Jump to content

Archaegeo

Members
  • Posts

    197
  • Joined

Everything posted by Archaegeo

  1. Archaegeo

    Sorcerer Nerf....

    Compare it to the shield that reduces all my damge to single numbers for each hit for MUCH longer than my bubble will last.
  2. Archaegeo

    Sorcerer Nerf....

    And stop talking about the bubble like it is some godsend. We have to have it up to survive. It absorbs 1 hit at 50. ONE.
  3. Archaegeo

    Sorcerer Nerf....

    You put two people on a BH and he sits there and laughs as he kills them both. You put two people on an op or shadow, they vanish till they can take one or the other. You put two people on a sorc, you get a dead sorc. One on one should always be about who gets the jump on who and who has better understanding of their class (no faster fingers on a keyboard). It should always be a question, and it is. If I fight a bad op, he goes down easy, I fight a good op and he knows his class, I miss one cc or bubble and im dead. As it shoudl be.
  4. Crimson, What does that have to do with it? This buff would apply if Empire were undermanned. Heck, it would probably encourage people to come out because they would be taking advantage of the buff. The fact of how many 50s are on the server has nothing to do with how many want to be in Ilum. On any server, X% of the 50's online will want to be in Ilum. If one faction outnumbers the other in total 50's online, 3 to 1, then that percentage will be reflected in Ilum as well.
  5. I am not one of those guys who gets yanked into a losing WZ and just leaves, I dont even leave if it is obvious my (PUG) team has no clue. But it is extremely frustrating to either be: Yanked into a warzone already in progress, down numbers or score. Entered into a warzone where you start down numbers. Even down 1 person, it will be challenging, down 2, even skill both sides, its a lost game due to how well things balance out. It is seldom you see anyone win 1 vs 2 or 3 unless the 2 or 3 are just incompetant. 1v1 in this game is often about who gets the jump on who and whether cooldowns are up.
  6. Or it will continue to be a ghost town. The only time republic comes out on our servers is on Tuesday when the weekly is up and we can mount a decent showing for a couple of hours. But anytime of day you go on both sides and do a /who with 50 in the search column and we are outnumbers 3 to 1. Give the team with 2 less people in the war area a bolster type buff to make them more dangerous and give them a chance. And yes, 2 less, because we have all seen warzones, 8 on 6, both sides competent, the 6 will lose because believe it or not, this game is pretty well balanced, other than population. Its just one solution, Im open to others.
  7. You are easy to kill. One on one, a sorc is easy to take down if the opposing player is smart, two on one and it is no contest, even full heal spec'd we cant turtle like a bh or op. Now if you have a good team that supports you, you bet, you are dangerous and a well balanced class. Which is as it should be for someone in light armor. You never see sorcs/sages running the huttball to the line from the pickup, cause we are an easy kill. Yes we may yank people, or cc those trying to take out our carrier, but a sorc/sage who gets the ball if smart passes it and then gets back to work.
  8. Archaegeo

    Sorcerer Nerf....

