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TheStratovarian

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  1. I out of a test, put 2,000 default credits out as a test for slicing, and trying a 1.1.2 spreadsheet, decided on trying to use their items, if the item in question for the mission turned at least a 30-50% profit, over the course of going from 1-250, i gained in net, about 3,000 credits from this route, and about 15 mission schematics over the course of about 3-5 hours, mostly investigation. So really, its just about breaking even at the moment from the pure fund/gain cost (ignoring mission sales, as those vary wildly by server, as I didn't sell any on the gtn) if your aiming to level it, which is better than most. I had stopped at the 250 about given that it seemed that once you hit that point of cost and time, you lack that intrinsic funds from within to gain anything to pay for the mission costs.
  2. Kheldor... If only they would. If only they would, Daoc had quite a bit right in pvp, and its never been done right yet since. Ah well. If bioware would simply use armor for secondary stats, the surge, crit, defense rating, shield, alarcity. So that, well, look at what you have, everyone is the same for their class at 50, outside the stat talent boost (Which there in makes a choice talent wise from the cookie cutter options) And that with armor boosting those secondaries, you have much more diversity in how you approach your class. Are you a massive crit fiend, or one that with a lower crit chance, but outright destroys when you can land one. Orange gear would let you keep the aesthetics of your look the way you want while offering a means of keeping up to date still. This prevents also the naysaying as well for pve/pvp difference of scaling up, with brackets especially. If bioware kept things in a 5-10 range for brackets, pvp would be a blast, especially above, there would be for both sides, only a little bit of difference, and how you play as a team is everything, if you have more tanks than they do, you can push more aggressively, though if they have more healers, they can afford to let damage add up faster. And finally, if you remove the trauma debuff, you teach the biggest issue, kill the medic, kill the medic, and kill the medic. This encourages guard/taunt, keeps the medic with folks, or risks being hit with stealthers who should be going after them first. Someone with healing focus talent wise, is the biggest threat to your teams winning. If you dont have a healer, a dedicated one, you have a few class wise options that let you play more into having at least, someone that can heal in combat, if slower. This encourages healing variety too. Are you a high crit/surge healer, or a speedy/strong one? You can vary the styles of what you have as a max, because armor itself is the gate here. Because your main stats are set by level alone, its armor that gives your character focus along with talent lines, and it lets folks customize their look the way they want.
  3. Too little, too late. By this point, there is enough of a gulf, that even when you get to 50. That expertise gap will be high enough, that your repeating the same deal thats happening now with the 10-40 against a fifty with it, your getting curbstomped with slightest issue of skill from the by a superior stat base that he has. Fifty is one of two things, Raid the daily quests, get rewards, and sit, or pvp. As folks hit the fifty mark, and suddenly get whisked to this 50 only spot, it will kill any remote like of pvp for all but the most hardcore folks because of this gap, and the debuffs that will only apply to them, not their waiting players. Your issue is the fact of expertise gear, any pvp only stat is a bad idea, not to mention the tank issues, let alone healing ones in pvp, and you will only serve to further the divide that exists now if you haven't pre-grinded up the tokens for the full amount, and the needed valor for this rank, your utterly sol. I thank you bioware for the good time i got to play, I am, i enjoyed the ride up to 50. It was fun, pleasant, and a blast. But having the two choices of raiding, or Pvp. And the clear difference each has, because of expertise, and what raid gear offers, and the grinding for each when every step has been a blast for exactly the opposite reason. I am not a raider, I never will be. So this leaves me only pvp to enjoy, and right now, even as fifty, and seeing how notable the gap is for expertise, to that without it, no thank you. I don't wish to play that grinding game, not when the only difference is that it leaves me frustrated and irked at what is there. When I used to have fun, regardless of the level difference in players, from the early, to the later and stronger players. Cancelled 1/10/2012
  4. First of all, a sage/sorc can only cleanse mental effects, if we are healing specced, we can fix a physical one. We can't touch tech, you need to ask an op/smuggler for that. Second with the numbers, are healing classes going to stay with the larger groups or the solo ones? Its easier to levy firepower healing wise towards a group, especially higher up, because it shields you from being directly targeted healing.
