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SnakeAes

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Everything posted by SnakeAes

  1. I hope this wasn't fixed, it looked like an intentional addition by the level designers, otherwise there's really no tactical reason to put the gap there.
  2. When you get the ball, you need to run into the Endzone of the OPPOSING team. So if you're on Yellow, you need to run into the Purple endzone and vice versa. There are only three direct paths to the endzone and they are all from the catwalks. There is a pit below the catwalks that has no direct path into the endzone unless you have an ability that moves you to an ally/enemy, or an ally uses a pull on you to get you out of the pit. The fastest way to get to the endzone is to take the top catwalk until it turns, then drop down to the lower catwalk and run straight to the goal line. Also, please remember to pass if someone is ahead of you or if you are about to die. Care to explain?
  3. Depends on your play style. Qyzen - Melee Tank Tharan - Ranged Heals Zenith - Ranged DPS Lt. Iresso - Ranged Tank Nadia - Melee DPS I've never used C2-N2 because he annoys me, but I'm guessing he'd be Melee Healer? I don't know. Basically, if you're a Healer you want a Tank or a DPS companion. Tank for survivability, DPS for more damage. If you're a DPS you want a Healer or Tank companion. Healer for survivability, Tank to keep aggro while you burst people down. If you're a Tank you want a Healer or DPS companion. Healer for survivability, DPS for quicker fights. You COULD, theoretically pair two of the same archetype together but it's probably not going to help you much. Best combo there might be DPS/DPS to just tear through NPCs, although boss fights might be hard to manage.
  4. I don't know, I disagree because I think Alacrity is incredibly important for healers. Firing off heals even fractions of seconds faster can make a huge difference, even if the amount healed is less -- because once a person's going to stay alive, I can typically heal them back up, but if someone's going to die I want to make sure they never hit zero and high Alacrity seems like the best way for me to do that.
  5. SnakeAes

    An idea.....

