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Suryi

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Posts posted by Suryi

  1. Trhill of the Hunt seems overrated to me, in yolo you simply have to get +30% dr while stunned, since pretty much everyone stuns you the second you get jumped.

     

    Also I think Energy Rebounder is a very good 2nd t3 utility, since if you are not too cheap with your shield (this is not 2.10 anymore :D ) you can get the shield back when it matters, although this probably means 2 shields in a game, but i personally love the breathing room it gives.

     

    I do not agree that mercs are lagging behind anything atm. We depend on how good our dps is, ofc, because we can only survive for so long but then again that's the same thing for all healers. You have to pretty much do what Exi said, kite smartly, kb, cc, do whatever you can to buy yourself time. Always look where the ranged dpsers are so you can LoS them and always kb the melees in annoying spots (**** it, even net + kb to take a dps out of a fight as a sort of soft cc. this is a desperate move, ofc, since net is love & life and gets you a kill before they kill you, sometimes). I'd also suggest to drop interrupt immunity in shield (the herresy :o) for +4s in HtL. Kite kite kite. And clench your butt when you can't kite and praise jesus for +30% dr while stunned.

     

    If it so happens that you are not getting tunneled by 3 dpsers, you should not move so much, you should plant your feet in the ground and cast. We can dish out insane healing and burst healing (srsly, healing scan, supercharge, emergency scan, healing scan is so good) and we really need supercharge for heat management so stop and cast when the situation allows it.

     

    Oh and zoom out the camera, so you can see the ranged bastards that are pummeling your health.

     

    Really loved the clip and the song, nice deviation from your ordinary pvp clip :D

  2. Happy to see you guys post a teaser of the rewards instead of announcing very poor rewards at the end of the season like in S2. Curious to see the new armor/weapon/crystal (I assume no new model, but curious nonetheless). I quite like the mount, it looks fit for the SWtoR Ranked PvP theme (bloodsport).
  3. This is about right. I doubt it will be a mount, just a reskinned pet, as BW will use the excuse, "it's a "shorter" season and we've reduced it to 3 tiers" for offering less epic rewards.

     

    Hopefully I'm wrong.

     

    How to SW:ToR PvP fan:

    Be pessimistic & don't hope. Brace for dissapointment. I'm gonna have to go for the "recolored armor and reused titles"-guy xd

  4. Ill tell you guys right now a good merc healer is way more dangerous than a operative healer. One that knows his class in and out will make a operative look like a sorc. Operatives are ahead by a little in healing but other departments like merc heal dps output is gonna be higher than an operative heal dps. Overall all around merc is better and when i get outhealed it aint by much maybe 2k to 10k but i also put out 30k-50k dmg at the sametime while an operative might do like 5k. Most people dont understand how good a merc can be in the right hands people love going with ez and what works.

     

    Marry me

  5. That's not a perception, it's a reality. If you don't have Rapid Scan, the bottom falls out of your HPS. No one is going to be saved from focus fire by rapid shots, sorry. All of the team work in the world doesn't stop those assassins from interrupting you. It's PVP, not an episode of Captain Planet. :rolleyes:

     

    I'm not exactly talking theory aka out of my *** here, i have hundreds of games to back it up. The reality on my server is that mando heals is nothing to scoff at like you are doing atm. My point is that it is a perception/cliche that has gone on since forever and in my experience has never been true (even back when we didn't have tech override buff and unlimited trauma probes to help us cope with the allmighty interrupt).

     

    And doing good hard swaps on that assasin and killing him will most deffinately stop him from interrupting you. Very few of my losses were solely because of low HPS, there's always something you can do to mitigate damage and/or make an annoying interrupter less annoying. Your issue if you don't believe me, I just strongly disagree with anyone saying that merc heal isn't viable when I've done it and have seen it done.

  6. All it takes is two enemies taking turns interrupting Rapid Scan and Merc healing is almost completely neutralized. As long as this is the case, merc healing will always be joke healing. Operatives will always be the king of healing because they have 3 instant heals that can't be interrupted. When they get in trouble, they stealth away, forcing everyone to change targets.

     

    Sad that there isn't anyone on your server that can show you how off that perception is. We have tools around the weakness you mention and the better you work as a team the less an issue being interrupted is (assuming team ranked ofc, that's what the person I first quoted was talking about and that's what I'm talking about).

  7. As for Rateds in this game? The fact that Operative/Scoundrel healers are still demi-gods doesn't help. So many more comps/teams would compete if Sorc/Merc could compare.

     

    I'm suprised this cliché is still alive, are there no merc/mandos that are trying on the US servers? Someone should step up lol, OPs aren't anywhere near as BiS as they were. Slight advantage on the overall hps department sure but mandos have their niche that they fit in.

  8. Fine. I'll make a group for team rated but when it's not on and I feel like doing solo queue I really don't want to be harrased by same griefers over and over. "go team rated" has nothing to do with the issue I have in this thread. It's not about randomness of solo queue but harassment that's going on there every single day.

     

    If only BW cared :( I feel your pain, I really do but I doubt BW would do anything.

  9. Please tell me you don't use pulse cannon on mando in any spec besides for the lolz :/ Mando might have range, but also has to worry a lot more about not screwing up energy management (we're talking about heal spec off-dps right?) relative to scoundrel. Plasma grenade definitely not worth the cost as a healer.

