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Thread: Biased Profession Opinions (Read the fourth post!)

  1. #41
    Profession
    220 Atrox Bureaucrat

    PvM
    Likes
    • Crowd control - Calms and init debuffs
    • Damage
    • Being able to solo where others can't
    • Charming different stuff for different reasons

    Dislikes
    • Pulling agg at the wrong time = squish
    • Juggling charms
    • Lack of AoE calms that work in SL
    • Capped cast time on SL calms
    • Not having useful charms available for 70% of the game


    PvP
    Likes
    • Having init debuffs that work
    • Being ranged
    • Being unperkable for most professions
    • Having a decent chance against most professions 1vs1
    • Masters bidding

    Dislikes
    • Carlo and CEO being snared/rooted/init debuffed/wallhumping into uselessness
    • People kiting pets
    • Unavoidable hits
    • Lack of emergency button(s)


    Profession
    220 Nanomage Doctor

    PvM
    Likes
    • Healing
    • Being able to survive very well
    • Being an asset to almost any team

    Dislikes
    • Not doing good (enough) damage
    • Being melee (using Xan of Dusk*2)
    • Not having backstab (!!!)
    • Healing/init debuffing stopping DDing
    • Pistol docs performing twice as well with half the effort


    PvP
    Likes
    • Init debuffs
    • Survivability
    • Sneak attack (sometimes)
    • People who don't raise duck-exp

    Dislikes
    • Being melee (*1000)
    • Healing and doing damage being mutually exclusive
    • Having horrible AR
    • Cast time on DoTs




    Profession
    220 Atrox Keeper

    PvM
    Likes
    • No active casting
    • Fairly good survivability

    Dislikes
    • No well-defined role
    • Low damage
    • Having around 20 perks too few
    • Needing a ridiculous amount of +nano skill and OSBs gear to cast endgame nanos


    PvP
    Likes
    • Good survivability

    Dislikes
    • CC
    • Being melee
    • Not being able to perk semi-evaders
    Last edited by Rulzie; Mar 4th, 2010 at 16:43:29.

  2. #42
    220/28 Soldier

    PvM
    Likes
    Tanking and DPS in a perfect combination in groups, makes for a really fun class that feels useful to play, especially seeing how we can step in to tank if the team lacks a enforcer.
    Dislikes
    Really hard to solo anything, often have to result to kiting, combined with a lack of any CC at all it makes for next to impossible kites usually with TONS of adds.

    PvP
    Likes
    http://www.youtube.com/watch?v=Mq-XaBmRsg8 nuff said
    Dislikes
    Nemesis nanos are a pita, lack of being able to do just about anything while AMS is up/in recharge, no CC and no protection against CC except for upgraded HH@B making us easy targets for most people that just have to wait out our AMS and hit us when we are sitting ducks.. Really puny and uninventive toolset, Burst, FA, DD perk and now and then hit AMS, unless theres a trader around all day long..
    Last edited by Rktim; Mar 5th, 2010 at 12:04:25.
    Rktim - 220/70/30 Omni Soldier.
    Imdrunknow - 157+/XX/15+ Omni MA
    Quote Originally Posted by IHaveHugeNick View Post
    Messiah has spoken.

  3. #43
    Profession
    220 Atrox Enforcer

    PvM
    Likes
    • Raid Tanking
    • Leveling untill TL 5 is fun
    • Can solo pretty much if played well (including db1, is, Heck and spinetooth dynas, medusa philander and such crap, but takes ages due to low dps)
    • Can tank everything in team missions/instances
    • lots of viable weapon choices

    Dislikes
    • tanking becamte to easy (perhaps it will be interesting after heal nerf again)
    • nearly every instance can be tanked by other proffessions these days except aoe tanking
    • no role besides tanking, pve dmg is crap (perhaps 2hb max critt setup would do the trick)
    • leveling from tl6-215 is boring due to missing dmg and tanking abillities
    • extreme gear reliant
    • symbing trox enf is not possible without towers while soli/fex/nano are piece of cake


    PvP
    Likes
    • due to high rs and cc breaking abillity we can choose who we want to fight
    • moderate alpha dmg when using the right setup (1hb/1he or 1hb/piercing)
    • high nr
    • fear is fun
    • high temp ar possible
    • chance to almost win or loose any 1on1 against any profession

    Dislikes
    • high hp is a penalty in pvp
    • high rs people kiting
    • more and more +hp items ingame, perkdmg is outdated more and more often
    • no real dmg migration
    • one nanoskill debuff disables almost the whole toolset
    • highly vulnerable to capping specials
    • no real dmg besides alphas
    • low static ar
    • extreme gear reliant
    Last edited by -Oheim-; Mar 5th, 2010 at 11:50:55.
    Envy - RK1

    Oheim 220/30/69 e
    Truffel 220/21/64 e
    Oheimine 220/24/69 e
    Pucky 150/11/40

  4. #44
    Fixer

    PvM

    Likes

    • Speed as we can get anywhere faster than any other profession. Dyna hunting is fun because fixer can use fgrid / notum vein nanos to search huge areas and many dyna bosses in short period of time.
    • With Grid Armor you can start hunting high level dynas at very low character level and survive.
    • Passive healing and evade skills allows fixers to concentrate on killing / kiting and still there's the "what-if" factor when the monster gets lucky and hits you several times on a row and you'll have to use fixer's toolset to survive those situations, usually the fast run speed.
    • Mass snares are useful in Rubi-ka at lower levels
    • Being able to off-tank some other mob when main tank and healers are busy with other mob and even take a role of main tank in team (we offer scary moments for docs )
    • Fixer useful for pulling missions for team in RK and in SL since we can use grid nanos / notum vein nanos to travel fast back to the terminal / NPC who gives the missions
    • Blitzing


