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Symbiose

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Everything posted by Symbiose

  1. They definitely need to implement a toggle that will allow you to determine whether your actions will flag you for pvp or not. If I have it set to say "off", then my actions will not affect an enemy or friendly flagged player. If some guy wants to show up for a scheduled PVE event in my guild then he can do without my heals and buffs until his flag wears off if the raid leader doesn't have the stones to bench him. The game clearly states that on PVE servers pvp is voluntary..meaning it shouldnt be forced on you by either faction. On a related note wth is up with all the people that roll on a pve server then run around pvp flagged all the time? If you want to be a tough guy/gal roll on a pvp server...don't join the guard (no offense to the guard, they do great work and it is much appreciated) then run out and get a spec ops tatoo and walk around town with your sleeves rolled up.
  2. I haven't played in quite some time and I was actually just checking the forums to see if this had been fixed yet before I started playing swtor again. They really need a pvp auto-flag toggle option so that if you have it toggled off you are unable to take any action that would flag you for pvp...I don't want some greifer stealthing into my aoe nor do I want some loser from my own faction/guild running around flagged for pvp and flagging me when one of my heals or buffs hits him/her. Back to other games and I will check back in in a month or so.
  3. 37% crit and I got my MP cast down to 1.5 seconds with alacrity first. So you have 3% more crit than me...but we are comparing apples and oranges..I am a trooper.
  4. So would any of us, but focusing on crit/surge doesn't do that. Now if by stacking crt/surge you have managed to get your crit chance to 100% with 100% bonus then I am on my way to re-mod my gear. My suspicion is however that you may have gotten an extra 10%ish or in that ballpark crit chance/multiplier. An extra 60%-70%ish healing on 1 out of every 10 heals (again this is over what you would get by just taking what crit you naturally get on gear and through talents until you get your 2 second cast down to 1.5 with alacrity) is hardly doubling your healing..especially when you consider that quite possibly those crits will come on a smaller filler heal. Hardly doubling your healing. Alacrity however is guaranteed to work on every large heal. Im not saying crit/surge is bad..I am focussing on it right now after getting my MP to 1.5 seconds.
  5. The best solution for this is to have an option to allow your actions to flag you for pvp (both actions against enemy players and for friendly players) or not in preferences as has been mentioned above. This will allow those who want to quickly flag pvp by jumping into a fight to do so, while allowing those who do not want anything to do with pvp to go about their business without worrying about flagging if they are just leveling and AoE a stealthed enemy or try to be kind and res a dead ally who may be flagged. Rift had the perfect solution. It is just annoying for me when a guildy flags me pvp by toggling his pvp on while we are doing datacron runs or whatever. I never understood why people roll on a PvE server then run around the world flagged for PvP..thats like joining the national guard and getting an ariborne tat and rolling your sleeve up so everyone can see it..lol..really?
  6. Every MMO has the same people that "just want to have fun". They pvp all day or hang out in fleet trolling general then show up for ops/raids with no consumables and no money to repair. Part of raiding/endgame is earning the credits to support it..and in this game if you cant do that then you are DEFINITELY slacking. Repairs and consumables, thats all you have to come up with....as the big lebowski said to the dude: "Get a Job sir!" lol
  7. I leveled toons to 20 on both sides and chose republic based on how much I enjoyed the story/gameplay and how mature the chat seemed. On my server at least the republic chat seemed like it had a lot less trolling etc. Still a few on republic side but my ignore list is only 8 ppl long..can't imagine how many I would have had to ignore on empire side. Not trying to hate, just a personal preference
  8. How does a post about an exploit go this long without a response? The definition is right there when you log into the server..pvp must be consentual! if a level 50 stealths into my level 30's AoE and I have NO CLUE they are there how is that consentual? I am not to the point of cancelling my subscription but many are. This needs some attention. Time to hit up twitter and make a youtube video with SWToR Exploit in the title. (large font sizes added for the L2P'ers who dont actually read entire posts before they say something stupid like 'well then just dont AoE when you see them. L2P")
  9. I chose Combat Medic and haven't regretted it for a second. I don't see numbers as big as Sage's, but I know my "shields", HoTs, and heal buffs that come free with my heals are adding up and doing their job. When we have to split groups in raid and I am responsible for my own team..I do just as well with my team as the sage does, so no "sage's are better" complaints here. Definitely fun as hell to play.
