused about that.
  8. Extremely high burst isn't a defense at all. Defense is a defense. Vangaurds/Powertechs already have speed boosts that makes them invulnerable to CC for 6 seconds, a 25% damage reduction, a AOE 8 meter 2.5 stun and a single target 4 second stun, and note the ability Into the Fray/Close and Personal which does this: Increases the duration of Radioactive Shield/Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. As a Assualt Specialist/Pyrotech they will also put slows on their enemy. Your gap closer is Harpoon/Grapple. IF a Vanguard/Powertech uses their class to their maximum potential they can be very deadly and just as powerful as they once were. By saying offence is a heavy defence... When I'm on my Sentinel and a I see a Sorcerer as a Watchman (I don't roflsmash) an dthey don't knockback, speedboost, or stun me, or even put a bubble on them self they will die very quickly. All those things listed were defensive. Offence isn't a defense. Defense is a defense period. It may not be all the direct damage damage reduction CD's say a Sentinel gets, but that is because they have only a 4 meter range on most of their attacks, very easy to control if the opposing class is playing right. Vanguards/Powertechs you can easily slow your target, kite him so he can barely touch you, then he'll be dead quickly. No it's not a one shot class, but L2P it at least. Every class has a different actual "defense" in the game. Either CC, shields, straight up damage reduction, speed boost, etc.
  9. OK now let's add a 150% speed boost button that lasts 30 seconds, a Guarded by the Force-like ability that doesn't reduce health, making you regenerate 50% over 3 seconds, and hopefully they will even add 1 or a few more CC abilities along with some more near nothing Ammo/Heat cost abilities that penetrate AT LEAST 90% of armor. I think this happened with Deception Assassins. The community was QQ'ing abut how their class is broken yet people just need to find out on how to play it. Therefore L2P PvP FoTM'ers. Talking to PvP FoTM'ers here, next time you see a class that is "wrecking" all the other classes just because of it's class abilities / tree structure you need to look at your own class and OTHER classes. Instead of continuing to whine to BEAware to buff / nerf YOUR class you should think about how there needs to be a global balance among all the classes to make it "balanced". Updated version on Powertechs/Assassins on the bottom. The top Gunslinger/Sniper DPS (3412 DPS), is clearly overpowered IMO, hundreds of DPS above all the other classes's that their DPS were listed, in the operation it can depend on the fight for what spec the Gunslinger will use, however Saboteur Gunslinger/Sniper Engineering is need of a nerf. However the other two specs for Gunslinger/Sniper seem fine. The highest non Saboteur/Engineering are in the 3k range, highest being (3023 DPS). The top Sentinel/Marauder DPS (3033 DPS) is not overpowered IMO because the player who got the 3033 DPS was a Carnage Marauder/Combat Sentinel, which trees have very low ops utility, so the DPS they put it should be good DPS. A Watchman/Annihilation Sentinel/Marauder did (2969 DPS). To add that I think it's not so balanced and Watchman can get jipped in their operation if they're aren't on top of their 4 Merciless Slash stacks and 6 Juyo stacks active or else their DPS can be much lower. But that is part of them being a skilled Watchman, it's definitely not a PvE or PvP faceroll spec. The heals are a nice bonus, but nothing game breaking. Inspiration can make this advanced class valuable in raids. For Operative/Scoundrel DPS, a Lethality Operative/Dirty Fighting Scoundrel did (3103 DPS), plus Scoundrels/Operatives can rez, stealth rez, and heal, giving them ops utility, so this class is very useful, yet not overpowered considered they won't be able to do all three at the same time during an operation. Top Concealment Operatives/Scrapper Scoundrels seem to be in the (2613 DPS) range, which I find pretty darn low, especially when their other spec can be doing nearly 400 DPS more. The top Juggernaut/Guardian DPS (2991 DPS) is clearly a few higher than the top Watchman/Sentinel but have no ops wide heals. They also add group wide armor debuff on the enemy. The top Sorcerer/Sage DPS (3011 DPS). This class also can shield, heal and rez others. Yet they can't all do it at the same time, so this class is right on the spot with some IMO. I have the same opinion for Mercenary/Commando DPS as I did for the Sorcer/Sage, yet these guys can't shield people, but do add a raid wide armor reduction like Guardian/Juggernaut. (2955 DPS) is the top one. Now, Assassins/Shadows and Powertechs/Vanguards Top Assassin/Shadow DPS is (2672 DPS) which is a Deception/Infiltration parse. It is far lower than all the other DPS'es and the only thing these guys get are a stealth rez. Useful, but not as useful as having a Operative/Scoundrel in their place. They are in need in of a buff yet I lack the experience playing a DPS Assassin/Shadow to comment on what needs to be buffed. Madness/Balance is even worse, their top being (2396 DPS). I think a armor raid wide armor debuff would help these guys out. For Powertech/Vanguard DPS, their top is (2576 DPS). Ouch. Maybe if they would actually hurt Powertech's/Vanguard's mobility and debuffs on their enemies' speed and buffed them with more damage, something could happen there. But a lot of the nerfs on Advanced Protoype and Tatics were not needed at all. Pyrotech and Assault Specialist had it coming, but I don't think they hit the right place. Edit> Most of the parses are very close to http://www.swtor.com/community/showthread.php?t=637291 's so I'm not going to both change my opinions on them except for: The top Assassin/Shadow DPS is 2721. Still bad compared to all the other classes. The top Powertech/Vanguard DPS is 2949. There is no reason to complain why this class can't put out a good amount of burst. No, it's not really a one shot every-warzone-has-a-team-full-of-em class anymore, but it can still put out damn good DPS. <Edit Take all things into account before complaining. The least you can do is tell Bioware what to improve while keeping in mind PvP and PvE
  10. "Enable AOE"? I must have been missing something. How do I enable AOE? And yes, they're in tank stance. Yes they're geared in Basic-Campaing. I'm not blowing money to augment companions though.
  11. Why don't we have tank companions that work well? For example: they can't hold agro for more than a few seconds. Some of them don't even use their AOEs. Edit: I mean level 55 content. Not leveling. When attacking a boss as a 55 DPS the tank doesn't have a chance holding agro, and when I heal... I still steal agro.
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