    Dislikes
    • Besides giving HoTs, speed and NCU for the team (those are less needed these days at high level because new nanos require way too few NCU when compared to new NCU memories) there's not much fixer can offer to team, other than decent damage and style
    • Snare and root toolset has been pretty much useless in all new encounters (since the release of AI expansion). Usually you're dead or the monster is dead before you even get to use these nanos. There hasn't been improvements to these nanos since the release of SL
    • Even with 4-5 HoTs running the healing can be insufficient when soloing - we can't solo stuff that some other professions can easily (which is ok I guess since I can always get a team to help on those hard monsters )
    • Getting hit by massive nukes with our low hp amount gets us killed too fast. For example in AI raids in city and LE missions can be extremely dangerous if you get the aggro and then the mob just kills you with 1 nuke (applies to lower levels, at 220 you can survive somewhat better)
    • Fixer not useful for pulling missions (LE and instances) because there's no longer travelling required
    • Evade debuffs not useful in PVM
    • Fixer's snare resistance doesn't work in alien playfields


    PvP

    Likes
    • Ranged skills
    • Good amount of perks to use in combat (not too few and not too many)
    • If lucky, can survive against multiple enemies
    • HoTs and HoT procs
    • Evade debuffs
    • In tower wars useful for fgrid service + HoTs and speed because people tend to die often in those wars and there's lot of running involved


    Dislikes
    • Triples - we should have more than 1% chance to kill NT, shouldn't we?
    • Snares and roots pretty much useless these days
    • Impossible to kill some professions in one on one situations
    • Perk damage is low (scale them better based on char level?)
    • Why every new gun has to use energy damage? where's the alternatives? Most fixer perks do projectile damage so having a gun that does the same damage type as perks would allow fixers to bypass some professions defense bit faster and might give opportunity to actually to kill them


    Everything else

    Likes
    • Fixers have access to good amount of tradeskill tools which allows them to make most tradeskill items without spending too much IP to these skills
    • Hacking stuff


    Dislikes
    • Hacking items hasn't improved in any way for years. Only use for high B&E skill is pulling level 275 RK missions.
    [220/30/70] Fixer, [199/24] Shade, [150/20] Trader, [150/19] Crat, [136] Fixer, [71/6]Agent, [60/6]Enforcer + bunch of other alts

  5. #45
    219/18 Meta-Physicist, 1hb/2hb creation.

    PvM

    Likes

    - Soloing is very easy if more evasion-based than I'd like.
    - Swapping my setup to do more damage, beef up the pets, and surprise teammates who expected me to slack.
    - Outdamaging folks on pvm in a +xp setup.
    - Yidira is able to take on one add in a pinch, even if that add happens to be The Pandemonium Subjugator.
    - Nanomage cocoon for the rough spots is very nice.
    - Basically popping your own 'insta-team'

    Dislikes

    - Pets don't reflect the master's skill: MPs get insane nanoskills, but that doesn't translate into pet power in any way.
    - Any more than one add and the Mezz pet is overwhelmed.
    - Your 'insta-team' fails at their jobs more often than not: Mezzball is severely limited, the attack pet can't tank for beans, and the healpet has a pretty old and outdated heal. Healing SL pets with 1.2-1.6k healing is a total joke.
    - The aggro juggling game, because pets have no evades, poor healing, and there's zero aggro management tools aside from the taunt on a nuke line, and simply not attacking.
    - Nanomage Cocoon should have been a perk action from the word go, the absorb would be nice through all TLs, not just endgame.
    - When evades fall, usually you do right after, since you're the red-headed stepchild with no perk defenses beyond a crap heal.


    PvP


    Likes

    - SoZ setup lets me use my tools in PvP, and is a great defensive tool.
    - Planning out a setup properly makes a huge difference in pvp.
    - Going toe-to-toe with an opponent and not having to kite, most times.
    - Watching the usual anti-caster profs slowly learn to fear you.


    Dislikes

    - Pets are rarely part of the winning equation: low AR, easily kited, easily CC'd into uselessness.
    - If and When your SoZ or other defenses fail you, you're doomed since you have no perk defenses (which is why I have to concoct the complicated setup I use)
    - You need to pvp on the BS in order to get the tools to be effective in PVP on the BS.
    - Buffing takes ages and isn't terribly effective with regards to the defensive Evocations.
    - Mezzpet mezz never lands past tl5.
    - Nukes and their horrible damage, since they're TL4 tools used at TL7.
    - The professions I need -healing and -nanodamage to work on have so much in excess that the tools are useless against them.
    - Needing to use a grossly overpowered defensive tool because SL never gave the MP any defensive perk actions or tools and this had to make up for it.

    That should cover it, though I may edit it again later if I remember stuff as I go.

  6. #46
    Nano-Technician
    PVM

    Likes:

    1. In a full defense setup, and with a little strategy, soloing as a Nano-tech is pretty easy.
    2. Our damage is great ever since we got Detonation Matrix.
    3. Love our Specialized Roots and Calms (except for casting caps, stated below)


    Dislikes:

    1. Before 220, and before we get detonation matrix, NT's aren't a very desirable profession to have in team. Crats have better Calms topped of with XP perks, Traders have better calms topped off with sweet Wrangles. PNH + IOR and mediocre dmg while being extremely squishy just doesn't turn people on enough to invite us into teams.

    2. Calms and Roots are too slow to cast



    PVP

    Likes:

    1. Constant Barrage, even though a little too powerful, is one of the reasons I love NT pvp. So many professions can get so much NR, its good to have at least one profession that can neutralize them.


