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Oomtrain

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  1. This is NOT it.. the changes to the cover mechanic are less impressive then not being able to be knocked out of cover AT ALL. Currently when you are in cover with an environment cover object (rock, wall etc.) when the cover absorbs damage its "integrity" is compromised. Basically the cover has a set amount of hp it can absorb before the cover is "destroyed" and it forces you out. BW is just removing this. As it stands I bet it really doesn't affect most people as I see a lot more crouching. cover is still the same they just took out a really really crappy mechanic on it.
  2. Just thinking about sawbones and the scoundrel in general and I had a few ideas that might make some good things happen for us. First off I think there could be some changes to the talent tree. Replace kolto pack with emergency medpack and remove the connecting talent. As it stands EM already replaces KP and having it early on and across all trees would add a little bonus to our spec and the other dps specs for survivability in general. Now what to do with Kolto pack and the missing EM talents? Kolto Pack - Upper hand, 1.5sec cast, 100% of current KP healing over 9 or 12 sec and then 50% after the effect expires. Connecting talent - When the effect expires upper hand is regained, and the current buff that EM gets. Now for diagnostic scan. With the current talents we take a terrible skill and make it a time filler or regen tool at the cost of 4 talent points! Even in it's current state I hardly use it. My thoughts? Make it an instant skill like hammer shot, and have it hit 3 times. Now combine the 2 talents into one with 2 ranks. Keep it on the lower tier. Now for the other talents? We need a healing cooldown. 2 rank talent, when defensive screen is activated healing dealt is increased by 5/10% for the duration. Having changes like these could really make the scoundrel competitive and dynamic in their healing role.
  3. when i think of healing i know i always think of a grappling hook
  4. I leveled my scoundrel mainly as a healer doing flashpoints, etc. but now I have switched to dps I tried both dps specs also. I have found an issue that may need to be addressed. Upper hand! The fact that it is only granted by pistol whip is quite limiting especially when playing in the dirty fighting tree. I'm really just asking for an additional ability preferrably ranged, even if it has to be talented, to give us more upper hands. After all healing spec has non-stop upper hand most of the time. So here are my suggestions. Back blast -- It's a ranged attack with a condition on it, making it a suitable choice to tack on a upper hand proc condition, just make it talented deep into the scrapper tree and I don't really see an issue with this. Vital Shot -- Again a ranged attack with dot properties, add a talent deep in the dirty fighting tree to have a chance to proc upper hand when it does damage, (3 point talent giving 5,10,15% to proc?) If they implemented changes such as these I feel that the scoundrel class will get some much needed depth when out of stealth and allow a more steady dps flow rather than big bursts. I just feel that we could use just 1 additional ability to get us going. Thoughts?
  5. There is no denying that the UI can use some buffing, I think just these changes would be huge. larger buff icons - maybe 2x the size they are now and have an option to have reduced size for classes who do not want them big or just don't care. flytext for upper hand procs - this is an easy way to show when your getting it. timers on the buffs icons - both self and other players. (with actual time not an emptying cup) and as stated earlier a filter for long duration buffs and ones only castable by the player. i think even if changes like these were implemented it would make for a better scoundrel experience.
  6. it is on the main screen of the launcher before you login in or press play, i think it was between 4am CST and 10am CST for maintainance
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