Jump to content

Lalainnia

Members
  • Posts

    1,196
  • Joined

Posts posted by Lalainnia

  1. There is really no massive dps imbalance like previous seasons its just healers that suffer the most in the balance department, and the forever cheesy triple carbo tactics or sorc barrier in acid that have plagued arena from creation. There are honestly only about 4 specs across all the classes that are essentially worthless this season between solo and group being IQ mercs Bodyguard mercs Pyro Pts and lighting sorcs in no specific order.
  2. Tanks in dps gear have always been stupidly strong and the importance of tank gear is far to weak. The surge in damage thought was mostly brought on in 3.1 ish when they intially buffed tank damage on sins and jugs to bring them closer to overturned pt tank damage and buff them in pve cause dps are stupid and won't let their tanks get aggro. Those didn't translate well into 4.0 with the crit changes and general over all power creep.

     

    If ppl want to reduce tank damage I would personally just add a 10% crit damage reduction for the tank stance in addition to the other stuff it already has. Then add a new tank move called intimidate that matchs (not force to attack like a taunt) the aggro of the highest threat 6 targets max 30m range on a 35 or 40 sec cd this way the damage nerf won't hurt pve and if anything would buff pve

  3. Madness doesn't lack single target dps if that's the excuse ppl are using for it not needed a cleave check. It has heavy single target pressure when all dots are running on a target affected by death mark that into a recklessness force leech and auto crit force lighting add into insane single target pressure with force leech being the only real move to be considered burst as it does 12-13k instantly on crit compare. The real spike of damage is due to polarity shift a 20% alacrity boost on all the inc dot damage.

     

    Madness real strengths come from its insane self reliance and actual use/playstye in combat and not theory or a drawn up paper examples. Its a ranged spec with possibly the best kiting potential of all ranged dps specs it has very strong and easy to apply and sustain cleave damage, selective single target or aoe close to guaranteed burst cycles with reck and polarity shift. Then it has high passive healing well near eliminating much need to waste gcds on self maintenance on top of the fact that it has the over tuned dark heal while being force friendly as a dps spec. Next the class in general has 2 extra cc breaks with barrier and phase walk. and lastly what i feel makes it just over the top is that they have the choice to spec into utility that well near removes the classes actual weakness which was that they are suppose to be squishiest class in the game which they are with nothing added standing still doing nothing but the ability to spec into and make the threat drop a shorter bounty hunter energy shield and the ability to spec to make their stun reduce inc damage from that target by 25%. for 10 secs after it wears off are huge.

     

    If you just look at just madness sorcs damage you would say its a great spec in a pvp environment and good in pve but not op, the real issue is that they have to much overall which is something to do with the base class.

     

    If there was something I would change with madness I think it would be how they deal damage would change the devour (lv 60) talent and instead of it needing affliction on the target to increase force leech damage it would require demolish to be ticking remove some of the mindlessness with that change. Would also reintroduce the concept of force management to the spec if it pushed to hard it would be a direct pull back on the amount of out going damage/healing it can keep up, this was actually something madness suffered from in the past but on a far more extreme level to the point it wasn't practical, and lastly reduce the healing from dark heal for the dps specs.

     

    To compensate for lighting losing dark healing power I would prob add to the lv 64 talent to reset the cd of unnatural preservation when force barrier ends and to add healing received by 3% stacking 3 times in addition to the previous effects.

     

    Sorcs for the entirety of this game have always had a top tier presence even if it was 1 spec or some silly derpy hybrid/s.

  4. Alright, rant time.

    1: How the hell can a map with so many stuckspots get on the live servers?

    2: Good job making this a 100% sorc zone.

    3: Good job on screwing over mandos even more by making them easily rushable and easily cornered (even moreso than Tat canyon).

    4: Optimization is worse than on the Makeb arena.

    5: Did I mention that it screws over one of, if not THE worst solo ranked class and compliments the best one?

    6: And the big hitter: It seemingly pops 80%+ of the time.

    Get it out! Out, out, out!

     

    I tried to like this post but i wasnt able to :(

  5. Question: Would double stacking 2-piece Medic setbonuses on Medicine Operative prove beneficial?

     

    My gear's mainly focused around Bant's 224 optimal stat setup for Medicine Operative. I'm no theorycrafter by any means, so if this appears totally wrong to anyone with proper number knowledge, feel free to take what I'm about to say with a grain of salt.