    Dislikes:

    1. Doubles and triples. Requires no brain function to use these with good results.
    2. Our Defensive Nanos make us too vulnerable (oxymoron ftw). IE: Ns2 roots us, NBG drains our nanopool.
    3. Our perks are useless in pvp. Starfall perks take way too long to cast.
    4. Waiting 30 minutes to change between defensive or offensive modes.

    Will add on more later
    ....................................-Eridonis-
    ................-Sleighbells-................-Northpole-
    ....-Psyche-...............-Decembersky-...........-Karma-
    ...............-Winterbelle-.................-Snowing-
    .....................................-Graffiti-

  7. #47
    Soldier

    PvM
    Likes
    Good Alpha Damage
    Good solo ability
    Nice tanking with moderate equipment
    Dislikes
    -Lack of healing outside of 3 perks which are very low and first aid, which drains our IP.
    -Nano Skill IP Issues, soldiers needing nearly all of them, and their primaries being dark blue. Needs at least 2 of them aqua color like Sensory Improvement and Matt. Creation to same cost at FA and Burst per point.
    -Lack of useful AC nano's past TL5

    PvP
    Likes
    -Stable class in most pvp situations
    -Capable of holding ground

    Dislikes
    -Evade Debuff Perks using dodge to hit, making it near impossible to land laser range finder and triangulation in some situations, Tracer is fine due to its 75 defense check.
    -Lack of Run speed due to IP issues from Nano skills/Abilities
    -Lack of evades due to IP issues

  8. #48
    Opifex Martial Artist

    PvM

    Likes

    - Excellent DD, it is possible to reach over 100% critical chance with Flurry of Blows. Fist crits are great on rubi-ka, but minimum damage gets the best of us in shadowlands, which is where Shen Sticks come in.
    - Fair defense against mobs.
    - Insta-cast healing to get plenty of damage in between heals.

    Dislikes

    - Ability to heal. Healing does okay, but it feels like it should do more. Most Martial Artists who think of pvp before pvm have body development either very low or completely empty. So in a pvm setup they run around with 13-15k health. I know it is not considered a tanking profession, but if you get aggro on something, more then likely it is not a happy-ending scenario.

    PvP

    Likes
    - Crit chance not halved in pvp on fists. It helps to keep damage up with regular hits of other professions.
    - Lots of damage perks to use on targets (Finding a target that is perkable is another story).
    - Passive healing is handy.
    - Ability to instantly swap weapons for other versatile special attacks (AS/SA/Bow Spec. Attack/Tears)
    - Ironically easy to kill our nemesis (Enforcer).
    - Special Attacks that help in tight situations (when they are landable of course).
    - Buffing of attack rating temporarily. 220 offense is nice to have when it is actually available.

    Dislikes
    - Evades. They seem to be high, normally have around 3.7-3.8k defense running around in BS, but ironically do not matter. Pets hit majority of the time, all high attack rating professions land their burst/fa frequently, and is very easy to land AI perks with high attack rating professions.
    - Very low passive attack rating. End game MA can get around 3050 AR in a setup you can keep sanity in. It isn't even enough nowadays to perk professions that used to be easy to perk (NT's, agent's, defensive enforcers, trader, meta physicist, even adventurers used to be)
    - Terrible healing. Because healing is in such a bad scenario, MA's are forced to go low health because it is the only way to partially heal out cap AS/FA. Because of the low health setups, die easily to high attack rating professions that do land perks.
    - Low run speed. Because of Form of Risan, we aren't able to recieve GSF or anything that will even get us to max run speed. Plenty of people outrun us, anyone we get under half hp can fairly easily get away after use of UWoS, and both root grafts.
    - Ability to lose defense. Enforcers can debuff 1k to all evades, soldiers can land evade debuff perks sometimes through Dance of Fools, Nano Technicians land Constant Barrage easily through UWoS.
    - Unreliability on hotswap specials. AS is very unreliable without an AS scope, which would sacrifice being perked by plenty of more professions, which makes living even unreliable.
    - Defensive checks on special attacks. Most have same defensive checks as perks, so very rarely get to land.

    Opifex Martial Artist

    PvM

    Likes

    - Excellent health. Easily can get 65k+ health in certain setups that do not sacrifice other areas in tanking.
    - Excellent taunting power. There are procs, nanos, and proc nanos! No problems in this department
    - Average ability to solo. Enforcers have decent passive healing, and nice nano healing on mongo. Also have excellent use of absorbs.
    - Average damage. A tank should not be the dominant damage class, but definitely should not be the worst. Enforcer is great in damage, but not at the bottom at all.

    Dislikes

    - No emergency defense (has been mentioned in thread already). Trox has the shadowbreed that temporary calms mobs, once every 6 hours. Other breeds have nothing available.

    PvP

    Likes

    - Intense alpha power. It seems that 1hb/1he setup has even better and faster damage then a shade alpha.
    - Use of absorbs. They are very nice to negate regular hits, but won't absorb barely anything from specials. Has been nerfed since release of LE due to cap changes/reflect/damage types coming together.
    - High attack rating. Able to squish those MA's/fixers/crats/shades easily, almost too easily.
    - High run speed. Nobody will catch my enforcer when I have rage up, nobody.