    Sorc is fine the way it is. They are squishy, but dangerous, as how they should be. If you put two people, equal geared to a sorc, on him, he is dead (assuming they play smart, use interrupts and cc smart). One on one, it is who is the better player. Big numbers on the score sheet do not mean much. They may have a lot of kills listed, but thats due to aoe splash damage. Anyone who plays a sage or sorc knows, without guard or a pocket healer, we go down like a drunk prom date. You give anyone a pocket healer or guard and they put out impressive numbers.
  9. TK Momentum works at least with 1 pt in it, so a lot of folks (me included) go at least that far. There is discussion, but I havent seen firm testing that the 3 pts will still let tremors proc, but you dont see any damage from the Momentum second cast. And overall, I think we all agree 31 pt TK is not viable for PvP.
  10. I tried full balance the past two days, gave myself time to work into it. I will take back part of what I said. It is definitely more viable than TK. I generally put out bigger numbers than with my hybrid spec, because the DOTS keep running after I go down. That being said, things do die slower, and more importantly, the loss of the protection skills and the loss of unlimited force hurt more. So probably switching back to 23/18 or 21/20 (I do the latter to PVE, the lifting of 3 critters is nice, plus you get stun more often for pvp). But yeah, its a face melting spec, just more unnoticed till they realize they are dying. I like it, but a bigger problem is on my server I am enemy number one anytime I show up, so I either have to be able to kill faster, escape better, or be full heal with protection. But yeah, 31 pt Bal works, and if you want big numbers in WZ is much more likely to give it to you.
  11. Good tip Sirsi about working around the wz buff.
  12. So... If I swap out several pieces of gear, my expertise goes from 12.04% to 7.4% Now, in doing so, i go from (PVP to PVE gear) 15190 / 16390 Health 1269 / 1389 End 1503 / 1633 Will From Will: Damage bonus 300.6 / 326.6 Crit chance bonus 10.04 / 10.73 healing power 210 / 228.6 So is the loss of 4.6 bonus to damage, damage reduction, and healing, in pvp, made up for by 1200 more health and 26 more damage bonus? Doesnt seem like it, but I cant get a feel for these numbers. (Probably need to take a buddy out to outlaw sands)
  13. Nod on #1, but its still not tracked in known issues. Re #4, it seems that counter is not counting kills if someone else in your party has killed that person, even if you havent, and now kill him solo. You should still get credit (ok with no valor)
  14. Added link to the official known issues thread
  15. These are KNOWN ISSUES meaning they are known to everyone playing, but do not show up on the KNOWN ISSUES thread. This is the official KNOWN ISSUES thread: http://www.swtor.com/community/showthread.php?t=5533 Please do NOT add balance/nerf/op comments, just known bugs/issues that shoulda have been fixed, or at least identified. From me: 1) Warzones not counting for win - Often you win a warzone, and your daily/weekly do not update with the win. 2) Op Leader gets Companion Spam - If you are the op leader at some point suddenly your entire screen and text box will fill up with Companion Dismissed spam. 3) Sage Ability Telekenitic Momentum works with 1 pt but not with 3 - If you put 1 point in the ability, it procs. If you put 3 in the ability, it doesnt. 4) No kill credit in Ilum - I understand sometimes you arent meant to get valor, but when the kill doesnt count towards the daily 30 or weekly 150, its frustrating. 5) 1 HR Ilum buff goes away after warzone - You come back out of the warzone into ilum and the buff for kills and extra warzone valor is gone. 6) Ilum 1HR buff doesnt update - If you take one point, you get the buff at 1x, and then it goes up and down based on others taking points. But if you just show up in ilum and your side controls all 5, no buff.
  16. PoM is so useful that at your level it should pretty much have a priority over everything else if you are intent on doing damage as well as healing. And I concur on healing trace. Given the level of damage dealt out, its sadly lacking in its usefulness, especially since it effectively roots you for the duration. I might recommend something like this, with the understanding you could take the 2 points from instant force lift and put it in force armor buff in TK tree instead. http://www.torhead.com/skill-calc#600RGMRbdZfZcMcRsMz.1
  17. Nod, the project/fib/mc combo is about 5k of damage without crits Maybe ill give 31 bal another run tonight, need to do something with credits, but still seems iffy <grin>
  18. The other super nice thing about 23/18 is you NEVER run out of mana. You dont have to rely on TK Throw, everything that crits gives you 50% off cost of next attack and I forget the 10 second faster force speed as well.
  19. BT, I do see the usefullness of Sever, but I still cant see a 31 pt bal spec killing faster than 23/18 spec. And gain, for me, I like to live <grin> and if you dont have guard and/or a dedicated healer, you frequently die fast, at least on my server where they recognize the danger.
  20. I think at least it sounds like we all agree none of us would go 31 pt TK for pvp, just not worth it with how much you have to stop moving. Right now, given the bug in TK Momentum, i use this: http://www.torhead.com/skill-calc#600ZccMrdRroZcMcRsMz.1 Its 0/23/20. The 2 pts in blockout can be argued, but getting instant lift 15 secoonds sooner matters a lot. So now I generally start with: Weaken Mind TK Throw (sometimes already extra fast) Project PoM'd Mind Crush FiB TK Throw PoM'd TK Wave Project And of course I can use TK wave more often if bunched up. Also forcequake if they are bunched up as well, but you always have that. The only thing I have to sit still for is TK throw, and any bal tree does. I have Force Stun, Force Wave (with root), Collapsing bubble (with stun), instant force lift, and force speed. If i am not focus fired, its easy to get distance and reset. And things just MELT.
  21. Bt, I just do not see how full bal is killing quickly enough to justify the loss of survivability of the hybrid spec, thats my only issue. You do damage, but its over 21 seconds (plus casts and gcd) of 3 dots, and you have FiB. With the hybrid, you still have weaken and now an instant cast mind crush, plus fib, plus the save my *** abilities. Instant mind crush + project + fib normally equals a very close to dead critter with tk throw getting the speed cast from weaken minds crit.
  22. ALso, with the stalker armor set, you can get 3 procs its lovin good if you need crit boost.
  23. I have 0 problems with melee, assuming 1 on 1 and we both start even, with the 21/20 build. Just 0. The force wave bounceback with root, stun, force lift, force speed, all the time hitting weaken mind to proc fast tele throw, which lets me do the project/fib/crush combo (or tk wave). Its nasty. In bal spec i have to wear him down over time, and frequently that time isnt available. Plus 1k healing every 30 sec for "free" maybe, but in reality one 1.4 sec cast of benevolence equals that. Really the 1% heal talents are truly awful, as far as bang for buck, imho.
  24. On our server the imbalance is bad, and getting worse because of the imbalance, and because of the slight inconsistancies in the mirrors that makes empire more attractive to min/max pvp'ers/
×
×
  • Create New...