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Arlette

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Everything posted by Arlette

  1. "While we do appreciate constructive critcism and encourage feedback, we only listen to positive feedback and ignore everything else." Sounds about right
  2. After patch 1.2 and the major outburst it caused for the pvp community do you still think your development team has what it takes to come up with something fast enough to counter the effect of the release of a certain game praised for the quality of its PvP? I'm asking cuz if the answer is not... we might as well know now so those of us that are still hoping for pvp quality can leave now and save you some server space.
  3. It's not balanced, the more you play it only makes you think it is... BECAUSE YOU GOT USED TO IT. Hey look at this guy... 2 secs later... WHAT THE? Ah nevermind it was just a sentinel nothing to see here. Oh look a powertech... 5 secs later... Ugh where did that 20k damage came from? Ah nevermind he's a pyrotech, move along.
  4. Arlette

    1.2.2 wishlist

    No cuz then you'd be taking 15% extra damage
  5. In all fairness, Shock is still instant while Project takes a Game Of Thrones episode time to land.
  6. I left WoW cuz of the insane burst in that game which pretty much eliminated tactical games in everything other than arena. It seems you guys (Bioware) are taking this game to a whole new level in terms of burst damage (Still not like Terra Online but getting closer with each patch). However the one thing Blizzard did right is they introduced mechanics (yea sure long cooldown mechanics) to each class that would enable them to at least hold their own for a brief moment when outnumbered. Bubles, Pain Suppression, ******** Form, Nature Swiftness, Voidwalker Shields, Ports, Ice Blocks, Evasion, Cloak of Shadows you name it. You have these defensive mechanics for 2 out of the 8 ACs (Sent/Mara and Sin/Shadow)... what about the other 6? Once damage starts rolling there is no way of stopping it or even delaying the inevitable. You get jumped on regardless of class and spec and get chopped like ****. I am no expert but is that how competitive PvP is supposed to be? Is that your (Bioware's) idea of competitive PvP? Pile 2 Dpsers on 1 guy for 5 secs, chop him, rinse and repeat. And you have the idea of introducing Rated warzones and basically turn the game into an E-sport? How exactly do you intend to do that when there are only two classes that are competitive while the other 6 bend over and get ****ed in the *** at the sight of incoming damage? And no I do not think Sent/Mara and Sin/Shadow are OP, I think they're as they should be. Problem as I see it is that all the other 6 classes are bellow the par which makes it seem like the above mentioned two are OP. Please introduce competitive play and stop promoting zerg.
  7. Sooooo, Scoundrels/Ops get nerfed... then Sentinels/Marauders get nerfed into oblivion and Assassin tanks get an extra self heal and one more defense skill Sounds about right
  8. Benevolence with ~1000 Expertise crit heals for 1900-2100. Has a 1.5 secs cast time which can be interrupted but no1 bother to do so anyway. Yesterday I got crit for 2599 by a BH through Guard and Taunt on him... which means I took about 34% of the whole damage add 20% from armor + rejuvenate buff so let's say I took 29% of his damage and that was 2599... so he actually crit me for about 8k. Simple math says I'm gonna need 4 Benevolence casts to recover from that damage which totals 6 secs. Or 2 Benevolence and 1 Healing trance which totals 6 secs again. Granted I have some alactiry that time is dropped to let's say 5.5 secs. In those 5.5 secs that guy won't be sitting around he's gonna be setting up for another 8k+ attack which won't be taunted this time, and in the process of him setting up for it he's gonna do another let's say 5k. So in reality while I'm taking my 5.5 secs to catch up to the 8k+ hit I'll be actually getting only 3k of effective healing cuz of the other 5k that I took while healing the first 8k. I trust you can see where this is going.
  9. The class changes were well warranted both for sages/sorcs and commandos/mercs, the Expertise changes are what's killing us. On top of the 30% debuff in pvp, ALL healers took an additional 10% kick in the nuts from expertise making healers heal for 60% of what they used to while in an even gear situation dpsers are dpsing for the same 100% cuz dmg boost and reduction cancel eachother out more or less.
  10. It's not about healing through 2 dpsers... I can do it now too, problem is when my friend gets attacked and pops all his cooldowns and I'm tunneling 50k healing in him versus a marauder and a powertech over the course of 2 mins and instead having his HP at least remain the same he ends up dying regardless of his CDs and my healing. I ask myself why would my rated team need me? If I can't contribute to their victory at all and essentially I'm the weak link just because I picked healing instead of damage. If a dps class can do 4 times the healing I do as damage in the same time frame. Why would anyone want a healer in their team instead of an extra dps? Cuz in the time I cast a 2k heal (1.5 secs) that Marauder does 9k. Some will argue you "but he can't do that 9k again for X amount of seconds", sure but this is where his friend comes around and goes the extra mile for another 9k. So bottom line when a healer and 1 dps/tank end up in a 2v2 situation vs 2 dps or a dps and a tank. Healer and dps/tank die to any of the other two combinations. So why get a healer for your rated team instead of dps? Edit: Of course this is a very generalized situation but it will happen, A LOT. It happened to me yesterday 4 times in the course of 6 warzones.
  11. Wrong. Works on everyone as long as you are the one that casted the buble.
  12. This is what I'm using now and what I've been using in preparation for 1.2 in 1.1.5: 21/20/0 Basically as long as I do Telekinetic Throw and/or Disturbance I never even have to result to Noble Sacrifice. Plus It enables me to kite 2 (3 in 1.1.5) Marauders with ease for as long as I want. Salvation is just too costly now to be used often enough and Resplendence is just plain useless. My overall healing is about 100k less with this build due to lack of salvation but those ticks are mostly topping people off not a MUST have. However as it turns out now in 1.2 I'm gonna need a lot of alacrity from augments and what not to cover up for the cast time of Deliverance, Benevolence heals only for about 2k crit for me... and that's just not enough to keep anyone alive.
  13. I just took a 2500 crit from a Marauder that was taunted and I was guarded. Simple math shows that if it wasn't for the above mentioned effects I'd get hit for ~9k. I got an HP pool of 16k... nuff said
  14. Arlette

