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Yolky

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  1. DPS Scrapper - PVE: Campaign / Rakata / Black Hole , PVP: War Hero 1. How do you think your Scoundrel spec is perceived by other classes? PVE: Great utility for crowd control. Weak sustained DPS and survivability. No group acceptance 50% of the time in pugs because I'm not a healer (forces me to pick up another set of gear and respec). PVP: Merely an annoyance. Easy to mitigate damage with shields/guard, snare/root, push. Not wanted in any warzone with the lack of damage or utility (pull, push, jump). 2. How do you perceive your own spec? PVE: Great crowd control. Sustained DPS and survivability are both weak even when popping relics compared to other classes. Punished for being melee. A good example is Lost Island's Droid battle. PVP: Love the play style, hate what little damage I can do against geared opponents. Almost always need a partner to take down someone geared. Stealthing takes too long: 8+ seconds "in combat" (maybe compromise with 4 sec?) and a 5 second CD for stealth (no CD would be great) doesn't work for a class that relies heavily on it. Dodge needed to be saved for cleanse. Upperhand ends too quickly to keep up. 12 second CD on backblast very awkward from 9 sec. Shoot First CD also a little long. Miss giggle proc. Weak PVP set bonus. Lack of gap closer hurts us. Double the effort of other classes but, half the gain. ------------------------------------------------ Additional Thoughts & Ideas: I hate to admit it, but this spec really needs to be looked at for viability. I don't want it to be an easy class to play as I like being unique (I know of only 2 other scrappers geared for PVP). However we are definitely not parallel to other classes. 1. Bring back the burst damage for our spec. With no relics and adrenals, battles now seem heavily dependent on gear rather than skill. At least bring back our damage 2. More sustained damage. Bring back 50% armor penetration with Flechette Round. Decrease time of dots while keeping the same damage (higher ticks) 3. Decrease in combat time and CD's of vanish, dodge, stealth. 4. Charge gap closer. Remember Han running after the Stormtroopers in A New Hope? Maybe an added accuracy debuff to target and added accuracy buff to us. Or maybe even better/easier, up our running speed by 15%+ as a passive ability (not in the skill tree / no points consumed) 5. Utility and (Funny) Gimmicks: Some other people mentioned PVE abilities not having any use in PVP. Surrender would make for a great drop target ability. Maps permitting, adding turrets we can hack would also provide some interesting game play. Grapple points for tiered maps for increased mobility. Binder Cuffs where the opponent can move but not attack. Tether / Grappling Hook to take opponent down with us when pushed/pulled.
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