    _______________________________________

     

    After transferring over an old operative to my current server, I found that he had some 198 gear left on him. I got to thinking, would it be beneficial to double stack 2-piece 198/224 setbonuses (for some fights at least)?

     

    The only armorings I could come across were the 198 Glove Armoring and the 198 Chest Armoring. The difference in Endurance and Mastery is a bit large.

    224 Chest and Glove Armorings (+186 Mastery and +159 endurance each)

    vs.

    198 Chest And Glove Armorings (+134 Mastery and +113 Endurance each)

    _______________________________________

     

    This results in a total Mastery loss of 104 and a total Endurance loss of 92.

    I figure this could be balanced out by 1-2 mastery augs and maybe some endurance crystals.

    This would also result in a 3 second longer cooldown on Recuperative Nanotech/Kolto Cloud. I figure this build will be built more around single target damage rather than raid coverage, however.

     

    The upside of this would be more frequent Kolto Injection autocrits, as well as the chance of a double-proc autocrit. (dramatic surge increase.)

    I don't really see this as a uniform build, but it may help to make operatives a bit more bursty for fights with heavy spike damage...?

     

    Question mark? Tell me what you think.

     

    You answered your own question i think lol:) It is very useful for those instances where u need that kinda burst on certain fights like MB for example but honestly imo tho any real type of burst is handled far more effectively by the co healer assuming they're a sage or mando not to say u won't be healing that target but the main chunk will most likely be handled by a sage or mando in those instances if double scoundrel tho I would definetly consider using especially if its obvious an obvious struggle point.

  6. Sents as an entire class between the 3 disciplines are prob the most balanced in the entire game next to Slingers imo between pvp and pve. If anything watchmen/anni could use a slight tone down in pve, otherwise this class is very balanced. They have some of the strongest dcds for a melee class with some having dual purposes such as force camo they also have great tools to stick to a target while providing team utility, they also have clear weakness such as being susceptible to kiting while trans+ leap is on cd and if they can't leg slash.

     

    If there was one thing i would change without any need to test or think over it would be the stoic utility in the skillful tier always felt as thought that talent should just be baseline for sents.

  7. This is nice but I dunno about leth having strong off healing the only thing that separates it from concealment offhealing is the instant cast otherwise it literally sin't stronger has no buffed healing % or anything like arsenal mercs or the ability to spam a strong heal like dark heal when it's cd isn't even shorter I guess you can be technical and say it is because you can proc the instant cast while its on cd and use it exactly as the cd time is up but meh.. While the instant cast kolto infusion for leth is strong leth is really just a madness sorc with stealth and roll. Really though this is nice and fully up to use to share plus u already do more then enough community wise but I think this is kinda bad to show simply because your going to end up with ppl saying nonsense like leth heals are to powerful etc.
  8. Well Here is another one, however something tells me you might bomb this one too, so for what it's worth here you go.

     

    [/QUOT

     

    nuuu nuu nuu bonk I don't bomb don't have the heart to bomb Iv'e only ever actually "bombed" like 1 person and got a fracture thingy for it. I simple don't want ppl to grow bitter with a sub par spec. A few things I will mention for u tho that will hopefully help u. Don't back pedal, only honest time that's ever useful is when you turn around to jet escape like u did a few times. Next You overheat a lot, in a match vs dps that will actually try to kill you and focus you down I really suggest taking gyro alignment jets least for regs, also a good idea to use thermal overrides on progressive scan or rapid scan otherwise looks fine and just learn what other specs and classes can do to react better like using ints on sents is a waste and actually helps them because it breaks that silly channel and lets them go back to actual dpsing.

     

    Ultimately though I'm just trying to make sure ppl are aware of the fact that mando and merc healers are the weakest of the 3 and that will honestly make it less painful when it clicks. There are 3 things that honestly come to my mind when I think of something we excel at . we bring e net yup.....2 we can face tank damage like no other with guard and a co healer. 3 we are the aoe stacked kings and queens of heals in a pve environment and possibly pvp if enough ppl stay together stacked. Really though by all means play the spec you clearly have a great grasp on it and enjoy it and that's what really matters in the end.

     

    my sub runs out tonight i think so I'm pretty sure I won't be able to reply if u re post something either way play what u have fun with.

