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  1. Except that it was being subjected to diminishing returns. Being at ~80% increased crit damage if I activated my +220 crit/surge relic I would go up to 90-91% dmg, if I then activated my Rakata Surge Adrenal (over 500 surge) it would only go up to 93-94% +220 surge for roughly 11% change +500 surge for roughly 4% change Looks like diminishing returns to me. Now if I activate both of those items my surge tops out at around 960, and my crit multiplier is only 87%. My standard surge has me at 72%.
  2. This sounds good on paper but here is my issue with it: CC. DoTs are notorious for breaking CC and AoE DoTs just increase this frustration exponentially. As it stands now you can usually hit 2 or 3 mobs in a multi pull where one is CCd without breaking if you choose the right one. If the radius was changed to 8m this 'skill shot' would be out the window and in these situations we would just not be allowed to use one of our main abilities. This is especially important in PvP where you must keep tabs on healers/difusers/etc and make sure that that 6 second flash bang lasts 6 seconds. Coupled with its long time Corrosive Grenade does damage on impact thus making it the ultimate 'o sht i just broke that CC and it will never be re-upped' device.
  3. On my server I had never had a problem finding a group for some flashpoint. I didnt just run the flashpoints 'until i got my gear' if i were doing HMs it was for fun/money/gear/friends gear. I do not really ever do HMs anymore but if one of my friends has an alt and needs a run I will help them and never had trouble finding dps tank or heals. Not suggesting that some servers do have trouble, but I am saying that a LFG seems like it will not benefit my server and may possible hurt it.
  4. After the Rakata Medpac nerf biochem became ****, and now with the stim nerf it is not worth it wholly. Will you people not stop until Biochem is no longer a skill? Lobby for more stuff in other crew skills instead of less in biochem.
  5. "We need something all our own" "You have it" "Oh I know but it isnt good enough" Dont worry about the fact that it can come with augment slots. ****.
  6. We all know there is a 30% healing debuff for pvp. The Rakata Medpac is advertised as healing for 3750 - 4575 health. In reality it heals for ~1200-~1900. 3750(lowest heal for the medpac) * .7 = 2625 The minimum amount healed should be a paltry 2625 in pvp. Either fix the tooltip, fix the debuff, or fix the medpac. Any of the fixes that make the actual outcome equal to the perceived outcome will make me happy. Dont believe it biochemists? Do several WZs only healing with the medpac and note your highest heal in the post game report. Then do several WZs only healing with level 40-44 WHITE medpacs and note the highest heals. They should be roughly equal. If the Rakata Belt was roughly equal to level 40 white belt none of us would be playing this game right?
  7. Here was my issue: As a sniper all of my 'defensive' abilities such as Cover Pulse/Cover/Shield Probe/Adrenaline Probe/Evasion would suddenly stop working, leaving me just standing there pressing cover over and over while I died. If this is fixed then I will be so so happy.
  8. I would agree to making the knockdown 3 seconds, if the animation of going down wasnt 1.5 and getting up wasnt 1.5. >.<
  9. I make stims and adrenals for my raid about 10% of my time, the other 90% of the time is using the Rakata Medpack/Stim/Adrenal. They took 1/3 of 90% of the usefulness away. I did some testing today and the Rakata Medpack healed for 1200-1950 in WZs, then I used varying levels of WHITE medpacks. It turns out that around level 32 the WHITE medpacks are just as useful as the Rakata medpack. Broken. My main point, Aarioch, is that the other crew skills *deserve* buffs. I even outlined simple ways that could make them useful for end game content and PvP. Bio/Cyber were scapegoats in this debacle called for nerf by people who don't really understand what is going on in combat. Bracer/Belt sets for Synth/Armor. Barrels and guns for Arms Mech which have unique effects like procs and whatnot. etc,etc Other crewskills should not be given any sort of consumable, this would destroy the little profitability that bio has.
  10. At first I wanted to write a complaint thread about the nerf of Biochem, then I realized that this was just the tip of the iceberg. SWTOR is a great game and it is such a shame that the crafting situation is what it is. To start with, the recent nerfs are wholly unjustified. BW cited that some people were 'closing off' end game content to other players because they hadnt trained in Biochem. First off, if a guild requires that certain members(possibly all of them) spec certain ways are the talents that are required going to be nerfed? If a guild required all members take artifice to make magenta crystals is artifice going to be nerfed? I should certainly hope not. The in-game decisions of a few individuals should have no impact on the state of the game as a whole. If these people who had been locked out of guilds wanted they could certainly start their own guild and do the content of their choosing this way. I started out the game as a Biochem, frankly because all the other skills didn't seem to be of benefit to me... a raiding sniper. I could easily outgear my crafted items in each slot on my character sheet, so why would I want to hold a crew skill which in the long run wouldn't benefit me? All other crewskills should have something, anything in them which is unique to end game/max tier content. BW really dropped the ball on this one, there could be BOP belt/bracer sets that have bonuses and are crafted from HM FP and Op/Nightmare Boss loot drops. This would hugely benefit the synth/armormechs. There should be Rakata tier+ BOP equivs for weapon slots that can be crafted. Ear Pieces and mods/augments have just as much potential to have great end game crafting, yet it seems like someone just glanced over an unfinished list and OKd it to go into the game, or better yet just lost the 2nd page of BoP crafting gear that was originally planned to make it in. The (seemingly) small nerf to the rakata med pack is actually a big deal to me. I am in a rather small guild, with a rather large population of fresh 50's on my server there isnt a good talent pool to pull from when doing hard mode FPs. Pre-nerf I could group with a less-than-stellar healer and have a reasonable assumption that if he faltered on my heals I could stay up at least once every minute and a half. At 18k health the amount healed by the Rakata med pack is a drop in the bucket. And the +15% max health is aweful for my use... if I am about to die because of a lack of heals and use the med pack, I rarely get healed for my max health to even be met within 15 seconds. And then theres PvP. The Rakata med pack is extremely broken in PvP. I check my heals every match and not once have I had a max heal over 1920. The stated heal if for more than double that, so the 30% debuff to healing is either working over time or the rakata pack is just not doing its job. I wasnt even aware that the healing debuff worked for med packs. It seems sometimes that it doesn't even heal me for 1000 points which is a whopping 1/18th of my health. Whoever was using these pre nerf and gaining 1/2 a bar of health must have been a fresh 48 in greens. This is not just about Biochem though. Maybe I have been extremely lucky but I have never had a pvp fight decided by grenades. It could just be my server, but not ever once have I even noticed I had a grenade used on me. This could mean 1 of 3 things: 1. The grenade has such a small/fast animation that it is hard to determine when it hits you 2. The grenade is used on me when I am already being killed so fast by so many people that it doesnt matter anyway orrrrr 3. The grenade wasnt that big of an issue. I am going to go with 3. Quite honestly crafting is broken at the moment. I chose Biochem so that I could supply my raids with free stims and adrenals, the Rakata med pack was just a bonus(albeit a nice bonus but still) and now it is pretty much useless in any circumstance but a prebuff for a 15 second encounter.
  11. Im 400 biochem, i just make sure I supply the entire raid with several 2hr stims and several adrenals and med packs. Costs me about 100k a raid to do this but it helps.
  12. I agree i did every FP 2-5 times leveling up and am still 100 under Social 1. I have gone out of my way to group up and do quests that are not beneficial to me just to MAYBE get a chance at 2 or 4 social points. Also, HM dont get you any social pts... ***?
  13. So the general consensus is that for every HM/Op done at LEAST one full piece of gear should be obtainable?
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