    Dislikes

    - Horrible defense. Once tracer lands, no FA is going to miss. Perked by even the lowest of attack rating professions, understandable of course.
    - Horrible health/healing ratio. Generally once a cap FA lands, you have to run for the hills unless you're hugging a doctor.
    - Use of absorbs. An advantage and a disadvantage. Once you physically remove cocoon, you cannot cast a single absorb until the "duration" of the perk runs out. Since specials can now eat through cocoon, it is only used for absorbing regular hits. Almost every melee profession is melee damage, which leads to a quick drop in absorbs.
    - Lack of damage. Once you use your alpha, you are very useless. Regular hits aren't going to take anyone down except bureaucrats. Enforcer is a gank'n'run profession because of this.
    Silentsnipr3 220/27/69 Martial Artist Equip
    Behehe 220/30/69 Enforcer Equip
    Barbqq 170/11 NT
    Flurryofcutz 166/17 Advy

    Proud General of Shadowmercs

  9. #49
    Profession :
    Bureaucrat 220 Solitus

    PvM :

    Likes -
    * Masters of soloing.
    * Init Debuffs.
    * One of the top DD profs.
    * Crowd Control / Charms.
    * XP Buffs / XP Regain
    * Roots / Snare decreasing nanos.

    Dislikes -
    * Long list of pet problems. Pets loosing aggro or giving less taunts.
    * Little difficult to recharm two pets due to lack of releasing single charm.
    * Most of the toolset is useless in SL.
    * High resistance to Calms on AI mobs.
    * Capped cast time on SL Calms / Roots.


    PvP :

    Likes -
    * Init Debuffs slowing down the enemy.
    * Roots / Snares to immobilize and prevent them from running away / kiting.
    * Moderate evades and def.
    * Def perks.
    * Roots / Snare decreasing nanos.

    Dislikes -
    * Extremely low defense for pets so gets kited and rooted/snared/calmed.
    * Cant have both moderate nano skills and weapon skills making us either PvP or PvM, less support for weapon skills from symbs forcing to use custom implants.
    * Many profs hitting through our 7200+ def, unavoidable specials making this def completely useless.
    * Very high dependency on expensive AI Armor, some LE armor pieces giving ridiculous modifiers.
    * Many many immunities and resistance against Snares / Roots making some profs difficult to stop, roots/snare removing items.
    * Low NR.
    * Vulnerable to all kinds of drains. High duration on drains.
    * Def remains unchanged where all profs getting more AR. Some profs lands regular hits as well as perks
    * AS ruining the whole game.

  10. #50
    Soldier: 220 / 23 / 64

    PvM

    Likes
    - A good setup makes a lot of difference over cookie cutters - HD imps, crit setup, high QL EoE, twinking reflects, selfing AMS V without buffing CoNC, even Ofab Shark > Dshark earlier on
    - Everyone loves you in teams; never have to wait to do something
    - Emergency tanking and/or main tank with heals
    - Can solo within reason, until you hit a difficulty wall when you'll just fail, and fail hard [there seems to be little mid ground, esp. vrs nasty nukes]
    - Team buffs (especially crats / keepers) can make you impossible to kill
    - Perks actually have to be chained correctly to gain the best out of them
    - People under-estimate the benefits of AMS + knowing how / what to heal with, although once AMS is down, 24k doesn't last too long

    Dislikes
    - Combat is usually 123456789 then shift 123456789 for easy mobs, esp. in grind mode; perk time to fire can be measured in minutes, if you chain them
    - Assault Rifle DPS is now #4 (5, if we add in SMG soldiers) compared to other profs [PvM Engie, Shade, PvM Crat, then AR Soldier], which given the variety of skill sets (aka, all soldiers do is DPS + tanking), feels wrong, although offset by tanking ability
    - Low reqs on amazing weapons (*cough* Dshark / Anger of Xan); weapons such as Ofab Shark VI are much harder to cap for little or no benefit: should be the other way around, effort = reward (part of the appeal of a duel SMG endgame PvM build is that it is hard to maximise)
    - Most (4/7) LE 10 researches are a waste of time - 300 extra HP! Go grind!
    - Non soldiers think we're nothing more than FA/Burst + AMS = Godmode
    - Taunts aren't really useful these days; most new soldiers don't know they exist (Cap 15k then 8k then 15k then 8k + perks will usually do the trick)
    - Perks such as Napalm Spray using ancient mechanics - I played with Napalm spray + damage type modifiers (to fire) + hotswap arul types in an attempt to max damage, but at higher levels ACs are so insanely high so the debuff makes no difference (woot! 100 extra damage)
    - AC is no longer a functioning game mechanic
    - LE procs are a no brainer: only 1 of each type is worth using (perhaps if the HD++ was greater on the 'healing' line, this would be different); "Fuse body armour" that gives +AC is just pointless in the extreme


    PvP

    Likes
    - Ability to get stuck in
    - Having professions that you have to avoid is ok (see after)
    - Range is obviously a plus
    - AR as assault rifle is easy to get to high levels
    - People at least surprised when you do something differently

    Dislikes
    - Non-existent Nano Resist + Low RS means you're stuck spamming free movements (I even considered putting a ql300 -% skill lock on my HD leg because of this, but the mechanics of -%skill lock are ancient and rubbish) - god bless tacky hack
    - "Nemesis" profs now seem to outnumber "equal" profs: endgame pvp NTs, Traders, Engies basically look at us like lunch... it seems the only "cure" for AMS is broken attacks / nanos that we have little or no chance to counter, against these three we're lucky to be able to run away. For soldiers "Nemesis" really means Nemesis (compare to say Advy's "Nemesis's" )
    - Dsharks: why they're that effective for so little investment is beyond me; resulted in soldiers being the southern redneck of PvP
    - SMG PvM builds are pretty much useless for endgame twinked PvP
    - Evade builds ceased to even be a semi-serious "out there" option on the arrival of LE
    - We have no way at all of countering easily obtainable team special blockers, which along with new hotswap mechanics means our damage output is basically 0 against the entire profession distribution. 7 cycling blockers on any prof is just plain disheartening / broken - and the days of being able to microphone people to death have gone. Its not as if there's a PvP weapon option that can counter this either.
    - Hotswapping AS is now dodo'd


    MP: 213 / 12 / 56

    PvM

    Likes
    - Lots to juggle, weapon + nukes + debuffs + buffs etc
    - Pets! Pets! Pets!
    - Plenty of scope for interesting builds
    - Difference in skill has a lot of effect; the difference between a "Q /afk" MP and an active one is massive
    - Addition of Pistol mastery perks + entire perkline makes it a lot more attractive. Glad I stuck with it.
    - Pistols = easy LE procs, and constant + Glory (yay!)

