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AokijiKuzan

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  1. More Surge talents are also a bit overlapping. If they wanted us to have more Surge on certain abilities, they'd have left Flame Burst on Prototype Weapon Systems. Power Loaders, by name, sensefully increases our missiles as well as their damage. It would also makes sense that it increases a stat like Crit or Surge that improves our DPS quite directly. +% for Tech Crit would be very welcomed by me. Perhaps something a bit more unique though would be +15% Crit on Flamethrower & Immolate or something along those lines. But those are not particularly abilities that are 'loaded', which is just a small name-related barrier. And yes, it used to be 5% + 3% talented; then on PTS it went to 8% + 3% talented; and now it is 5% + 1% talented. I, like everybody else, don't understand it either.
  2. Any of these chances should be a singular change. So yeah, definitely no 1 AND 2. I agree we'd be going back to the Tracer Missile era if that were to happen. I get it, it changes things quite a lot. Not only an addition to an ability, but it forces us to adjust our playstyle. In my eyes, that's a fun thing to *test*, but it's not often a viable option to implement (as it will come with many different opinions towards it). Well, as far as our damage goes I tend to do pretty well too, no complaints in Operations. However I think to keep adding more interesting fight mechanics will definitely result in tougher times for casters. Ofc it will be tougher for anyone at that point. But I've recently started clearing endgame content on my Powertech, which is the first melee I'm using to do so (and one of the least mobile melee classes along with Operative). And I find that in a situation where my TK Sage would also be allowed to stand still and freecast, my Ptech usually has enough time to run up (possibly with an Explosive Dart or Rail Shot whereas my Sage would only be able to apply Weaken Mind if I hadn't yet, if I'm lucky TK Wave, or otherwise a slightly wasteful Project), and also be allowed to perfectly apply my rotation. In such a situation where melee & ranged are 'delayed' equally, melee should start to pull ahead in DPS. In a more dynamic & interactive end-game situation of PvP, we can already see the trend of melee dominating other classes (thank god for Gunslinger cover!), and casters being the least wanted in your team. Towards the future, the gap might become bigger for PvE as well. BUT! We are not there yet, so it's fine to keep us as we are for a little while longer. I think that's a very troublesome implementation; having cast times or channeled times on the move. It's clear they didn't want to attempt this at launch, I don't think this will change a year or even longer into the game. It might be a great change, but if there's other options this might be put on the backburner. That said, yeah, it would be very helpful. More chance to choose when to use it as well as a new skill that allows us to re-position ourselves. I like this second one. Any double-attack is visually satisfying and a nice damage booster. I could also see an addition of Turbulence to Tidal Force, allowing for higher up-time potential on TK Wave, which is already our best on-the-go move if we need to reposition while trying to keep up the damage. Thanks for the response~
  3. I agree with you MisterMuse. I don't want Telekinetics to be reworked simply to be viable in PvP. I'm just interested in thinking about what a small damage buff could bring us up to. There should never be a huge influx of players flocking to TK for PvP. But if you wish to grab a PvP game here and there without having to respec each time, some small bonus could help us out to make the experience more enjoyable. Keep in mind this is not a thread for personal trouble and with a thorough focus on damage-dealing abilities. I'm not trying to seek advice, as I said, we are definitely able to clear all content as we are and there aren't too much problems with that. Utility-wise, yeah, I am one of the few ranged in our guild, so I tend to be the one running around with some specific small tasks. Our utility is quite nice as is. But you don't bring utility to beat enrage timers. That's definitely true, the developers should pay more attention elsewhere. I just like thinking of ideas like these and it got to a point where I wished to share them. We're not far off each other in our standpoints.
  4. After choosing to play a Sage at launch, I've gone with the Telekinetics tree nonstop. I really have enjoyed learning and experiencing this from being quite a rookie to wanting to min-max and delivering everything this tree has to offer. Although by now I have several characters, most of my thoughts will still go out to this particular PvE-oriented spec. For a while now I've been coming up with a few ideas on how we might improve. Do TK Sages need improving? Well, especially in PvP there's not a lot we can do; but I also feel we (DPS Sages as a whole) are a below-par choice to take into the hardest operations for endgame PvE, solely judging on a class-based standpoint. We are certainly capable of clearing any content, but I'd prefer if our bar could be raised to at least in-line with the average - staying within the mythical '5%' BioWare has told us about. While I have more interest and experience in PvE, where we need less help, I'm trying to think of things that will help us as a whole to raise the DPS output. Before I start suggesting things, I'd like to note they may turn out lengthy, as I discuss pros & cons I might see to the suggestion, or various implementations & impacts. There's really endless ideas out there, but these are more reasonable ones that I could actually see or want to see happen. Keep in mind these are damage-based suggestions. Suggestion 1: Suggestion 2: Suggestion 3: Suggestion 4: Bonus Suggestion for Balance: Well, these are a few of my thoughts on possible TK changes. I didn't delve too much into new abilities or skills as I don't think those are necessary. I also steered clear of utility, as I think those type of skills shift the dynamics quite a bit more. (You need to take into account interactions with other classes specifically etc.) Though it's also interesting to think about, so who knows, one of those might come up. Same with defensive cooldowns (although I would quite want one of those - Sages get Guarded by the Force now instead of Sentinels, shift the QQ). Thank you for checking out my thread. Feel free to drop your own suggestions in a comment down below.