    I think this is a really good idea actually, especially since once you out-level an area, your commendations for that zone are next to useless. It'd be nice if you could share them with your other characters, at least on the same faction.
  6. PvP Trauma debuff reduces healing received by 30%. Also, OP claims that healing is infinite when it is not. Healers have resource pools just like everyone else. When we're out, we're out.
  7. As others have said, if you want to use your lightsaber, Shadow is probably a better route for you. I do use it occasionally in PvP if I have no force left and absolutely need to stop a player from capping or need to deliver a killing blow. It's very situational though. But, like others have said, I have no desire for lightsaber combat on my Sage.
  8. Leave dots on other players and help focus down an enemy if nobody needs immediate healing. Being a healer is not just about solely healing; it's about your utility. Healers have a lot of tools in this game. It does NOT make them overpowered (because they get torn apart easier than tissue paper), but it doesn't make them useful.
  9. Inquisitors and Consulars can only do two of those things at once, and 99% of the time, one far out-prioritizes the other. As has been already mentioned, Sages and Sorcs can't Guard, and Assassins and Shadows can't heal. I will not deny that Inquisitor and Consular both have high utility when spec'd properly - but they are not unbeatable and they are definitely not OP. The only thing you have to do in a warzone to reduce an Inquisitor or Consular's effectiveness (especially if they are a healer) is to just have one person be assigned to attacking them ALL THE TIME. This forces them to choose between their own survival and healing their teammates, and either way you are taking their attention away from something. If they die your opponents lose a healer, if they live your teammates kill your opponents. I don't see why that's so hard to figure out.
  10. I play a female Consular (Sage Healing) so Qyzen and Iresso were my go-to choices for companions in general. I have used them all, but for me, combat is easiest when using a tanking companion. I like Qyzen's personality - it definitely grew on me. At first I thought it was strange, and was kind of concerned about having a non-human, non-Basic speaking companion, but after a little while I started to appreciate Qyzen a lot. I've always thought of him as very noble (at least, as noble as typical Trandoshans usually get), albeit sometimes a bit headstrong since he can sometimes bite off more than he can chew, as evidenced by his lost eye and everything. I basically played through the game with Qyzen until I got Iresso, and now I use Iresso exclusively and have romanced him. He can seem a little soft sometimes, but I don't see it as weakness, more as confusion or a struggle to piece together what happened to him, and my Consular is more than willing to help him remember (and fall in love with him in the process lol). I didn't like Zenith much, I feel like he beats me over the head with the I'm-a-******-rogue mentality and it gets on my nerves. Nadia is okay, and Tharan is only good because he's great comedic relief. Not to mention, Holiday is awesome.
  11. Just wondering. If I get the Tier 5 talent Confound in the Seer tree, it causes Weaken Mind to slow its target by 20% for its duration. Does this stack with Force Slow? So could I use Weaken Mind and Force Slow to force someone to move even slower? Something tells me they don't stack (sort of like how Egress won't stack with Sprint) but it couldn't hurt to ask.
  12. Is the quest on the conclusion of Act I still bugged where NPCs will charge and chase you relentlessly? I had more trouble with this than I did with the boss, and I was speed-running to the end of Act I (to secure my Legacy name) so I was like 5 levels below the recommended level at the time.
  13. This is correct. If you have a white resolve bar, knockbacks, mezzes and stuns won't work. Roots and snares will.
  14. Your idea makes warzones individually based, rather than team-based. For example, if all it takes is to damage a certain amount, couldn't I just pay zero attention to the objectives and instead try to hit my quota? You believe you're solving the problem, but instead you're just covering it up and creating a different one. I'd rather have the current situation where at least players aren't ENCOURAGED to go rogue and only do what benefits themselves. A win for the team is a win for you. In team-based PvP that is always how it should be.
  15. Couldn't you send a mail on your character who needs money, TO the character who has money, and include some junk item and COD it for the amount you need? Or can you not send interfaction mail?
  16. I would actually be okay with this system, considering that the law of averages dictates that eventually I have to get paid, and that the system is the same for everyone. Considering this is essentially how it is in the game now, I don't see why people have issues with it. Some people get lucky. How is it different from rolling on loot? At the end of a Flashpoint of Operation, everyone has earned the loot, but only one person gets it. But if you run the flashpoint enough times you'll get what you're looking for eventually. Same with PvP gear. And, to emphasize that point, people who enjoy PvP for what it is, don't really care. I had as much fun PvPing at level 10 as I do now. I don't care if I stomped in a match, I just find it enjoyable. When the gear comes I know it'll just get better.
  17. The Consular storyline, is, in my opinion, very diplomatic. This was great for me because it was exactly what I envisioned, and exactly what I hoped my character would feel like. I can see how others might find it boring though.
  18. Didn't see this in the guide. I haven't read every single post in the thread though so sorry if someone else has already included this. If you Force Speed properly, you can jump from the lower ball area up onto the platform that connects to the catwalks. The air lifts to the side of the ball spawn area have "ridges" on them that are slightly raised. If you Force Speed and time your jump exactly when you are on the ridges, you get enough height and momentum to take you up on to the platform. Takes a bit of practice, but not unreasonably hard to do, and invaluable since it will be hard for other classes to get close to you at that point if you were fighting in the ball spawn area beforehand.
  19. I appreciate Qyzen's love for the hunt. For him it's not just a hobby, it's a way of life. In fact, it's the Trandoshan way of life, not just some path Qyzen decided to choose. It's part of his culture. I play my Consular sort of like a diplomat, so we get along well in terms of our sense of justice, although we tend not to see eye-to-eye when given the choice between killing someone in the story or letting them live. My Consular will always choose to let them live. But at least as far as Qyzen is concerned, his way of life is to hunt, and the Scorekeeper rewards greater points for taking down more formidable foes. Knowing that, it's easy to see how there would be times Qyzen might bite off more than he can chew, but ultimately it's his way of pleasing his deity.
  20. I wondered about this as well, I thought it was whoever had highest valor in general, but your valor-to-levelcap theory makes sense. I was recently in a warzone with a guildie who had started a new character and was like level 20something, but he got leader even though I had higher valor than him. Maybe because he was closer to his level cap.
  21. It's not +8 force, it's +8% of your max Force Pool. If you have 500 force, that's 40 force which basically recoups the cost of a Healing Trance.
  22. This isn't the issue. The issue is taking the healer out of the fight. 7v8 or 7.5v8 was just an illustration to help the point. Healers are pivotal in keeping the team alive. When you take away the healer, you take away that which keeps the team alive. At that point it just requires some coordination to focus each enemy down.
  23. The healer is taken out of the picture but once the healer dies, the player who killed the healer is still capable of doing other things. So we'll call it 7.5 v 7? Lol. That's just arguing semantics at this point, I think.
  24. If you think a Sage or Sorc can competently heal themselves while competently healing their team, you either know some kickass players or you're mistaken. I'm not talking about a few moments of pressure, I'm talking about constant pressure. Like this Juggernaut makes it his personal mission to seek out and attack this one healer and this one healer only. Any time he diverts the Sage's attention away from the team and onto himself to keep himself alive, that is less healing done to the team, and more opportunities to take those teammates out of the picture and complete your objective.
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