    Dislikes
    - For some reason, no-one like us for teams, even if we can put out decent PvM DD; other classes do everything a lot better
    - Duration / stacking order of SL debuffs makes them pointless
    - LE 10 grind - compared to others, it seems our LE10's are where other classes' LE 8's are [+stat buffs, useful for twinking / symbs etc] making the LE grind less "oh, that's useful" and more "Sigh, got to grind all 7 areas".
    - 220 Pet is reported to be lacking in many areas compared to other pet classes who have other benefits - given the other class abilities of engies / crats (blockers / massive ADD aura boosts / snares / calms etc), MP pets should be at the top of the pet class tiers
    - Given our toolset, and other pet classes, MP pets should be at the top; they're at the bottom
    - Even including the LE pet buffs, they generally feel outdated (esp. looking at Crat pet buffing)
    - Feels like we're the new traders; burst of creation weps / SoZ was it, did little for non-melee MP builds
    - Even atrox builds don't require nanoskill buffing these days - entire area of us as a class has become meaningless with LE
    - Pets need love [should I mention this again?]
    - NSD not the useful / required / desirable tool it should be in PvM, barring getting molars for Inf, biodome hags and Inf garden key
    - MPs really do not require nano init or -% cost on LE procs; totally useless lines

    PvP

    Likes
    - Not enough experience to gauge. As a pistol MP, I suspect not a lot.

    Dislikes
    - As a Pistol PvM build, I don't survive long enough to see much combat; if anything, I suspect people ignore me until everyone who is a threat is dead, then I'm alpha'd.
    Last edited by Kaitlain; Mar 15th, 2010 at 17:30:56.

  11. #51
    Soldier TL7

    PVM

    Likes

    - Damage and defence, being able to tank and dd at the same time while extending the team's effectiveness really makes you feel useful.
    - Choices in equipment to move away from the cookie cutter (and cookie cutter itself have some optimizations).
    - Forgiving gameplay as a quick death is unlikely.
    - Get a great benefit from different team members.
    - Easy to find a team.
    - Easy to level.

    Dislikes
    - No variation in toolset at all. All fights, in all situations and all roles are the same on my side. Maybe some kiting solo and that's it.
    - Disregarded mechanics, perks are slow, researches are useless, no items, nanos or anything to use (except RI on aliens).
    - I mentioned perks but I mention again, so slow not even half of them are able to land... on a boss fight.
    - All the above makes solds a very dull, bland, boring prof. It's ironic considering the power.
    - Poor taunts with no chance to improve forbid tanking setups.
    - Easy to cap weapon makes solds an overrated prof (4 solds in team... just stop)

    PVP

    Likes

    - Defensive power that really allows you to be the frontline.
    - Bursts of damage that push people to retreat.

    Dislikes
    - Defense is on or off, no middle ground.
    - No variation in tools (again) and no chance to find new offensive/defensive abilities.
    - An sort of design where solds have enough defence through AMS and shouldn't be allowed something else, even trading reflects. This means, poor NR, evades, CC, debuffs, anything but reflect and attack rating.
    - Nemesis nanos, adding all the above makes soldier makes victory or defeat granted. Erasing the players in front of their profs.
    Server first !!! Neutral Solitus Male Soldier named Boltgun to wear a short with pink spots on RK1 !!!
    N E U T R A L I Z E R S

  12. #52
    Profession : Soldier 220/30/70


    PvM :

    Likes -
    * Can tank, and quite a bit, surviving AMS cooldowns makes it interesting.
    * Demanded by teams, and serves an important buffing role.
    * Easy to learn and adopt at early levels.

    Dislikes -
    * Not very good soloer. We either make the kill during the time of AMS, or we have to run, and sometimes there's nowhere to run.
    * A good PVM setup won't be a great PVP setup.
    * Only two main schools of weapons (AR, SMG), while we could in fact master several, but lacks viable choices.
    * RRFE stacking order against PNS, it's sometimes the reason people don't want us in a team.
    * Nice and balanced weapons at early levels, then a void around 200, then a OP weapon at 210.


    PvP :

    Likes -
    * MASS-PVP, it's real fun to play at Notum Wars, and Tarasque. With the right setup can tank quite a bit while fulfilling the role of main caller.
    * Can be fun in BS too at higher levels, but might need support from others.
    * The timing of hotswapping with perks landing is a true skill hard to learn, but so rewarding.

    Dislikes -
    * Some nemesis nanos makes us become the nemesis of every other profession (hopefully addressed by the BR changes).
    * Full Auto is based too much on RNG (random number generator), and given the AAD/evades people have, misses a lot.
    * Burst firing 3 bullets can make more PVP damage than a FA firing 28.
    * No Runspeed, no NR, and easy to remove defenses.
    * Clan soldiers can't twink in the same level of symbs (EOE300 + Alpha brain) due to lack of Gunship, which is available to OMNIs only.
    * RI is too powerful against Agents. Just like other nanos are too powerful against soldiers. No nano should shutdown a toon in a matter of a click.
    * Ridiculously OP versus Enforcers. Ridiculously underpowered versus Engis.
    * Duels, it's about who can sit the most, and soldiers with a HD setup will abuse it. Doh.
    * Can't cap in BS, easily interrupted (this is really low priority)
    Last edited by Ocene; Mar 18th, 2010 at 17:59:46.

