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Trenyc

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Everything posted by Trenyc

  1. OP, that is kind of a stupid thing to complain about. Smuggle should interrupt a person capping a point or interacting with an objective. The change just makes the ability work as designed. I do agree that Smuggle is crap, but for different reasons. The movement speed debuff and the fact that it only lasts 15 seconds make it pretty much useless. Pretty much every time I have ever used it in a warzone, the people affected click it off instantly and ask me to not do it again. It's bloody annoying and not at all useful. It needs a longer duration and the move speed debuff removed. Maybe a longer cooldown to compensate.
  2. The massive numbers you're seeing from Sorc / Sage aren't coming from their single target heals. They're coming from the fact that these players use their AoE heal, which at present IMO is broken as all crap, whenever they possibly can. It heals for way too much--a burst heal plus a heal over time where the full effect is greater than the combined total of both other classes' multi-target heal potential. Also, no, I wasn't saying Emergency Medpack alone is enough to fully heal a person. I'm saying it's a huge advantage our class has. The fact that it has no energy cost and is infinitely spammable under 30% health is kind of a big deal, and that plus your HoTs does in fact give you a big endurance advantage over other healers in single target healing. But it has to be used effectively and in conjunction with your other healing tools. IMO we have a big advantage over Commandos in the PvP healing department, but, as I said above, I also believe Sages and Sorcs healing potential is very out of line right now.
  3. The Pimpsuit and Cowboy jackets you linked are the same model with different coloring, and the Spacer look is a low level item. Considering you can get every single one of those jackets by level 40 and never get anything even remotely close to good looking from then on, there's a problem.
  4. It costs no energy. All it costs is a GCD. Keep Slow Release Medpack up, use Emergency Medpack whenever you have UH (in PvP it's often better than blowing a UH on Kolto Pack or the energy regen ability), use Kolto Cloud if you bloody well have to, and you should be able to outheal a large amount of incoming damage. The real advantage of Emergency Medpack is that, because it is instant cast, it cannot be interrupted. That and it costs no energy. If you need even burstier healing, you can try to pull off a big heal, but you run the risk of being interrupted. Every other class that can heal has a cast time on their heals except the Sage who has the insta bubble on a CD. I'm not sure what you're trying to say. If a Scoundrel can't heal the incoming damage on a single target, no one healer can.
  5. No, it's not worth it unless you're a healing Scoundrel. It takes a heck of a lot of energy and 2 GCDs to cast it, which is just too much for the damage unless you're hitting multiple targets. I use it as a healing Scoundrel simply because it's one very easy way for me to up my DPS on a fight because most of my offensive abilities just suck, but any other spec of Gunslinger or Scoundrel should be able to outpace the DPS increase offered by XS Freighter by using their better single target abilities.
  6. Sage can't keep a target taking damage and under 30% health up literally forever. Step 1: Talent the grants Upper Hand when Emergency Medpack is used on a target under 30% health. Step 2: ??? Step 3: PROFIT!
  7. Except Sages are way better at multi-target healing than any other AC. I don't know if this is by design, but right now it seems like Scoundrels make the best tank healer, Sages make the best group healers, and Commandos are somewhere in the middle. The biggest advantage Scoundrels have is that they can heal one target all day long, while Sages run into trouble if they spam abilities too long. @OP, to help your energy pool last longer, exploit the Upper Hand proc granted by Slow Release Medpack crits. That UH proc is invaluable and will give you a free insta-cast powerful heal. Use it! Emergency Medpack alone can be your top healing ability if used effectively. Using this, our heal over time abilities, and our potent single target heals, we can manage our energy pool very well and keep a few targets up for a very long time. Also, Commandos are at least as good as us at single target healing, so raid fights are made much harder if you don't have at least one Sage healing. IMO this is crap. Kolto Cloud, however, is an absolute disgrace. Not only does it heal for crap, it also costs a ton of energy and takes fifteen seconds to heal its full amount. While yes, you do heal for a lot if you're actually getting healing off on all five targets, the healing value per second is utter garbage, and the high energy cost makes the ability essentially useless. I personally use it only in PvP, where it's more valuable simply because it's instant cast and spike damage that kills me is rare. Trying to use it in a difficult raid encounter could actually get your group killed because it ruins your energy flow and eats up a GCD for minimal returns. Solution: give Kolto Cloud a burst heal effect when it expires, like the WoW Druid Lifebloom spell or a reverse version of the Sage ground target heal, and increase its radius to 15m. I think it's fair simply because Kolto Cloud is a PBAoE, not ground target or radius of target.
  8. As one of the Republic folks who got stomped for the first two days of 1.1, I still have to say that banning people who took advantage of the new game mechanics is a troubling approach. You, BioWare, designed patch 1.1 in ways that strongly encouraged them to do what they were doing. Their large valor gains were not exploits. It was a poor design choice on your part. Man up and admit it. These people should not be banned. Their valor should be adjusted, but they did not do anything inappropriate. All they did was play the game you gave them.
  9. No, it's the same for males and females. In fact, because our raid gear is just recolored versions of the PvP gear, the cowboy outfit is the one outfit you will be wearing for a long, long time unless they change the artwork. And let me tell you, the PvE gear is hideous.
  10. I get stunlock killed pretty often, but it's not because of a single class. It's because I'm a class that needs to be in melee range to do damage and slows / roots don't count toward resolve. And because I'm squishy. In other words, it's because of the overwhelming amount of CC in this game and the unfortunate fact that the resolve system features a few glaring oversights.
  11. The field medic stuff is dark gray, pink, and white. Looks absolutely horrible.
  12. BioWare, please remove these power mods from Tionese and Columi gear and replace them with crit mods, at least on the Field Medic gear. You got it right with the Rakata gear, but the Tionese and Columi healing gear for Smugglers is actually worse than orange items with lvl 50 mods because you can't get any crit rating with Tionese and Columi gear. The translation of power to bonus healing is pretty terrible, so please, please, please give us a stat we can use.
  13. It's a month later. The "haha you rushed to 50" argument doesn't fly anymore.
  14. It's funny because most of the people defending DPS Operatives and Scoundrels don't even play them. Lrn2play, from your friendly neighborhood healer who has explained at least eight times today how to beat a DPS Smuggler / Scoundrel.
  15. I find it funny that the devs thought, in all seriousness, that a kill requirement would work as a solution to the Ilum issues considering Republic and Imperial folks can talk to each other in /say. Even without /say, they'd find a way to work out trading. Being able to communicate just makes it laughably easy for them.
  16. Lucky for you no they can't...
  17. The only Ops / Scoundrels who think the class is broken are the ones who are constantly facing baddies. Admittedly, the class was a bit over the top pre-1.1 due to stacking consumables, but that isn't as big an issue now.
  18. Er. The big red bubble of 20% damage reduction, wicked high single target damage, an interrupt, a slow... what more do you even want? BTW mortal strike on a ranged DPS class? Haha, you're an idiot. I have a better idea. How about an insta-kill "I Win" button on a two minute cooldown.
  19. You don't **** people who know that your knockdown grants full resolve. Seriously, that's all you need to know to beat or at least survive an Op or Scoundrel.
  20. Trenyc

