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Lalainnia

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Everything posted by Lalainnia

  1. Lalainnia

    Some PT Buffs.

    Take automated defenses from the pyrotech tree lower its cd reduction from 6 to 3 make it a utility and take the merc utility Kolto surge and combine them then replace this utility slot with mutilating shards useless utility. Replace Automated defenses in the pyrotech tree that causes sonic missile to Absorb the next 4 force or tech attacks can name it Sonic Absorption or something. Shoulder cannon should heal for 5% not like its spamable for however long now compared to when it was just releaased and could be spammed. Add 5% damage reduction to Overdrive. Trans locate can now be used while moving but reduced range to 25m Game doesn't need any more insane self healing utilities while automated defenses combined with Kolto surge should give Pts a potential second life and not be off cooldown non stop. Giving pyrotech an absorb on sonic missile would work nicely because it plays off Insulated mats which lowers its cd by 10 seconds. Shoulder Cannon heal was heavily outdated imo. A 5% damage reduction while Hydraulics is active is decent cushion on top of other available things. Translocate being useable while moving will easily make it use able and range reduction for balance check sake.
  2. Yup not enough resources and a waste of time to go back and implement changes to make 2 year old content that's not dealing with either the level 50 classic story or the new stories. Pretty much don't expect resources to be put into anything between Classic level 50 stories and Knights of the Fallen Empire and Knights of the Eternal Throne. If it some how does well good for those solo ppl but don't get your hopes high game just recently started focusing on content that wasn't soley story aka group content so don't expect seeing solo content added to old content.
  3. Awwww and here I was hopping operatives and scoundrels would have to suffer the fate of unjustified nerfs o well On the bright side shows that the combat team pays attention and relays that information.
  4. No one needs trauma regulators it needs to die period.
  5. Carnage burst is just unforgiving as in its a pretty short window of time but if they hop on a focused target like any dps with a brain should do and time it with either they're own cc or someone else it's well near the quickest/highest in the game.
  6. Tank sins have the most possible options period. Pull, Stealth mez, whirlwind mez, hardstun, spike, 180 degree knockback. and multiple slows
  7. Is no one going to mention the other side that's wrong with Skank tanks whatever it is ppl call them? This has been going on forever from when Dark Maul was a thing and it was a thing for Sages that used to heal and dps when talent trees could hybrid. One of the main reasons outside of dps gear are the actual talents in the tank trees each of them has traits that allow for either insane burst or sustain in combination with dps gear. Powertechs have Flame engine and Hydraulic Shield both of these reset hard hitting skills and one makes it 100% stronger lol... Juggernauts Crushing blow already has a huge damage modifier it doesn't need consuming power or pillar of strength to increase its crit chance by 20% and damage by 30%.. Then Sins are just crawling with damage booster to skills Electrify, Energize, Lighting reflexes, Mounting darkness, Harnessed Darkness. All those traits are huge damage boosters put on dps gear and it just blows up. Sure ppl can make the argument but tank class stances reduce damage by 10%, well clearly that does nothing. The only thing I would be concerned about if those traits were to be reworked to get rid of the damage potential is Pve threat gain and just overall fun. Being a tank imo should primarily be about self preservation through dcds, the ability to use Guard, Best CC options, and the ability to spread trauma. I don't think high damage in any form such as burst or sustain should be something other players should be concerned about at the level it is today.
  8. Hi, As someone that utterly hates sins/shadows on a super personal level I have to disagree to an extent. The only tree that is over performing is the tank tree and that's primarily based on tanks in dps gear as a whole so it can't be put only on sin dps geared tanks. Now onto the dps specs Deception/Infiltration is mean't to have high burst and finally has enough sustain to not simply shrug them off like say lighting sorcs. On top of this they also have enough, possibly to much dcd love within the spec and through utility no where near the silliness of merc and sniper dcds tho also not a fan or 30m mez cc. As for Sadness/Serenity this spec is all about split pressure with a mix of decent burst on the flip side its much squishier than deception and without the utility dcds it work essentially melt in any good war-zone match or arena match up. If ever fighting a sin solo make sure to use your dcds wisely especially your cc break either save it for their hardstun or force cloak mez combo. Don't throw any tech/force damage ( yellow numbers) into them while they have resilience up. Most also take the damage reduction on force speed so be careful of that as well. There are a bunch of other things to note when playing a sin but the best advice to take from this is make one yourself, to learn the weaknesses and strengths of them first hand also find a sin you consider to be as good as yourself or better and kindly ask them to duel you.
  9. Pretty sure nothing is happening to scoundrel healing in 5.4 I think its just leth and concealement.
  10. Would be insanely strong if it were instant cast I think its the main reason it isn't, at the same time it's cast needs to be shorter.
  11. The trauma trauma trauma so much trauma
  12. ^this plus it has an auto crit every 18 secs after kolto pack which is actually some decent burst on a probed target.
  13. Is this seriously the same bug from like 2.0 where if you hit something that has force invul or resists your procced chain lighting it doesn't treat it as it happened and just becomes instant cast non stop? If so well lol this goes up there with stuff like knights and warriors getting stuck in floors or objects after leaping bugs so old kinda funny they manged to reproduce it/re install lol?
  14. It all comes down to overheating running out of ammo at the top point for merc/mando healers they need to be soft cc'ed or cced to properly maintain resources vs decent-strong dps as someone else stated free casting is actually horrible for a merc you want to actually be soft cc'ed so you can get back resources with a utility. Dcds are perfect outside of trauma regulators and possibly kolto surge unnecessary utilities. I personally don't even take regulators because I find it to be nothing but overkill as a healer and another thing attached to my shield. With supercharge defense the utility it's possible to have well near 24 second plus of uninterruptible healing by chaining SCG, power surge, and energy shield together and it happens on a frequent enough basis to not worry about it. In my opinion mercs will never be the best until we don't have to limit our healing because we overheat so easily in high pressure fights this is obviously less of an issue when other healers are present though.
  15. That's the point of ranged being ranged.....do you want to be able to avoid everything? Also our escapes work perfectly fine against melee they just aren't frequent aka low cds the only low cd methods we have to keep pressure off us are missile blast root if traited and rocket out just need to learn when to use. We don't need any more mobility it's not our strong point anyway.
  16. If you noticed they said they would be touching all healers eventually so something may be coming for them maybe not now but eventually . Many people think mando/merc healing is performing underpar in pvp hps wise due to the strength of their heals which is actually not true what hard stops merc and mando healing is our resource system and how it scales from very high to high, mid, low, and very low the restrictions are tight and unforgiving with the costs on our abilities without weaving in multiple med shots kotlo shots having a co healer which is most raids or war zones or being cc'ed to proc gyro alignment the issue is highly noticeable in arenas. Also forgot to note Kolto missile and Kolto Shell are over performing in a pve setting because it focuses heavily on stacking along with being in a more controlled resource environment As for the Dcds its been said before and trauma regulators needs to be deleted or a complete overhaul no nerfs just needs to go away. As for koto surge it needs to be given to Powertechs, mercs also don't need it when we have safe guards already which is the main dcd asked for from forever ago primarily the usable while stunned portion and healing. Arsenal already has amazing off healing in the build by just shooting off a few tracer missile and gives them the option to use it on a powered up rail shot or a powered up and cast reduction heat scan. The balance patches coming out atm are really just for damage and healing values the stuff coming after is suppose to fous on dcds/utility We also do have a escapes being hold the line rocket out missle blast root and our knockback they simply aren't amazing because it's not suppose to be our strong point. Hopefully more ppl will opt to take the smokescreen talent for rocket out when trauma regulators is deleted it's not bad at all.
  17. If everythings following the balancing trend with the small dps and hps nerfs/buffs imo will most likely see kolto waves nerfs on operatives and hopefully interrupt immunity on 1 of it's 2 main hard casts outside of being attached to a utility. Mercs will most likely have kolto missile, shell, and progressive scan nerfed in some way and hopefully they compensate with the eternally requested heat reductions.
  18. Sorc heals are fine still the only healer that doesn't fall apart when their resources get low. The force armor nerf was unnecessary in my eyes though it's a special ability not that's effectively able to increases a friendly targets max hp. If the other healers are being adjusted I expect to see Mercs kolto missle most likely nerfed it's had nothing but buffs since 3.0 pretty much and hopefully they adjust some heat values for them. For operatives I can see them gaining some sort of interrupt immunity in the actual medicine tree on Kolto injection and possibly a slight nerf on Kolto waves in either it's crit chance or its actual healing. All is well in Healer world nothing to worry about Dps and tanks need to pay more attention and should see less easy "That should have killed me moments" from players.
  19. Lalainnia