  5. I would actually propose a different route than Mr. DanteDeLaRocha. Since Alacrity / Surge is a shared stat, so you always have to take from one to give to the other. And around 10% Alacrity is quite beneficial for TK Sages, which means you can't reach 80% Surge or even 300 rating. You can pursue either route, but I don't think the bigger hits (maybe 100-200 extra damage on Turbulence depending on your stats) will outweigh the faster casting. I wouldn't disagree from a universal standpoint, but as pointed out, Telekinetic Effusion as well as our 3 stacks of Concentration pretty much make sure we won't run out of Force if we stick to a good rotation. Critical Rating, as well, needn't be that high if you opt for Willpower. With 2000+ Willpower you'll almost reach 13% and that will account for a large part of your Crit (5% base, 5% Smuggler's buff, 3% from Penetrating Light, 1% from companion max affection), so that leaves a lot less to make up for. As far as the actual amount, I don't even get it to 35% buffed personally, but I guess it's more according to taste. I think you'll find though, that theoretically, you don't have a need for a lot more Crit %. My personal reasoning (before l had looked up and learned more about the class) was the following. Turbulence 100% chance, Disturbance & TK Throw 40% chance (6% from Critical Kinesis + a base of around 34%), Weaken Mind, TK Wave & Mind Crush a regular 34% (1/3) chance. Since Weaken Mind can only proc Psychic Projection once every 10 seconds, it wouldn't benefit too much to have more Crit ticks (despite its Surge being buffed through Reverberation); and I feel like TK Wave & Mind Crush don't make up enough of my total DPS to have it command my stat distribution of choosing Crit over Power at such percentages. Additionally, if you're using Force Potency at optimal moments, you will use it on TK throw after the Psychic Projection proc for its first use, as well as TK Wave on your Tidal Wave proc for the second use; boosting the overall Crit on both. During fights my actual percentage of critical hits will be +40% with my current set-up, that has 2055 Willpower & around 34% (depending on with or without a Resolve Stim). For this I only needed 163 Crit Rating and could stack a lot onto Power. Though I am straying a bit far away from the entry-level gearing up. It will be more important to get Crit up decently at the beginning. You can just shed a little bit of Crit Rating once your Willpower starts going up. Surge/Alacrity should come fairly naturally before you really need to micro-manage those.
  6. Telekinetic Spec. 1. How do you think your Sage spec is perceived by other classes? Expected or wanted to be a healer. As far as many are concerned, we're off somewhere in the distance, putting out support DPS. Due to lack of high burst damage and lack of armour, we don't fit the "glass cannon" idiom that is often wanted for a squishy caster, which leaves us underrated. 2. How do you perceive your own spec? Completely capable when well-maintained. Which, in turn, allows it to be sustained very well and opens a few moments for multitasking (bubble, off-heal, CC). I do believe there's too little return for our sacrifice of being an immobile caster. Some high-end content can force us into a dilemma - take damage we can't afford to take (finishing a cast), or lose DPS output the group can't afford to lose (abort a cast).
  7. I think you should also look at what you want to play like, there's obviously a bigger difference between two advanced classes, but within different trees you might still find something your prefer over another advanced class. Atm I have a gunslinger, and I'm waiting to make some other characters so I'll have some added Legacy bonuses in place. I'm really liking the approach of adding a Wild West theme to a class that remains to be quite iconic for Star Wars. One thing I knew in advance was the spec I was going for, which is Dirty Fighting. As a 'gunslinger', I really wanted to live up to the name and be mobile, running around shooting whatever I can. On the other hand, for a Sniper, sitting in cover and 'sniping' seems like an approach I would like as far as getting immersed into the game and my character. Marksmanship Sniper might be the way to go for me, chilling behind cover and getting big numbers. Which unfortunately means I might play mirror classes with different trees. I do prefer Operative over Scoundrel, however, even if neither of those may not be my playstyle (which I can't say as I haven't tried it out). So I'd say check out some playstyles and see which one appeals most to you, regardless of advanced class.
  8. Please do indeed update us frequently. Addressing the thread even with small pieces of new information expresses more concern toward those affected.
  9. Sadly, I wasn't. At least I have the discs. But truly a downer; excited for the game update, not excited I have to waste more time because I happened to draw to short end of the stick.
  10. Somehow I sense a yet unknown looming overhead about being able to just log in and play 1.2 tomorrow. But we'll see when the time comes, I hope to be wrong. Hopefully it's as minimal of a loss as they claim (although unfortunate nonetheless, a lot of people wanted to achieve some more things before 1.2; including myself). And at least AllisonBerryman (as well as a few people behind the scenes probably) is trying hard to get the information & how to deal with the mishap out there. Hopefully BW in its entirety takes this serious enough to provide playtime compensation to those affected. It happened, no changing that; now it's time to see how it is going to be dealt with.
