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DarthSalvatori

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    Fort Worth, Texas
  1. Odessen: If having a battle mod prevents stealthing then it should also prevent some other skills such as entrench, sorc immunity bubble, merc responsive safeguards. Entrench is the biggest one though it is impossible to stop a sniper from killing a node due to this. No battle ground should favor a class like that so heavily. Hypergate: The biggest problem with hypergate that I have seen is the fact that kills don't seem to clear at the end of the round if the team has no pylon. example, We were behind one round so the next one we prevented the other team from getting a pylon but in doing so they got a lot of kills because we just kept throwing bodies at it to interrupt, This let us catch up with the score at the end of the round with the opposing team at about 300 with us about 20 points behind still. So the next round we thought okay that is a more manageable gap so we didn't go to interrupt them. As soon as they got the pylon they went from 300 to 580+. It seems to me the only way this happens is if the kills from the previous round didn't clear and possibly even gets multiplied somehow.
  2. I see how well you understand since you keep bringing up the merc when that is clearly not one of the classes/specs I am talking about. You don't even understand enough to tell that I am the OP and you refer to my statement like I was someone else. Thing is it only happens with certain abilities. it won't happen with whirlwind, but it will happen with Mind Trap. Both abilities Shadow can use so we are also talking about the same companion. The bug of stop action makes more sense when NPC are trapped by certain abilities. It sounds like the AI needs a little cleaning up. It is just a little frustrating to sit and think oh I will wait to be healed up before breaking that one out of CC then the CC breaks because it ran out of time and I didn't get a heal.
  3. Try mind trapping one NPC kill another and wait to kill the mind trapped one. It seems to only happen with the abilities that control them from stealth. so only happens on Shadows, Operative, scoundrel and assassin
  4. Any reason as to why healing companions stop healing if there is no actual fighting going on but you are not out of combat yet? Example: there are 3 NPCs so I use mind maze, mind trap, sleep dart etc. on them. Kill the other two and wait for energy to regen to start on the third one. During this time my healing companion will not automatically cast heal on themselves or me. This has led to me dying from a DoT that was applied while I was fighting the other two at time if I don't catch it fast enough target myself and force the companion to heal. Also is there any planning on a mode for healing companions where the don't shoot or attack but they will still heal?
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