    Nerf Guard!

    I think it would really benefit a lot of people that play dps to go sit on a operation/warzone dummy and learn some form of a rotation the general dps output I see from players is horrendous. On top of all that seeing things like a taunted dps which reduces damage by 35% against everyone except for the taunter attacking a guarded healer with all offensive cds that's not even below 95% is disturbing. Lastly classes that are able to apply trauma should do so Maras/Snipers and all Tank specs, especially tank specs when they can apply trauma in aoe along with upkeeping it on a solo target please do so It goes a long way towards killing an enemy. Not even going to mention CC=crowd control because people should already know the differences between different forms of CC like Hardstuns, Mezz, Hindered, Knockbacks, Knockdowns, Lifts, Roots, and Slows or how each of those fill a certain level to the Resolve bar and how it's not the best idea to Hardstun an enemy back to back and give them a Whitebar which is CC immunity outside of Slows or how when they have a Whitebar and a person uses a Root it turns into a slow instead. Then of course no real point in telling ppl to make the class they're having trouble fighting and learn how it works and by that I mean what are some common combos or opening strats ppl do especially for classes like Sins and dps Opers. Absolutely don't need to mention to ppl how to read the map and take notice of the terrain and how many ppl are where and doing what. This isn't a guard issue this is a case of ppl not being aware of everything going on around them not knowing how to properly utilize all their class/spec can offer, not knowing how other classes work. But Most of all the biggest thing I see is not working as a team. Practice makes perfect and I think a great deal of people need to practice instead of ramming their heads against the wall with the same tactic every single time.
  20. I'm pretty sure Musco and someone else did this a while ago streaming wise and It didn't go to well mostly ppl just making fun of them and everyone in the warzone teaming up against them. Who knows though this was a pretty long time ago might work this time.
  21. Scoundrels/Operatives really don't need anything , sages and sorcs need to lose and rework certain abilities and mando trauma regulators needs to die or be completely reworked.
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