  10. This guy has done an awesome writeup of HPS and rotations for ammo neutrality if you are interested: http://wearenex.us/forum/m/2934557/viewthread/1699479-dr-wobbs-combat-medic-guide The point of my post is to show that alacrity does offer benefits. It gives us the option (not requirement) to take advantage of our most efficient and highest healing output state (SCC) for much higher HPS when needed. It certainly isnt ammo neutral to spend the entire time in SCC casting an AMP + MP2 rotation repeatedly, but having the option to dip into that extra ammo every two minutes (ammo clip CD) is definitely worth it in my opinion...that is a couple times per fight I can crank out a high HPS rotation without an ammo deficit, and once at the end of the fight when I dont care if I have an ammo deficit. I can still do the same ammo neutral rotation as my slower casting counterparts when I do not have a clip available..while using the extra few seconds gained after my ammo neutral SCC rotation to refresh trauma probe and throw an extra hammershot.
  11. It is not sustainable the whole time, but thats the point of my post. No healer should cast anything non-stop..and I am not doing so here. What I am doing is casting Advanced medical probe (AMP) which reduces your next medical probe to 2 ammo (MP2). This can be done as long as Supercharged cell is active (10 seconds). This high output high efficiency rotation during SCC is not ammo neutral alone, we come out of SCC in a deficit, but a much lower deficit than casting without SCC for sure. this is where hammershot, trauma probe, etc. come in to play..we have tools that allow us to manage our ammo consumption, and alacrity is one of those tools..it allows us to have higher throughput when needed, and at a reduced ammo cost when used with SCC. I think many people confuse the luxury of being able to use resources quickly when needed, with the necessity to do so.
  12. Alacrity is not worthless for commando healing. I am not saying it is better than crit/surge..but what it does do is allow for one more full AMP + MP2 rotation out of a SCC...which is a very efficient high throughput rotation. By allowing an extra AMP + MP2 rotation out of SCC not only is alacrity making your casts faster, it IS making your healing more ammo/energy efficient. Here are examples of an SCC rotation with and without alacrity bringing MP2 to a 1.5s cast time: Without alacrity: AMP 1.5s MP2 2.0s AMP 1.5s MP2 2.0s AMP 1.5s (last AMP cast within 10s SCC window, but since cast within window no CD applied to AMP, we get one more rotation) MP2 2.0s AMP 1.5s MP2 2.0s Total time: 14s; Total Healing: 16,344 (w/o healing bonus); HPS 1167 With alacrity bringing cast of MP to 1.5s: AMP 1.5s MP2 1.5s AMP 1.5s MP2 1.5s AMP 1.5s MP2 1.5s AMP 1.5s (Same as above, last AMP within SCC window but no CD applied) MP2 1.5s AMP 1.5s MP2 1.5s Total time: 15s; Total healing: 20,430 (w/o healing bonus); HPS 1362 Note the healing difference here would be even greater if I took the time to figure in the 7 heals recieveing the SCC healing increase vs. the 6 without alacrity, but to keep things simple I just used base healing. Alacrity is also helping here by reducing the amount of time we spend waiting before we can enter SCC again. As you can see above we exit our efficiency rotation with 2 extra charges of CSS due to the extra MP2, and with reduced MP cast times we will get to 30 even quicker. Is alacrity super awesome? No..but it doesn't have to be. It is a GOOD stat and that is all. I have prioritized Aim>Power>Alacrity>Crit>Surge until I got my MP cast to 1.5s then Aim>Power>Crit>Surge>everything else>Alacrity and have been pretty happy with how it has turned out. I used to have a Jeep with a 4 cyl engine in it. that thing got terrible gas mileage because the engine had to work so damn hard just to keep the thing moving. Once I switched to a 6 cyl engine I actually got an improvement of about 5 mpg. Saying that alacrity decreases your efficiency would be like me getting that new 6 cyl and flooring it, then saying it uses more gas than the 4 cyl. It certainly will if you drive like an idiot.
  13. This definitely needs to be fixed. I was recently out with my guild doing a datacron run, and some of the 50s decided to grief a level 30 by flagging and getting into their AoE. Definitely not cool, as far as I am concerned that is griefing..and particularly pathetic griefing at that. If your companion does AoE it will also flag you, so that along with the fact that people can stealth makes the "just dont AoE if you see a flagged player" argument pretty thin. The bottom line is we pay for our game and no one should dictate how we are going to play it. If I am going to pvp it should be because I decide to..not some idiot griefer.
  14. I can say for a fact, that your statement was indeed without a fact. PvP is a terrible place to guage healing effectiveness. You state the sage died a lot, and he revived and got right back to healing I assume..meanwhile the trooper went dps long enough to deal with whoever was harrassing him, didn't die, and then went back to healing. PvE is a better place to judge the healing abilities of classes...too many variables in PvP and times when healers have to switch from healing to surviving...and troopers do it longer...woot, bumper sticker idea.
  15. OK, if no one else is going to say it I will. Someone start a coolest mustache thread.
  16. I got a fever..and the only prescription is more Jaxo
  17. I pick up $50 bills all day long..just lying around...I dont know what you chums are doing. If you need a ride to the bus station give me a shout, I got heated leather seats up in here.