    Ops Leader

    Pretty sure it's first person in. I've seen it switch for no apparent reason before, not sure why. I haven't seen it do that since 1.1 though.
  21. There's nothing wrong with Operatives. But--- Can I have your stuff?
  22. You have to learn when to use your CC break. Save it for when your resolve bar is full whenever possible, or if you need to be freed from CC immediately to escape the fire on Huttball or to interrupt an objective capture. Probably nine times out of ten, people are using their CC breaker the second they get CC'd when its up. You have to learn how to use it strategically.
  23. 1) Knockdown gives you full resolve. If you trinket it, you're immune to the kick and the taser. 2) The kick and taser both last three seconds. You aren't dying in three seconds unless the Op / Scoundrel has a huge gear advantage over you and crits on both cooldowns. If the Scoundrel / Op kicks you or tasers you before using knockdown, you should save your trinket for the knockdown because the knockdown can only be used from stealth. Trinket the knockdown and have a field day with the bugger. 3) If a Scoundrel / Op tries to kill you, it's very likely he will have to pop combat stealth to get away, even if he fails to kill you. Break that stealth and there's very little he can do to stay alive. The DPS Scoundrels / Ops can't heal for jack.
  24. Seriously, at least Ops / Scoundrels are melee and can be killed pretty easily. Mages got it much better in WoW.
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