  11. He should be. Qyzen = melee tank, Iresso = ranged tank. Although Qyzen's tank stance is Trandoshan Regeneration, so he'll heal up a bit faster when out of combat.
  12. Air Circulator Nectar Enhancement!?!?!?!?!? Take my money, take it now!!!!!
  13. Best thing you can do (or try to) is to stay inconspicuous. Weaken Mind several opponents and maybe throw in a Project (pretty much our only instants, the others are CC + small damage) here and there as you make your way to a preferred location. Usually the better locations are a) pretty much near any stairs in Alderaan Civil War - center turret being extra handy; b) outer pillars overlooking doors in Voidstar; and in Huttball, well, stay near the carrier for backup. This might seem pretty basic, but if you're in such a location and have used Weaken Mind on the way over, you can start out with Turbulence on your target of choice and huzzah, 2.5k damage medal. And when you're targeted yourself, having extra options to avoid line of sight nearby is always great. There's really too much situations that can occur in PvP to discuss, so 'tips' is a bit vague. The above is quite TK Sage specific, others will be more general. Assuming Weaken Mind is on your target, Turbulence > Mind Crush > Disturbance as you wait for procs. If you wish, you can chuck a Project at the start, and with the delay it will arrive only just before Turbulence, which will get you some burst if it crits.
  14. Hey Stoofa; I may not be the best person to comment on this, but regardless I wanted to give my input and state as well as explain my thoughts and opinions. For starters, the item modifications on my Telekinetics Sage are all about 56 (few 51, few 58), which puts me at about a Columi level, with a few things mixed and matched as to how I prefer it. (Since I frequently PvP, I had access to a lot of Champion gear just for the mods.) Here's a list of my current stats (Force Valor ON) for comparison: 1484 Endurance (17340hp) 1625 Willpower 649.3 Bonus Damage (1625 Willpower + 193 Power + 1217 Force Power) 31.31% Critical Rating (1625 Willpower + 362 Crit + 3% from Penetrating Light) 69.80% Surge Rating (175 Surge) 9.04% Activation Speed (291 Alacrity) I highlighted the secondary stats, since those are the main points of discussion here. You can see right away my Power is on the low side, and instead I've chosen to up my critical chance. For all secondary stats except Power I'm about at the spot I want to keep them. Approx 30% Crit, around 70-75% Surge, and 10% Alactrity was what I was going for; after that, Power all the way. (Which is basically what I'm doing now, aiming for better/more Power + Alacrity mods.) Now that you know my personal benchmark, I'll talk about your stats and what caught my eye, additionally I'll put my input on the table. I can't tell the number of your Power stat, but given that you haven't put up any Surge, and your Alacrity is fairly high (Alacrity + Power are usually paired), I'll assume that it's pretty decent. For now, I would definitely get some Surge up. We do have Reverberation that gives 50% bonus to Turbulence, Weaken Mind & Telekinetic Wave, but given that Turbulence should always crit, it's not a waste to get some bigger numbers out there every (hopefully) 9 seconds. Now you can't exactly go and get stats just for one ability, so you would need to get other critical hits for this Surge boost to really benefit, hence getting Crit up some higher. 30% might be on the high side at lower gear levels, at least it will be if it deters from your other stats, but it helps make the abilities our Reverberation already boosts get those bigger numbers more often. Our Psychic Projection skill (TK Throw ticks twice as fast) relies on Weaken Mind critically hitting, and those boosted pebbles are our best DPS skill, so naturally we'd want to use it often. Our other proc, Tidal Force, will also benefit from the bonus Crit. It will deliver the highest numbers of damage in our spec as it's also included in Reverberation. Of course, this will forever be up to chance, so the Crit stat is definitely less reliable. Getting Crit for Tidal Force is not a reason, but it's a bonus. (Since we have a mediocre filler nuke in Disturbance, we just want to keep our 3 stacks of Concentration & Tremors, but not really bother with casting too many more if we can help it. Crit can help a little with that.) Phew; that's a little of what I had to say about Crit & Surge. And as I've said, your Power looks decent already. Alacrity is paired up with Power often, so in the future if you up some more Power, Alacrity will follow. Which is good, as long as you don't go too fast for your own Force pool (which you shouldn't, our management is rather easy; and critical hits will help with it because of Telekinetic Effusion). In a nutshell, once you reach a certain point with Crit, its value will decline quickly (diminishing returns + you're already getting skill bonuses from critical hits quick enough, higher rating won't really help anymore). Power will always have a value to you. Alacrity & Surge sort of tag along with the other 2 stats in most mods, so you don't have to pay as much attention to them. Surge will stale out quicker as the return per point invested gets low quickly; and Alacrity can be stacked as high as you want if it won't deplete your Force, but is maybe a little less handy. I hope your future endeavors with your Sage will be fruitful!
  15. If I were to describe Disturbance as a silver ball-shaped cage of Force power, Turbulence would be a gold ball-shaped cage that's almost 3 times larger.
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