  13. #53
    Profession : Shade 220/20/70


    PvM :

    Likes -
    * Can tank any single target in game, with the right team support, and argueably better than a lot of proffs actualyl designed to tank things
    * great DD
    * great solo-er, can solo most everything that's generally accepted as soloable, and even a few things that arent

    Dislikes -
    * We bring nothing to a team other than DD, and there are several proffs capable of doing the same amount of DD as us, if not more, and bring other things to the table at the same time
    * A good PVM setup won't be a great PVP setup.

    PvP :

    Likes -
    * ganking docs/agents/traders
    * conceal, when it works like it's supposed to.
    * if I can perk you, I'll probably win

    Dislikes -
    * unless in 10b worth of gear, incredibly mediocre at pvp
    * conceal when it doesnt work.
    * AoE roots/snares/calms breaking me out of sneak
    * /pet hunt
    * incredibly slow movement speed in conceal, it takes a month to sneak up one someone if if they are standing still
    * IF I cant perk you, I'll probably die
    * Totemic rights perkchain is useless in pvp
    * TL5 NR at 220
    * Not enough perks to perk Spatial Displacement or Notum Repulsor
    * roots, snares, and stuns
    * roots, snares, and stuns(yes I said this twice!)
    * we are one of the easiest proffesions to kite, even other melee proffs kite us on a regular basis.
    *with the high reqs on our nanos(relative to our dark blue nanoskills) we lose SHD, most of the TL7 procs, apf nanos, DB nanos, just by putting 1 perk into NR, so it's either all or nothing.
    * cant pvm very well in pvp setup
    * 90% of our pvp damage is from perks, if I cant perk someone, all I have is 1 capping special every 40s, while several other proffs have more on a faster recharge. We'll die from AS or FA/burst long before the other will die from just SA
    * Battle Station, need I say more?
    Last edited by Pixel8; Mar 23rd, 2010 at 23:33:55.

  14. #54
    Profession
    220 Solitus Soldier
    PvM
    Likes
    The ultimate Single Monster Tank, a relieve for every doc who wants to do some damage instead of always needing to spam heals. But also more stressing once TMS is down. Thus even more fun.
    Good dmg in every Situation, but could be more.

    Dislikes
    Monsters Hitting exacly the gap between TMS and Pre-Nullity-Field.
    Monsters Hitting more than 20k non critical, regularly.
    Having to kite almost every Monster that does not die in 1:20 min.
    Dealing less damage than a "support" class.

    PvP
    Likes
    Nanomage, Low-HP, Low-Evade, anyprof
    Dislikes
    Engineers, NT's, Traders, Doc's, Advi's, Keeper's, Fixer's, MA's basically everything that strips us of our only defence or just ignores us at all.
    Unablässig von Blut getränkt ist die Welt doch nur ein riesiger Altar worauf alles was Leben hat geopfert werden muss; endlos, unablässig...

    Dooma

  15. #55
    Adventurer

    PvM

    Likes
    - Very good soloing ability in pvm, outdone only by docs and maybe crats.
    - Decent tanking ability, can tank the DB instances, Vort, Mitaar and some pande bosses with a good doc (though sometimes with some difficulty if lacking reflects).
    - Good support heals
    - Mezzes
    - Decent DD

    Dislikes
    - Easily OD'd by many profs in normal setup (Shades, MA's, Crats, Engis, Soldiers, Keepers, and at TL7 Fixers and 220 NT's with DMatrix as well)
    - Excessively long cast time on SL morphs

    PvP

    Likes
    - High survivability in mass pvp.
    - Good heals and defensive perks.
    - Nearly unrootable with SD10, Freedom and Boon

    Dislikes
    - Low Attack Rating (for melee at least due to 100% perk checks and inability to top 3k AR with full 300 CC and alphas without sacrificing a lot of defensive gear). I usually sit around 29xx with defensive hud in, and as such it's impossible to perk or even hit a lot of profs with 100% checks.
    - Docs are impossible to kill without some luck (i.e. brawl stun at the right time with dimach being up (30 min recharge) and SA capping)
    - Exceedingly crippled by drains, UBT and GTH
    - Relatively low NR.
    - Adv Ofab is terrible, full CC/CSS is pretty much necessary to not completely suck in PVP

    Fixer

    PvM

    Likes
    - Decent soloing ability if you include kiting
    - Best Evades
    - AoE Snares
    - Decent DD

    Dislikes
    - Relatively squishy when hit, can't take a whole lot of punishment
    - Kiting is necessary for a lot of pvm soloing
    - Short duration and capped cast time on SL snares make them relatively useless

    PvP

    Likes
    - Generally very hard to kill 1v1 in pvp due to insane evades
    - Instant UBT, GTH and DoT removal
    - Roots and Snares with low resist checks to accomodate crappy nanoskills
    - Strong alpha power vs professions with low evades (mostly docs and soldiers)

    Dislikes
    - Absolutely useless vs NT's at any level
    - Lacking in survivability in mass pvp
    - Lack of healing makes it hard to go toe to toe with most professions for a prolonged period
    - Low Duration on Dodge% Buff, Anti-Fear and Short HoT's
    - High nanocost on short HoT's will drain your nanopool fast
    Last edited by EmSeeBee; Mar 29th, 2010 at 17:48:25.
    Mcbtj 220/30/70 Adv
    Mcbtk 220/30/70 Fixer
    Syntactician 220/23/70 Doc
    Clyptica 170/24/42 NT
    Fluffydeer 60/6/14 Enf
    SPIRIT

  16. #56
    Doctor

    Likes:
    - I like the fact that my profession is needed to accomplish raids. It allows me to do what I enjoy most.. and that's team play.
    - I like that I can solo pretty much anything in game. In other words, when I don't feel like teaming, or can't find one, I can still keep playing.
    - PvP: I like that if I'm ambushed by multiple opponents I can survive long enough to get away (usually).