  18. Makes sense to me, those guys crawl on their bellies half an inch at a time for the better part of a day or longer to get a shot off..probably more cunning to the job than aiming..but i'm no expert
  19. Like the OP, I also played WoW since vanilla. I can tell you that some of what I brought with me transfers to this game, but a LOT of it needs to be completely unlearned..the misconception that tanks need to grab every mob is one of those things that does not hold true here. The tank grabs the strongest mob (or second strongest if you want to cc strongest and save for last) while the dps focus down the rest of the mobs from weakest to strongest...I am a healer so in the beginning this was extremely frustrating for me..having three people with aggro..but thats just the way it is here, and as long as you know it will go down like that its not that bad to heal through..we all solo the level of mobs that dps are grabbing aggro on anyway every day doing our dailies etc...just takes some re-learning...and dps should be smart about minimizing the damage they take while doing this.
  20. You were removed for not being good enough, not too good. As tank it is your job to mark targets, know exactly what CC is available in your party, and to utilize that CC. Everyone in the group has to have a chance at failure...the tank has to mark and ensure the pull is planned out properly. The DPS have to dps without pulling aggro and follow the pull plan set by the tank, everyone has to avoid avoidable damage, etc...it sounds to me like you see your job as to just pull the mobs and if people die its the healer's fault...meaning the only person who has a chance at failure in the group is the healer.
  21. I heal in warzones..and the first person to kill an opponent thats on me gets a pocket healer for the rest of the match. You want heals, we want protection..lets make a deal =)
  22. Whats his name from the A-Team said it best..."I love it when a good plan comes together". Now in my opinion the "plan" is to get through the instance perfectly..where mobs are CC'd awesomely, the tank holds aggro perfectly, everyone avoids avoidable damage, and the dps never pull aggro unless specifically asked to off tank. This gives everyone in the group a goal to strive for and without the chance of personal failure, what fun is the game? If dps does not try to let the tank do their job how do they define personal failure? or is failure just something left to tanks and heals? Of course the "perfect" run rarely happens. But as long as everyone is genuinely trying the mistakes can actually add quite a bit of fun and excitement to the run. It's like golf, no such thing as a perfect game but the fun is always striving for it and trying to improve towards a goal with each time out. There are times when power is needed, times when some critical thinking is needed, and times when some finesse is needed. But if you just go out and whack the ball as hard as you can every time and only define success as simply managing to get the ball in all 18 holes (or simply downing each boss, with no tact) well then thats just not good golf is it? lol
  23. I am a healer and personally I don't care for healing groups other than guild runs usually. If I am bored I will sometimes run in a pug...but almost every time I run in one there is someone who does not understand the concept of letting the tank tank...too often a dps will make the pull or just run off and attack a target completely seperate of the tank. I like disciplined groups where no one walks/runs ahead of the tank..the tank makes the pull...dps waits a few seconds to attack so tank gets aggro...people attack the tanks target or follow kill order...etc. I'm sure there are some other healers that feel the same way which decreases the number of available heals for pugs. Don't get me wrong, there are some that dont care and more power to them, just a personal choice and what I enjoy is all =)
  24. I went with cybertech because I like the looks of certain orange armor sets. Once you get a set of orange (or moddable purples) they will last you till 50....all you have to upgrade are the enhancements on each one every couple levels. Planetary commendations of course can be used to do this but when you get 7 orange pieces it becomes very difficult to stay current. the most expensive upgrades for us are the armor mod and the barrel mod costing 7 commendations each...everything else costs 2. While I only need one barrel every 2 levels I need 6 armor mods every two levels. It just made sense to me to pick up cybertech to make my own armor mods to keep my oranges current. By the way, I mentioned above "or moddable purples". Many people do not know that if you find a purple you like you ARE able to upgrade its armor slot as well. it does not show initially, it is hidden. Ctrl + R click the item as if you are going to mod it, then right click an armor mod in your bags and presto..the hidden armor mod is now visible and able to be upgraded. I have been told this also works with weapons with hidden mod slots but have not tried it myself.
  25. I had a similar situation, where I DC'd halfway through the flashpoint. I was able to log back on fairly quickly but when I grouped back up I got a message stating that I was entering an encounter already in progress and asking if I wanted to reset the instance. Of course I did NOT want to go back through half the instance again (the flashpoints can be rather lengthy for two people) but after clicking reset, it actually still put us back where we were..not the beginning. I think regardless of what you select you will be "saved" to whatever progress you have made that day, since I believe I read somewhere these can only be completed once per day. the reasoning is probably so that people don't continuously run the flashpoints over and over to gear/level really fast...just my guess. But yeah, whatever progress you have made for the day does not seem to be "resetable". Of course I could be wrong, but it didn't reset for me...and as I said I do remember reading somewhere the flashpoints were supposed to be doable once per day.
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