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Ashkelon

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  1. Was stuck at this same issue for over an hour tonight. Turned my graphics settings down to about as low as possible and was able to bypass it. Have been doing various class stories to death for the past month and haven't experienced this issue until this specific quest.
  2. Bumping so more people are aware. And in hopes of maybe getting clarification from a dev.
  3. Troll or someone who just got his *** kicked by a Sorcerer.
  4. Actually, defense and protection are two different things. Defense comes from staying on top of objectives you hold and Protection is what tanks get for mitigating team damage. Defense, unless I'm completely confused, is generally shown as objective points in the end screen. Defender and Warden are the defense medals, so other Sorcs will have them. Paladin and guardian are protection medals though, so maybe you're looking at assassins when you see those pop up.
  5. And sorcerers are capable of some of the best single target dps if they spec for it, and also have some of the best cc to boot. The operative can't both burst someone down super fast then turn around and get top heals in a single warzone. They have to spec to do either one or the other. Just like all of us. Also, the Sorc really isn't any squishier than an operative. The difference between medium and light armor is minimal.
  6. Recuperative nanotech, is considerably weaker in overall healing. But it does have the huge advantage of being completely mobile. No cast time and it sticks to your targets. But, revivification can be amazing in pvp as well. On voidstar and alderaan at least. Due to how the objectives work on those maps, about half your team should always be pretty clumped together, so it can not only keep everybody topped up, but it also really helps mitigate burst since it ticks so fast. There are very few times it's useful in huttball though.
  7. 1. Operatives don't have the best dps, they have the best burst. Their sustained dps is pretty damn mediocre. And their burst is about to get hit with the nerf bat. 2. Operatives don't inherently outheal sorcerers. Good operatives do outheal mediocre sorcerers though. Even in pvp I can get 5-6k heals on dark infusion crits and I just hit 50. And the only time I'm beaten on healing is in huttball when I'm the only one who's actually willing to try to get the ball to the goal, while the rest of my team plays deathmatch in the center.... Not to say operatives are really any worse than Sorcerers. All the healers are pretty close in healing potential, just Merc and Ops could do with a somewhat better aoe healing option.
  8. Well, as wonderful a read as that massive wall of text was, I just have one thing to say. Ops/Scoundrels are getting nerfed, so, they'll be much less of an issue.
  9. Since launch, there has been a discrepancy between the 31 point talented AOE heal for Sages and Sorcerers (Salvation/Revivification). For both of these abilities, after the heal has been cast, people standing in it receive 11 hot ticks over its duration. With 2 of the ticks occurring immediately on placement of the heal. But, the Sage version comes with a decent initial aoe heal before the ground aoe gets placed. While the Sorcerer version is missing this aspect. Here is a link for a video showing a direct comparison of these two abilities: http://www.youtube.com/watch?v=RfVIwIKF0zw (Thanks go to Mikroh for taking the time to make this video.) Both of these abilities share the exact same tooltip, which reads "Heals all allies within 8 meters of the targeted area. Targets remaining in the area heal for an additional X over 10 seconds." Which would imply there is intended to be an initial heal followed by a ground based hot for both abilities. With the Sorcerer version being exactly worse than the Sage equivalent, this obviously can not be intended. With the latest patch notes, we now have some kind of indication that this situation may be getting looked into. But what is mentioned is a tad confusing and almost leads me to believe that the dev team doesn't quite understand the discrepency that exists here. With this and with the complete lack of anything mentioning the Sorcerer's versions of the ability, my confusion should be understandable. Sage's version has an initial heal and then two immediate hot ticks, totaling to 3 initial heals. The implication from how this is worded would seem to imply one of those hot ticks is going away. But, if that is the case, there should also be some mention of the Sorcerer heal gaining its initial decent sized heal and it losing one of it's hot ticks. Of course, the other option is that Sage version will be completely losing its initial decent sized heal and keeping its 11 ticks, while Sorcerers just stays as it is. Anyways, some kind of dev clarification would be greatly appreciated. Especially given the lack of any kind of response on this issue for the past month+ and with the somewhat unclear/confused wording in the patch notes.