  9. Could you please clarify what you want to be reverted, I don't really know what you're talking about.

    So what I'd like to see is:

    -stronger single target sustain through surgical probe, casting injection should only serve as a source of TA

    Also make infusion more of a hot again not the pathetic burst upfront with a pathetic hot afterwards

    -stronger multitarget sustain through hots::

    -buff kolto probe by a lot

    -make recuperative nanotech have higher range or let it spread in a time window because one application- no second chance to hit the full 4 people it is designed for. Ops already are dependant on people stacking because of KW. Make RN useful in spread situations, too.

     

    AND

    Make probes visible on opsframes!!!!

     

    Go to patch notes and click 3.3 it would revert all that .

     

    The healing dealt by Diagnostic Scan has been reduced.

    Increased the immediate healing dealt by Kolto Infusion, and reduced the healing dealt by its following duration heal.

    Kolto Probe now costs 10 energy (down from 15 energy). The healing dealt by Kolto Probe has been reduced.

    Medicine

     

    Surprise Surgery now additionally allows Diagnostic Scan to channel while moving.

    Recuperative Nanotech now costs 20 energy (down from 25 energy). The healing dealt by Recuperative Nanotech has been slightly reduced.

    The healing dealt by Kolto Injection has been significantly increased.

    Medical Therapy now increases the healing dealt by periodic effects by 5% (up from 3%).

    Durable Meds no longer reduces the energy cost of Kolto Probe by 5.

    Tactical Medicine now increases all healing done by 5% (up from 3%) for 6 seconds when a Tactical Advantage is consumed by a healing ability.

    The Field Medic’s 6-piece set bonus has been redesigned: Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.

     

    3.3 is when operatives suffered the hot nerf it didn't happen in 4.0 its just a bigger deal now because hp pools are higher and dps classes kinda out paced healers damage wise with 4.0.

  10. hots are the definition of passively strong heals so it'd be fair if we could do strong passive healing as sorcs also have a **** ton of it ( wandering mend, revivification static barrier etc.)[/quote

     

    Hey im fine with them re buffing hots but if they do it literally just needs to be a revert of everything done in 3.3 otherwise they're prob going to go over board again. As for sorcs everyone knows they're broken the dangerous thing that happened with them was they were always that middle tier healer not the best in burst not the best in aoe not the best in sustained, when they were overbuffed they became well near the best in those areas honestly you could even go as far to say they have better aoe sustained healing than operatives even because it takes a while for ops to get that going on top of sustaining it.

  11. Just do what they did leading up to 4.0 kotfe take 3 specs take em to pts give them tweaks concerning areas that ppl feel need addressing. They did it with all the dps specs then they did the 3 tanks specs then they did the healer spec while it wasn't he greatest balancing done it was some of the best communication ever done in the history of the entire game.

     

    Hopefully crybaby annihilation/watchmen maras/sents don't fudge it up for the rest of the classes/specs again by going legit crazy on devs that actually take the time and write out entire dev posts on how they intended for the class to play while ironically enough the actual spec was like 2nd or 1st dps wise in pve but just difficult to play. It just didn't "feel fun" and it wasn't "easy":mad:, pretty much though if they ever do something like the small frequent patchs they had going out before kotfe people need to not go crazy on the devs, at the same time ppl shouldn't idly sit by and let them over tune certain specs and great example being sages/sorc over buffing from 3.3.

  12. This is nothing new all tanks are able to put out high dps in tank gear if anything juggs just truly joined the party without having to be some kind of hybrid like in the past. Sin tanks in dps gear can still put out more burst than immortal juggs and pt tanks can still out dps both. The only reason ppl are seeing so many tanks in dps gear with 4.0 is that bioware nerfed tank gear for some unknown reason when they decided to stick every single mod with just defense rating cause it seemed like fun.
  13. Operatives if they were going to get buffed it would need to be on surgical probe and the tactical medicine talent being bumped up to 6%. All the stuff ppl want buffed like kolto probes RN and possibly infusion hot portion are all the things that got nerfed in 3.3 before kotfe because they were to passively strong. I personally don't trust bioware to buff hots and not go overboard if they did. If they wanted to be lazy they could honestly just revert what they did to operatives in 3.3 and they would be good to go especially with how damage and HP pools went up considering the nerfs before kotfe came out.
  14. The main reason that I see regs as different from solo ranked, is that if a team completely neglects to guard a node, or if I'm dying over and over again while the juggs and PTs on my team aren't taunting (seriously, it's off the global cooldown), I leave the WZ. I have better things to do than sit in a WZ where my team forces me to guard a turret while I'm playing my healers (it's going to sound prideful, but my 4k+ consistent HPS is way more valuable than the assassin's 1k DPS on the team).