    Dislikes:
    - I don't care for my runspeed (my doc seems much slower than all of my other 220 characters.. all solitus.. and she has all alphas/complete endgame gear).
    - I don't care for the idea that when it comes to leveling, docs are seen as a liability (less dmg) rather than an asset.
    - I don't like the fact that doctor dots don't stack.
    - I don't care much for my dmg output, but.. recognize that I am a doctor, not a soldier..so I deal with it.
    - PvP: I don't like that my only true defense, heals, can be so easily stripped away by multiple professions either by taking away my nanoskills, draining my nano or chain stuns. Being attacked with 0 options to kill your opponent or defend yourself is not fun.


    Trader

    Likes:
    - I love crowd control.
    - I love that I have good damage and heals
    - I love that I have great evades.
    - Great job on the DB nanos.. the additional points provided by the composite tradeskill buff allowed me to put some IP into some other things.


    Dislikes:
    - I don't like that I had to wait until 209 to get a decent shadowlands mez. I basically had to powerlevel (for me that meant not doing any research at certain points) to 209 just so I didn't feel like I wasn't fully contributing in teams.
    - I don't like the recharge time on my drains.
    - I don't like the length of time it takes to cast the NR debuffs.
    - I don't like the length of time it takes to cast the AC debuffs.
    - I don't like that the AC debuffs are pretty much useless in SL until the 220 debuff and even that one doesn't make a significant difference.
    - I don't like the charm nanoline.
    - I don't like that I don't have a Chemistry or Nanoprogramming buff line.
    - I don't like that Traders do not seem to have a role in endgame instances. Being a jack of all trades profession basically mean there is another, non-hybrid, profession that people would prefer. Tired of doing all raids on my doctor
    - PvP: I haven't had enough PvP experience on my trader to fully comment but I don' tcare for BR.. mainly because I spend more time trying to figure out who is a soldier and hope their reflect is up than anything.
    You can find me at:
    Battlenet @ Marilata#1680
    Steam @ http://steamcommunity.com/id/marilata

  17. #57
    Doctor

    PvM

    + Everyone wants a healer around
    + Totally Awesome solo'ing powers at endgame (being able to kill hardcore stuff easily is a good trade-off for killing easy stuff quite slowly)
    + It feels good to save the day in teams/raids


    - No evades/weapon skills (except Bow/MA) till you get QL300 symbiants in
    - Only support symbiants (which are often the most expensive ones - due to rareness or high demand)
    - Lame damage till pretty much endgame
    - DoTs not stacking between multiple docs (and not being affected by %nanodamage) = no DD spec possible
    - Pocket teams & crat debuffs + evade tanks (or content being way too easy like level 220 easy missions) can make it hard to find a team

    PvP

    + You don't really die in 1vs1 and survivability is pretty nice in team PvP
    + A lot of nice tools for team PvP (large hp buffs, team hots, AE heals, debuff removers, ...)


    - You won't kill a lot of people 1vs1 without an offensive setup (either your damage is being outhealed, incoming damage force you to chain heal or opponent just runs away once your root grafts are on cooldown)
    - Cast times on nanos force requires you to have a pretty twinked setup + OSB just to insta cast level 216 heal on full def. Don't even think of higher heals or regular DoTs
    - Any random group will automatically target you once they notice your big red heals and you better have another doctor watching your back
    - Your "best friend evar" a.k.a Mr Atrox Enforcer can't do anything to save you this time
    - GTH (any amount of innate resist via symbiants or biodome armor won't help, once it lands it's game over)

    Crat

    PvM

    + You're totally awesome from TL3-4 to 220. In solo. In teams. In raids. Robots, charms, calms, root/snares, debuffs, nukes and we even make coffee !1!
    + You also look awesome


    - Everyone else wants you in team only because you can cast baton and have insurance ...
    - A full nano line of lowbie Carlos is required for all the situation where charming isn't really possible (and like the level 220 one it should always be a very sub-optimal choice against 2 decent charms)

    PvP

    I suck at pvp'ing with a crat, be it at 150 or 220 so I won't say anything here

    Agent (fr00b // TL1-5 paid)

    PvM

    + Awesome twinking possibilities (mostly due to FP:trader for CL buffs & drains)
    + With great twinking possibilities comes great damage !
    + Best toolset ever : at lower levels you can get out a healpet for the team, reflect/hp buffs or just the baton if you team has the perfect setup minus the crat. At higher levels with mimic, you can be a below average doc or a nice DD with mimic enfo/trader
    + Some endgame challenge to have a char being able to perform well in different mimics


    - TL4 on a froob is pretty lame, you're still using the QL200 rifle you twinked on at level 60 (unless you're lucky enough to get a mid-QL turn-spirit-rifle which are way too rare/hard to get). FP is growing a bit old (still casting those MP healpets that are getting a bit less efficient), assume is 100% worthless (you're still not casting any combat stuff with -1500 init) and mimic is still a bit out of reach for most of them unless you bother going FP:MP first (for 30 minutes) for Mochams/Odin.
    - For paids chars, once you have all your mimics functionnal self buffed (and without having to fp:mp first) and your QL300 weapon equipped, it seems there is close to nothing to look forward to, except a bit more damage and NR1/2.
    I believe some endgame SL mimic is needed, with very low nano init penalty, high nanoskill penalty while giving access to some SL nanos : Like up to Touch of Kindess for SuperMimic Doc, comp mastery (maybe CI ?) and first SL demon/Belamorte for SuperMimic:MP, reflect auras up to 15-20% and maybe AMS 1/2 in SuperMimic:Sold, special absorb shield (not the ones that refresh themselves) in SuperMimic:Engi, etc ...