  10. I wouldn't really consider Sorc/Sage healers to be terribly OP. They're on a pretty level playing field with the other healers in pve and pvp. Although operative healers could use another tool or two in pvp imo. So, do you want all your healers nerfed? Cause that's what it sounds like. Or are you just another baddie dps who QQs cause the healers won't just lay down and die for you when you try to solo them down? I'd much rather prefer options number 3: They remove the second initial hot tick from both and put the initial heal on ours. Since that's how the tooltip implies both our heals should work. I'd much rather have the bigger initial heal over another hot tick. Would make the spell much more front loaded and much more effective if people need to move after only getting to stand in it for a few seconds. Just the fact that they're not listing anything else for Sorcerers in the patch notes makes me horribly nervous. And the wording for Sages almost makes me think they barely even understand the issue that's occuring between the Sage and Sorc versions.... Edit: Posted a topic on the Public Test page detailing this issue between these two and requesting clarification from the devs on the patch notes for Salvation. Stop by, share your thoughts, maybe keep it on the front page. Maybe we can get a direct response on this from someone for a change... http://www.swtor.com/community/showthread.php?t=212839
  11. I wouldn't mind getting one more cc type talent in our healing tree, maybe something to make our knockback better, like the lightning talent that roots people. But, even without it, I don't really have issues staying alive in pvp. Learn to always los when you can. And when you have multiple melee on you snare one and stun another, and dash behind something and chain heal back to full. Even with just 2-3 melee pounding away on me I can usually keep myself up pretty good (besides a scoundrel/operative). Just vary your heals, cause we have the upside of having multiple casted heals, so when one gets interrupted just start using another one. On scoundrels/operatives bursting us down quickly. They're doing that to just about everyone at the moment. Their opener burst will get nerfed, just gonna have to deal with it for now. Edit: Also, if you're spec'd for it and can anticipate when you're about to get jumped by a couple melee. Throwing down a revivification near you can really help making you effectively unkillable for the duration.
  12. Commandos and Mercs are largely one trick ponies (ie. tracer missle/grav round). Dot them up, interrupt their grav round cast to lock them out of it for a bit, then start los'ing them once they can cast it again. Just keep your dots on them, use your instants, and use your hard casts/channels when they're stunned or they've been locked out of grav round. And just keep los'ing. Not really much they can do to keep you from running behind something, outside of their one stun.
  13. For your level, if you're wanting to start going more into doing damage and still being decently effective at healing, I'd go with this: http://www.torhead.com/skill-calc#201MZbZcMcM.1 Until the mid 30s, the biggest thing you'll need from the healing tree is the Dark infusion cast reduction. Unless you're wanting to go all the way up to the resurgence tier in corruption, everything in between is going to not really be a big deal. Cleaned up the extra points you had in lightning, cause they're not doing much for you. And grabbed the best leveling talents in madness. At your level, this will be the best for giving you the best of both worlds. Where you go from there is largely dependent on whether you want to be able to heal higher level flashpoints/heroics or do damage.
  14. Bioware will do whatever they decide is best. Whether they decide to buff the end tier talents or to leave hybrid specs as being strong, we can't know what and we don't know how long from now any changes may come. For now, Sorcerers will spend their talents in such a way as to make themselves as effective at their role as possible. Whether that be hybrid or full 31 in something. Downing on people using an optimum spec because it's not how you want things to be is idiotic. Respec costs are cheap and most people seem to enjoy the tools that the hybrid specs give us. Sorcerers are strong at the moment and people are enjoying them as they are. And we'll all roll with any changes Bioware eventually decides to roll out. That's how MMOs work.
  15. Better than I was expecting. >_< Anyways, I already shoot energy out of my flipping hands. A proton pack seems slightly redundant....
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