  5. Use the instant first, with the special, always lead with that. The special it gives, is downright vital to sage healing, because of the fact, even with the worst case scenario, using that and your strong heal with conveyance, is the same as casting that without because of the global cool down. As mentioned before, Force Armor the tank, hands down, this is your best preventive healing ability, and its instant with very little aggro for using it over a heal. When you can, also, grab the force cost reduction of it, and find its pretty much a self paying investment force wise. Keep your interrupt near the 1-4 keys, this is a big one, sadly others should be aware of too. But, the ones that always leave you depleted are the channels and the charges. Hands down, this is where you pay for it force wise. Everyone needs to keep that interrupt handy. Also, if your interrupt is down, im not sure about your level, but you have a 20s knockback, use it if you need a breather from attacks against you, or to simply interrupt, as they count as moving for it. This is also, why bosses are a pita, they cant be knocked back, and cant be stunned/dazed. If your going all the way down the sage route, when you pick up the channel, early on, its nice, but not as good generally as your strong heal, its a panic heal, or to use to regain force. (You will likely be in the upper 30's or low 40's by that point) And in the end, sometimes, it may not be you, but the folks your with. But stick with it, and best of luck in athiss station, bioware needs a fix for that place bad.
  6. Having just done this, I found a dirty pathing trick, that involves of all things the knockback for sage, on the upper left, there is a walkway you can use, to send them flying down below with this, and since, all of these cant do anything to leap up, by sending them off near the top they path back to you and you can wait out the 20 seconds, while whitting them down and healing between the bursts. it makes for things to help, as you cc one, slow the one you want to deal with 2nd, and then stun the third, then drop the firepower on him as he wakes up, and sink a a few bits of damage on him. I did this on fess, and a sage seer build mind you, but it was the most effective means i saw to deal with this, by the time the second is near death, the third should break the 60 second and be able to be re-cc'ed and then heal up, and go back to doing this. Hope this trick helps some with folks doing this, and its sadly the first time the game felt like it wanted to be a ***** to you for picking healing, and i walked from playing a healer for a bit because of this arguably not thought of station when the ramp-up of the difficulty happened.
  7. 21 seer focus. And no issues at all, yet to actually die either. And while its nice, its a steady pace, the companion helps you get used to healing tanks nicely, even if its not the best one, but most certainly helps build the idea of what you need to do. Strength of leveling, is amazing, so far, nothing of the champion level has been any issue, even in facing it with other critters or solo. Im still on taris, (and likely about 23-24 when i go to nar shadaa) and plenty more to do, so really, its strong for leveling up fast because you can kill those high status mobs without problems. Slow, not at all, its a steady pace, that really, you only pause on the levels, to adjust how new skills open up new ways to keep on that nice walk forward.
  8. I would add for keybinds, to shift healing to the 1-5 helps, especially when with a group, you can get used to the f1-f4 once you see who is who on the group, it makes for easy non-mouse click healing. Try to keep your interrupt ability in easy range of use, It helps a great deal in preventing damage proactively, by stopping channels, and those charge skills that a tank may not have the cooldown of his own to stop up at the moment. Force Armor is amazing for helping deal with the alpha strike of grabbing aggro for the tank, you ideally want to use it just after he takes the first part of the attack, but before the brunt falls into claim his health gauge. Done right, this can save you easily 2-3 of your 3.0 second heals. The force cost is nice looking, its really your call if you want to wait on getting that. I just prefer to grab the 100 extra force first for the moment, then get the instant because of the secondary specials in the tree, (Your strong heal down to 1.5 seconds makes for quick recovering for things going bad.) But grabbing that reduced cost afterward, then back into it to the healing tree. Its personal preference really there. Noble sacrifice, on a 600 point pool, will give you enough to use another strong heal or force armor on average, and the ten second penalty for force regen isnt too bad, but its notable if you have to hit the thing more than once to get the second part. A tip that helps to ease things, is to wait until force armor is up, and the tank is doing okay, or enough to hold those attacks, and use the sacrifice 2-3 times and then use either the instant heal, or armor him again as the stacks expire, and your down some hp, but up in overall force count while folks are reasonably fine. Sage has all the tools it really needs to heal, its just a matter of the timing and getting used to the pace. And I hope for all sages, you get a nice vanguard tank to practice with, they ease so much of the new healer jitters.
  9. I chose healing because of its solo power worthiness. And really, sage with the right skills, and focus, just makes even hard items easy, compared to the sawbones and commando healing. The tank you get early buffed, makes for great overall hate control, he may be slow, but he can hold aggro, and makes a note to taunt anything attacking you first chance he gets. I had no issues on corusant dealing with champions on my sage, they took time, yes, but i could handle anything. Later, on taris (Still only 21 atm) I had fun with two friends doing the locust mission with no problems, even when a bad pull got a champ with the five elites, its just a matter of understanding the synergy of the healing tree, and timing when to heal, and use your specials to help mitigate damage. The only regret is that is that im going to have to wait to get the benefit out of the middle tree's improved force regen talent to help when ive used noble sacrifice on the odd occasion of the longer fights. I had no issues soloing the mandalorian quest by myself, the only one i was able to do that with was my trooper, and that was highly geared and above the level of the quest by a good bit. Sage, easily done, especially with taking out the elite with cc.
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