     

    I do not see any way to make merc heals on par with sorc heals for solo queue ranked (which solo queue ranked is horrible, so not sure why it's still used as a spec viability benchmark (not pointing at Foxmob, pointing at overall complaints about mercs in solo ranked)), unless roaming mend is limited to 1 target per use (instead of double bouncing for 20k heals on 1 target). Sorc's sheer amount of mobility while healing for more single target HPS than merc, and for PVP, almost on par AOE HPS as operative, is why it's the only healer.

     

    If merc's are buffed to sorc healing spec's level, then SWTOR PVP would be over. I played through the unkillable merc healers of 1.0 (along with several other 10/10 maras and PTs). Mercs were literally nearly unkillable even for 10/10 players. Some of the suggested buffs for merc healers in this thread would cause mercs to be stronger than they were at patch 1.0. The thing, is that even though popular opinion is to say that "armor doesn't matter", in an era where there is much less dotcleave, armor does matter. Merc healer sits at around 35% passive damage taken reduction, which is nearly 14% higher than sorcs, and if specced correctly (face tank, not run around), then merc healer can get energy shield on a ~40 second CD. This makes mercenary able to withstand the most damage of any healing spec. The issue, is that merc when attacked can't keep up with much of any damage, because it's passive and instant heals are super weak. Merc is far more vulnerable to interrupts than sorc and operative.

     

    On a side note, the merc healers who don't take energy rebounder and the 30% less damage taken while stunned deserve to get globalled in PVP. Merc healer is a stand and heal healer, not a "run around the map loling at the person attacking you" healer. I know how to play merc healer. I enjoyed playing merc healing during patch 2.10 to 4.0. When 4.0 rolled around, the HPS that merc healing spec can pump out at maximum healing isn't worth playing. Sorc can easily pump out 1-2k HPS more than merc, when both specs are played to top 1% effectiveness.

     

    I agree with all of this except that during 1.0 while we were silly strong there were no real dps threats or strong tanks like we have now other then maybe arsenal mercs and wrath chain lighting hybrid sorcs.. The game was very very unbalanced and we had low lvs fighting full bm 50s we had clicky relics and adrenals in warzones the game was pretty unstable.

  15. What you are suggesting will make merc close to be overpowered. Merc needs focus breaker, not more defensives. Probably some analogue of sorc bubble without healing (I imagine this as jetpack boost to the air, where you can't be hit). That's because merc has another big in-combat cooldowns such as K.O. and D.R. shield, sorc lacks them.

     

    Just a note sorcs do have access to the mercs DR shield on a shorter cd but shorter duration with suppression utility which is amazing. They also sort of have K.O if they take Corrupted Barrier which is a H2F

  16. Mercs as a whole need better utility choices as someone above posted

     

    Arsenal is fine if anything a bit confused how it avoided the surge nerfs but w/e

     

    IQ needs better heat management Jet re bounder taken from the utility tree and placed back into the spec and its Cylinder proc un nerfed. Speed to burn needs separate procs for either instant power shot/ serrated shots and rapid scan Someone had this idea for arsenal but imo it would fit better for IQ as arsenals rapid scan already gets a 20- 100% power buff depending on stacks

     

    Bodyguard needs a rework, or just give it sorc treatment and buff all healing moves and lower energy costs while buffing energy regain

  17. Only thing that was over the top for concealment prior to 4.0 was its sustain with laceration to the point it really wasn't sustain and just constant burst especially with stim boost up the rest of the abilities were fine it only needed a small nerf either by nerfing collateral strike a surge nerf on just laceration or by nerfing the culling level 28 talent one of those would have been fine (not all of them just 1). In typical bioware fashion tho they go and nerf all concealment surge boosters and even some base damage values on abilities.
  18. Utility is key, I would tag my other videos but I can see it's pointless. No worries have fun on the sorc is the only viable healer to play train. If you notice in the video I say " on downtime" make sure to re kolto shell anyone, and start building stacks,key being " on downtime" so to say that i re apply kolto shell to early doesn't strike right, but that's ok everyone is entitled to their opinions. As far as " numbers " sure I normally( not always) see sorcs putting out a little more than I do, but once again I'm not sure what gear that sorc had as I know I'm half 204/208. Maybe I'm wrong for saying this but to blatantly tell someone that merc healing is pretty much worthless is wrong in my opinion. Most the time it's the same people that do not understand how to be a "healer" that make those remarks. Healing to me is a lot more than just who has the highest numbers.. Back to the OP's original topic, I would answer it like this.