    PvP

    Obviously didn't bother pvp'ing with a froob when I have a paid account
    Leamartini - 219 Doctor Too good for enlightenment ...
    Claraa - 150 Bureaucrat Twink wannabe
    Poleemploi - 161 Agent On the way to froob enlightenment !

    (04:50) [Battlestation] Techbro: i tab +double
    (04:50) [Battlestation] Techbro: skillz
    (04:50) [Battlestation] Techbro: no time for t

  18. #58
    Nanotechnician

    PvM
    Likes
    -High damage (how many people can say that they have a min damage of 7k?)
    -Never run out of nano
    -Nullity sphere very useful for "oh crap" moments in teams

    Dislikes
    -Low damage until you get detonation matrix at level 215 (nearly endgame)
    -Not a very good assortment of attack perks, leading to very low (nonexistent) burst damage pre-deto. Much of the time the mob is dead before you get a chance to hit the damn thing more than once or twice.
    -Having to press the same three buttons over and over and over
    -Near complete inability to solo mobs that can not be rooted and out-ranged
    -Hard caps on nano cast times. Would MUCH prefer instacast/higher recharge
    -Lack of symbiant options. Would love to have access to control/support, extermination has a LOT of flaws.

    PvP
    Likes
    -Big hits
    -Rooting enfs
    -Blinds

    Dislikes
    -Offensive Vs Defensive focus
    -Extreme squishyness
    -Blind duration very short
    -Very few useful perks
    Last edited by Moniker; Apr 2nd, 2010 at 11:43:01. Reason: added bit bout symbs
    Hailing from Kirkland Washington
    Enfraam 217/21 NT
    10,000 levels

  19. #59
    220/70/30 Endgame MA

    PVM
    Likes:
    Versatile for PVM, can tank most encounters, does excellent damage, has very decent survival with appropriate timing of -init perks, limber, DOF, and heals.
    Stuns can be effective as well if used in conjunction with -inits and evade perks and heals. Has an awesome perk alpha, and triple weapons are quite effective in doing good steady damage over time.


    Dislikes:
    never been asked to team except by 160's looking for a free ride through inferno mishes.

    PVP
    Likes
    versatility. often there is more than one tactic that may work to defeat an opponent.

    Dislikes
    Capacity for survival is very very low. MA doesn't have enough escape mechanisms, UWOS could use lower recharge. evade setup doesn't work well enough for survival to make it outweigh the inability to kill, AR setup doesn't work well enough for killing to outweigh the "instasplat" problem, Hotswap setup only works on fast internets, The only setup that should work with crap internet is ranged, and ranged sucks badly for everything except mass PVP. Basically, PVP on MA boils down to:
    kill fast with AR hotswap setup or die fast or die faster.


    no middle ground sucks

  20. #60
    Shade (220/24/70 Opifex)
    General
    Likes
    -Shade is a unique playing experience and very fun despite it's difficulty.
    -It's not easy being a shade, there's a certain satisfaction to being good at the game's arguably most difficult profession.
    Dislikes
    -All of our endgame buffs are a four hour duration with the exception of Shadow in the Night's one hour.
    -Though this is less balance and more aesthetics, the long list of profession != shade tags affects the social tab.
    -Our endgame weapons provide no option for combined MA.

    PVM
    Likes
    -In average circumstances we can be nearly immortal if we put our minds to it.
    -We can still hold our own on the DD charts.
    -We still get teams easily enough.
    Dislikes
    -We were once the be-all end-all of pvm dd and that's been quite thoroughly stripped from us.
    -Shades' new weapons have turned our non-perk dd to a very crit-based design, yet we have little profession support for crit.
    -Other than dd, drains, and meager runspeed in lieu of a fixer, shades contribute rather little to a team environment.


    PVP
    Likes
    -Despite what many think, it *is* possible to operate without MR.
    -Stuns. 'Nuff said.
    -With a few exceptions, if we can land our perks we at least have a shot at victory.
    -We have a small subset of perks that can be executed without breaking sneak.
    Dislikes
    -Most professions are a very "all or nothing" situation matched against a shade. In most encounters either the shade has good odds on winning or no hope of it.
    -Mongo Rage.
    -Lack of CC resistance. While we have access to the Spacial Displacement line, we have too many other perks that are more important.
    -AoE Debuffs breaking sneak. I'm not saying we shouldn't be rooted, stunned, feared - whatever, but we should remain concealed if our assailant lacks the perception to see us.
    -Lack of a concealment speed mechanic.
    -Totemic Rites' healing capabilities are reduced to nothing between halved damage and reflects/absorbs.
    -Shades, unlike many others, really do require their highest tier of equipment to be effective in pvp.
    Last edited by Khione; Jul 30th, 2010 at 18:17:29.
    Khione ::::::: 220|24|70 ::: Lich
    Cynical :::::: 219|24|66 ::: Finalizer
    Scyra :::::::: 218|18|44 ::: Field Marshal
    Oussrahel :::: 174|13|42 ::: CEO
    Lithhium ::::: 168|06|14 ::: Minister
    Tethaealla ::: 126|07|35 ::: Vigilante

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