Amen to this. One problem, chances are that a good chunk, probably more than half, of the player population of any online game does not play team sports irl. They don't quite grasp the meaning of team work. Or, for that matter, that a victory for a team mate is a victory for the team.
Yep, having so much fun leveling my PT tank right now in PvP. Also, my Assassin tank is my favorite one in the 50s bracket (also have my Marauder, but it's honestly not as fun).
I just wish they would make defensive stats much more meaningful when it comes to force and tech attacks. Not sure how accurate it is, but according to the majority of PvP tanking guides I've read, you cannot shield Force/Tech attacks, and Armor rating does absolutely nothing against Internal and Elemental damage (which, lets face it, if you're doing PvP and not spec'd to do the most damage you can in these forms, you're not taking anyone's advice, are you?).
Tanks only survive well in PvP because of healers and damage mitigation abilities and cooldowns. It has very little to do with gear outside of the Endurance stat. That's not to say defensive stats are worthless in PvP, they just don't do as much as one might think they should.
Thank you moff for getting what I was saying.
Also note, that although warzones boost you to level 49 STATS, that does not mean you have all the skills and talent points of a level 49 player. You truely dont get a good idea about balance till you reach at least 40, and even then not so much, cause you will be going against level 13s who dont have many of their skillset.
Also tanks have really good CC (slows, knockbacks, pulls, etc) that go way above and beyond shields and taunts. Thats what makes the difference between a good tank and a bad tank. (also again, level 18 tanks dont have these cc abilities, so gotta take that into consideration)
Don't let ranged dps free cast.
As for Powertechs/Vanguards all of their changes are pretty much nerfs. Pyro specced Powertech and their Assault Specialist Vanguard siblings are getting their burst nerfed for supposedly better/more reliable sustained damage. Getting lucky streaks of Railshot and HIB procs every other GCD will be a thing of past as the proc will have a 6 second internal CD. The tanking spec that uses the Railshot/HIB procs from the pyro/assault tree is getting nerfed out of existence by not allowing the resource return while the tanking cell/cylinder is active.
Depends on the spec, if you're watchmen/ carnage (I think) spec, then you've got a 12 second interrupt and a 6 second interrupted. If you're combat/ annihilation spec you've just got an 8 second interrupt and I think that's the same for Focus/ Rage specs. Of the 3 specs only one of them has a slow that's integral to the spec (41 point focus/ rage), The Watchmen tree has a talent that has a 6 second slow on a 15 second cooldown, and the Combat tree has a single immobilize. Pacify breaks on damage and Stasis/ Choke and Master Strike/ Ravage are channeled. They have no true stuns, which kinda sucks in pvp.
Sentinel PVE Basics for the two Specs that matterOriginally Posted by SW:TOR
Well as anni I was thinking the normal interrupt, force choke(sure is a CC but still can use it to interrupt), charge(did it interrupt? some of them do), then the thing to throw down ppl on the ground CC. Dont know why they have so many CCs and interrupts as a melee tbh IMO.
About the slow, I lvled a marauder to 36 and I had an attack that did like 50% slow that did cost 2 or 3 rage and you could spam it. Why would you need anything else than that to slow anyway?
Last edited by mmocbc4c51efd3; 2012-03-30 at 03:43 PM.
Defensive stats are utterly useless in PvP, as they work on only a few types of damage that you receive from only a few classes (you can make a Sniper/Gunslinger feel utterly useless if like). When I run as a tank I have completely dumped the PvP tanking gear on my Vanguard for the Combat Tech set and the only defensive talents I take are those that give me a flat damage reduction, all my other talents point go into utility or damage dealing talents. I trade off some survivability against a few classes for more utility and offensive capability, and feel much more useful then I did when I ran with high survivability stats.
Last edited by Ghosty; 2012-03-30 at 03:52 PM. Reason: Double post
I don't pvp all that much so I forgot about the crippling throw (slow), the "Throw people on the ground" is Awe/ Fear or whatever, I also don't really care for Stasis/ Choke unless I'm in hutt ball and am ccing someone on a vent. Still though, I find not having a true stun a weakness in pvp.
Sentinel PVE Basics for the two Specs that matterOriginally Posted by SW:TOR
Because when kids are raised listening to sports and all the hear about is the MVP, they think "I want to be the MVP." They all wanted to be Michael Jordan, they didn't want to be Scotty Pippen. And Scotty Pippen was a damn good player in his own right, he just always got overshadowed by Jordan.
So now, when those kids come to play these games, they think "I want to be the MVP, top of the boards in PvP, top of the dps charts doing the big numbers in raids." They don't think "I want to pass the ball to my teammate" or "I want to help my team beat the raid by being a healer"
---------- Post added 2012-03-30 at 12:28 PM ----------
And then state they won because X player excelled.
For serious. Marauders are probably tied with pyro powertechs and assassin hybrids for overall strength right now. Marauders eat sorcerers for lunch.
In all honesty, sorcerers are really about right. If played well, they're very strong. If played poorly they're incredibly weak. I'm a 62 ragernaught and I can tear apart a poorly played sorcerer in BM gear in about 5 GCDs without even thinking about it and I don't think anybody in their right mind would call juggernauts op.
@ OP
I havn't read the full thread so sorry if people have already discussed this, but you are doing something wrong if you have that gear and can't hit 300k. My level 25 Sentinel has hit 200k in the past.
First of all, i'm assuming your Watchman/Annihilation. It's by far the best spec, in survivability, cooldowns, utility, and damage. Try not opening with Force Leap if its possible to walk up and start beating on them. Force Leap is your major mobility cooldown, and also provides a potential escape tool in the right situations, as well as being an extra interupt and Rage builder. If you initiate with Force Leap, you will often get stunned or knocked back and kited. As the Marauder/Sentinel lacks stuns (although we do have some good slows and immobilise attacks), it can be hard to counter this if Force Leap is off cooldown. I tend to initiate with Zealous Strike (6 rage builder) and then lay on my two dots and slow. I can usually do that just before getting knocked back or stunned, and i use Force Leap afterwards. Make sure your using Zen (or Berserk i think Marauder version is called) whenever you have 30 Fury and your DoTs up, as it effectively provides an 18% heal as well as the burst (and your stackable DoT can hit pretty hard). Make sure you use your heal debuff when needed, and dont be afraid to use your interupt. As it has a 6 second cooldown you can effectively interupt every second heal if they're spamming. Use your Merciless Slash/Annihilate whenever you can and try and keep your DoTs up at all times.
It is hard to play but i've seen 600k damage in a single warzone from good Marauders on my lvl 50. If your struggling to hit 200k in full champ, you need to look at your playstyle and spec and work out how to perform better.
"English doesn't so much borrow words from other languages as follows them into a dark alley, hits them over the head and goes through their pockets for loose vocabulary."