     

    Play what you want to play, I play all 3 healers but spend most of my time on my mercenary because I enjoy it. But for the love of god don't just jump on sorcs because they are the " bandwagon" . Although I will admit that sorcerer is hands down the easiest " class" to play. If your looking for a challenge play merc, if your looking for a real challenge play operative, if your looking for an easy transition play sorc. That's what I would suggest to you.

     

    I'm going based of what i saw in the video you had instances where u applied it when hp was missing from targets that should have been healed with other moves I also play all three healing Acs and have been playing from 1.0 while my sorc was my first toon I play my merc/mando the most and anyone can love the spec to death but in the current state of swtor healing and 4.0 they come no where close to comparing you can stay delusional and all but its a a fact that mercs have less output in all areas compared to a sorc even in a stand still pve scenario except for aoe stacked healing and even then u need lucky crits on the initial kolto bomb heal.

     

    When we have less output on top of poor utility point choices and power shield being our main def cd, were also hard capped on our overall healing output because of very very poor energy management the only way our energy will stay decent is if we pray to be rooted or stunned with the alignment jets utility vs great dps. Also 2.6 vs 1..1 healing is not a small gap and while i absolutely agree that highest healing isn't the most important thing you did nothing in that specific video to save anyone or even keep some plays topped off the majority of the healing done came from the sorc as well as the saves the most notable thing done was when you went back to the node to guard for half a round because you had lazy teammates. Ultimately your role as a healer is to heal you can off dps to add extra pressure or help secure a kill if no healing is needed cc key targets in the back to set up kills for dps or peel but if the spec is bad at its actual role which medics and bodyguards are there is no real point to play it other then loving the spec. Lastly the only special utility mercs provide are E-met and an instant cast mez outside of that they do nothing special team utility wise.

  19. Yeah, I've tried all three specs.

     

    As I say, the problems I'm seeing with the Medic spec is weak, slow healing (the other night I tried Athiss, and couldn't heal at all during the Beast part, because I was constantly interrupted), weak slow damage output and almost no control ability.

     

    Gunnery (which I've gone back to) is better, but I really hate all the egregious particle effects; the yellow swirls, the red glowy crap around my cannon, etc. Still, it PLAYS better.

     

    Assault (not Vengeance, my bad there) I haven't tried for long because of the constant giggling the character does in that spec. It REALLY bothers me when my character is forced into giggling like an idiot, so I won't play that spec. As I said before, I deleted the Operative I'd been playing since beta JUST because of this. I'm certainly not going to play my Commando if he's going to do it.

     

    So, I'm back at Gunnery. I still think it would be nice if Healers were given some freedom to do more than just heal continuously. We have other abilities. It would be nice to be able to use them.

     

    Ah Athiss the big dog that summons mini dogs and raid wide stuns every now and then? That fight is primarily positioning from the tank best for them to bring it to a wall and turn it so the butt is facing the party that way the knockback doesn't hit the rest of the group they also need to pick up the adds when they spawn so they don't go off to random ppl most likely the healer. The only real time I would personally say a healer should be dpsing during that fight is when the adds spawn and mostly likely just to lay down some sort of aoe knockdown effect move like motor volley or sticky grenade otherwsie should focus on keeping ppl topped off and cleansed mainly the tank as the stun can put you a bit behind especially if you don't over gear the content..

     

    AS for the damage part for healers they can put out damage it's just a matter of sustaing a certain level of damage which they really aren't meant to do in this game the class that you choose on top of it has the most difficult resource management of the 3 healers so that really doesn't help much on that note though medics do have the highest possible damage output and burst of the 3 healers how long it can be sustained tho is an issue for them especially if you have to juggle healing with it.

×
×
  • Create New...