    No skill involved

    Chessmasters moving the chest pieces is a physical action. You sir, are full of ****!
  15. I play a tank/healer combo and I've never had any problems with another tank healer. It's all about how you rotate your CCs and damage and I actually find it refreshing that I need to focus and watch my debuffs and time my CCs instead of just tunneling same target from start to end. Beating the Guard Mechanic is prolly the only thing in this game that requires skill. So no you don't need a counter to it, you need to man up and learn how to play your class and how the opponent's class/es work.
  16. Titles says it all, I don't know how many of you checked out that thread about 1.2 pvp gearing and saw that on top of the 2.5 sec heal nerf, the new and "awesome" War Hero gear drops down the Alacrity to mere ~100 which is around 4%. So the dream of War Hero having some extra expertise to kill some of that gap in increased cast time. Now Sages/Sorcs are gonna end up with a 3 secs channeled heal that says "INTERRUPT ME PLEASE!" from a mile away, 1.5 secs cast Lowsy 3.5k heal (added 500 cuz of the increased expertise) that burns through your Force pool like gasoline and a 2.5 secs Big efficient heal that will 100% get interrupted and you'll NEVER be able to cast successfully. I'd like to ask dear Georg Zoeler, what exactly is your idea of Sorc/Sage healing and how exactly do you expect us to land a single heal? (1 tick of Healing Trance/It's sorc mirror doesn't really count). Cuz from where I'm standing Rated Warzones are gonna boost team play skyhigh hence interrupts and CCs will be coordinated and better timed, thus making casting anything next to impossible. That is especially true for healers since they're ALWAYS going to end up being the #1 target. And while the other two healing classes have some instants to bring to the table and keep them alive, all we have is a HoT that ticks for 1300 initially and 600 after that. So please give me any input on how to cast a heal successfully?
  17. Take the current Resolve system and throw it into the dumpster, then start over with it and make it so that we don't end up spending our lifespan in stuns. Either divide the different spells in spell schools and put some serious diminishing returns for effects of the same school... aka stun, after stun, after stun. Or find some other way to lower the amount of CC, because let's face it... spending 1/5th of a warzone in Crowd Control just ain't fun.
  18. I played about 10 warzones just now with a new build that I'll likely be running around with post 1.2 The results I came up with are pretty interesting. My healing dropped by overall 10-15% true, however I can now successfully make marauders and sins cry like babies in their attempts to kill me. Bottom line, all the cry babies that cried for nerf on healing and got what they wanted are gonna be really surprised with what Sage/Sorc healers are gonna turn out to be in pvp
  19. I fixed up this one (note that it's with the current skills line up) 21/20/0 just now in a desperate attempt to figure out a way to get some force conservation and mitigate the impact of lowered healing response time due to the upcoming nerf on deliverance cast time. Any idea's for improvement? The reason why I'm giving up salvation is simply because of that 100 energy cost that seems unaffordable given the resplendance nerf incoming. P.S. I'm talking strictly pvp-wise.
  20. Amen! But now, honesty and Gabe is like asking a Cow to play a trumpet... NOT GOING TO HAPPEN!
  21. Interrupts don't fill up the resolve bar, so as I said 2 CCs + 2 interrupts. What you're trying to push as a theory is that When I do say 400k Healing and you do 400k Damage... I'm OP and need a nerf or you need a buff to be able to do 500k damage. Do you see the red flag that this whole sentence raises? Cuz I've been watching the warzone charts and things are more or less like that. There is no significant difference between healing done and damage done. If that doesn't prove your idea is flawed, I don't know what does.
  22. Sure, add the same thing for damage and let's put it on the PTS
  23. If you have 2 people on a healer and you can't take him down... you're obviously doing something wrong. Either 0 communication or bad timing on CCs and Interrupts but hell you can lock that guy completely... 2 CCs + 2 interrupts
  24. I'd like to propose a counter offer, Nerf DPS classes because I can't outheal those 5k crits I keep taking from Assassins and Scoundrels... and while we're at it, can we please get a nerf on crowd controls and interrupts because I don't like my heals interrupted. Sounds about right doesn't it?
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