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kuey

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Everything posted by kuey

  1. We're a declining population so not sure how well our voices are being heard. Changes/fixes usually come with what's most popular, not most needed.
  2. As a scoundrel main the way I see it is, Healing = Sage Buffs = Sage Burst dps = Scoundrel Sustained dps = Sage Resource management = Sage Suvivability = Scoundrel (marginally) PVP = Sage PVE = Sage Would of gone into more depth about why, just don't have the time atm. Maybe later.
  3. Seems a little hopeful here. I'm sure everyone's experiences are quite different, but personally I find that the 30% proc rate is a joke. If I need UH (and I do for use of EM), I am 9/10 times forced to rely on using UWM to gain UH as SRM very rarely procs (esp when needed) for me, and thats with keepin SRM up constantly. As I said, that's just me, but a system where players find them in that situation is far from ideal. Relying on luck to boost your dps is fine, but relying on luck to be able to heal is just ridiculous.
  4. Thanks for the analysis. We all know Sages/Sorcs top the healing charts but to see it in numbers like that kinda emphasizes the discrepancy between the classes. Makes me wanna reroll my scoundrel healer as a sage healer. Upper Hand sure doesn't help either...
  5. Scoundrel healer and guardian tank here. From personal experience I find scoundrels are far more versatile healers, especially in difficult battles. Why? A spammable instant heal for players under 30% hp is VERY useful in heated situations. Survivability wise, sudden disappearance and defence screen on top of your instants, more than make up for your medium armour. Then there's the simple personal experience with my guardian on how well a scoundrel healer can keep me alive with near to full health compared to a commando. That's personal experience though and may just have to do with a unlucky dip when it came to commando healers. Though neither have anything on a sage.
  6. What kind of crit rate you running? DF builds run high crit for resource management, you sacrifice a bit of surge but it helps considerably.
  7. How do gunslingers fair in Illum quests? Can they solo em?
  8. /signed. Don't need any significant buffs, just a longer lasting CC (3 seconds on stasis is peanuts compared to what others get, esp since non tank specs have to channel it) and switching Enure to NOT take back the life it gives us would help significantly. Damage wise I think we're fine, we just don't have the survivability to go with it at later levels. lol @ the sarcasm.
  9. Try doing the daily space quests (rather than just doing missions without quests), and also try doing the high level space missions. If you're only getting 300 creds from your space missions it sounds like you're doing the lowest level space missions. Harder the mission the higher the reward. As for PvP, you can try using a focus build, so far it's proven to be the most viable PvP build for Guardians. The tanks build is ok but just lacking a bit in dmg output, vigilance is problematic due to survivability and lack of a decent CC. That being said, both the tank and vigilance builds aren't totally useless in PvP and can be quite effective against players not so accustomed to PvP. As for crafting, being a Jedi (either JK or Consular), you cop the weakest companion synergies for crafting. That being said, JKs are quite good at biochem, and biochem pots are quite handy and sell nicely. Personally I ran down the cybertech tree as a JK, even though I got basically no companion synergies with it, and it's working out just fine, except that at later stages you miss the efficiency bonuses on mission times. Money making wise, most people either craft heavily sought after equips or sell high demand resources.
  10. More than complex I'd say UH is too reliant on luck for healers. I have been caught in situations where, even with 4 ppl with full SRMs stacked, it flat out refused to grant me UH to the point where I was constantly whipping out my long casting UWM to get myself some UH for EM (thank god for alacrity boosts). Short story, it's a very "iffy" system that, whilst working 80% of the time, has the potential to really mess you up big time. Whilst I don't mind luck when it comes to crafting items and such, I feel its out of place in such a key aspect on gameplay (luck in dmg wise won't kill a party, but luck to heal does).
  11. There's a few threads on this topic already but moving on... Guardian dps is certainly viable, yet it's glaringly lacking in comparison to other dps classes. The main problems are the lack of CC skills and comparative damage output. PVP wise, those who run down the force tree do very well, whilst vigilance certainly lacks survivability without its CCs skills and the dmg output of the force tree in pvp.
  12. I'm not too sure about SW since I don't have one, but having a JK (which is essentially the mirror of a SW) I think you've left out one of the biggest bonuses of the tanking tree (if SW doesn't have this skill then I apologise for presuming so), that being the additional stance that you have access to. 40% extra armour, 15% extra block, extra threat gen actually make quite a huge difference.
  13. I've seen some pretty interesting replies in here (apart from 90% being Imperial). My chars are so far all on the republic side, and from what I've seen on my server, the general trend we have going is something like; Commando > Guardian > Shadow > Sentinel > Scoundrel/Gunslinger (similar amount of em) > Vanguard > Sage Also someone mentioned how in pve tanks/healers are usually in demand, personally I don't see it that way on my server. Healers are always in demand, but we have way too many tanks, so much so that it gets to the point where parties have 2 tank classes in them...
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