     

    Anyway, those scoundrel damage values seem considerably lower than what I'm used to on mine, even for non-crits, and the mortar volley values seem higher for no crits than what I'm used to. And yes, my scoundrel and mando are very similarly geared, mostly brut.

     

    I don't find energy management an issue. If the situation allows the use of 1/4 (pulse cannon) or 1/3 (plasma grenade) of my resoruces then why not, no point in staying at full ammo and those situations do happen (when there's nothing pressuring my ammo usage). Why would pulse cannon be bad, it has decent damage (more then full auto / 2 charged bolts since it's elemental) and it's aoe that tops on the pressure your team does. All of our abilites have their use, saying any one ability can't/shouldn't be used is a bit too reductionist. I'm not saying use it on cd, just use it when the situation allows it.

  10. You sure mortar volley + HIB is actually more damage than sab charge + blaster whip + backblast?

     

    Via the magic of napkin math:

    On my scoundrel with 1375 bonus tech damage (stims & buffs WITH bolster):

    Sab: 4337 - 4444

    Backblast: 3264 - 3478

    Blaster Whip: 2709 - 2816

    Total: 10310 - 10738

     

    On my mando with 1359 bonus tech damage (stims & buffs WITHOUT bolster - to have similar bonus tech values as my scoundrel, since he is chronically undergeared):

    Mortar Volley: 7575 - 8045

    HiB: 3037 - 3617

    Total: 10612 - 11662

     

    Ofc factor in crit and you might get a difference for scoundrels (big deal if sab probe crits) but crit is crit. And this is 30m range. Not to mention this is just burst, we have aoe damage that scoundrels only dream of (plasma grenade & pulse cannon) and if by some freak of nature there is nothing to heal there's always good old charged bolts spam. Mando master race xd

  11. From my experience, most of the time you break as a healer because you're mezzed and a teammate is going to die- not because you're being focused. Netting a tank to prevent guardian leap only works on guardians, which seem less common these days (in favor of sins). I think it's best to use on hard swaps to a sorc, or on a melee dps that you're focusing. I do think it's a waste to net someone that's already stunned, as it just makes the decision to break easier.

     

    Also, a mortar volley will not do 9k dmg on a single target with no crits lol, are you sure about that? Just doesn't seem correct that it does almost a third of someone's HP with no crits, and even more with any crits. I think a scoundrel sab charge + blaster whip + backblast will do more than mortar volley + HIB on average, though it will also be worse for your energy management, and requires melee range.

     

    Yeah I read tooltip damage, derp xd It's still more damage then scoundrel because you fire 6 rounds in a mortar volley, some of them will crit and like you pointed out, 30m range trumps 4m.

     

    I'd net a sorc yeah because he has to break and bubble and it's a 2 in 1 trade, but idk about melee (other then sin phasewalk). It's just damage, it doesn't stop anything. Might as well use it as a kiting tool at that point imo. I'd still use it for tanks xd even on sins, no phasewalk/force speed = time on an unguarded target.

  12. Net isn't best used on the target you swap to. Every op healer and his mother breaks and vanishes at the same time when he's hard swapped to, so your net doesn't do anything but damage. The best use is, imo, to net the tank and push him away from the healer, this way you get a bunch of extra seconds on an unguarded healer whos' tank can't leap towards to save.

     

    You're right in saying that output (practical, not theoretical) is different. Pressure comps are a nightmare for us, at least the ones that derp on the healer as well since you have to kite and deny the guy on you and at the same time heal the other guy on your team who's getting burned down. So here an op has the clear advantage. But imho, mando is much better in swap setups than op is, because we have much higher dmg/burst. A mortar volley is around 9k uncritted damage, followed up by another 3.5k normal hib, this is way more than a scoundrel will do in 3 globals (non-crits). Also we have a 30m range instant (tech override ftw) cc which can be used on the tank to swap onto the healer and our stun is 10m, as opposed to 10m flashbang and 4m stun, which makes it extremely obvious when you want to swap (oh look, an operative healer running towards me, I wonder what he wants to do).

     

    You've asked what are our most scary opponents and that has to be roudy when he runs deception/carnage. You have milliseconds to cleanse the fear before you're hard stunned and globaled down with insane burst and missing the cleanse means you have to break or your tank has to break and your team only has 2 of those xd deffinately the most challenging thing to fight

  13. Combat Medic Commando :D..

     

    Now the ultimate question, do you have maybe some Videos to share with us, or at least tell us your lineup&strategy, please

     

    http://www.twitch.tv/keubro this is the stream of our tank, he mostly streams our games when he feels like it.

     

    Lineup is assault vanguard, combat sentinel, shield tech/tactics vanguard tank and commando heals. What's great about it is that we have insane damage (assault vg is massive dps, vg tanks is highest dps tank and mando healer is highest dps healer) so we can just out derp other teams (damage stuff and cc healer) or we can do hard swaps with Awe or double neural surge (carbonize) with assault and combat burst + me and the tank helping out. Usually derp other teams that derp in order to deny dps, but we can do that as a plan B in case we're not focused enough to do hard swaps xd

     

    p.s.: i use the word derp as a substitute for the "no tactic, just go in there and mash your buttons"-tactic

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