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Nibbon

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  1. I have filed in-game a couple months ago (I believe I reported this problem on PTS too). Figured I would post this here now. currently the alacrity skill (Force Gift for sages and forceweaver for sorc) in the heal (seer and corruption) tree does not increase force regen, it only lowers cast time - obviously this hurts our force overall quite a bit in all specs (particularly heal and balance/madness) http://i.imgur.com/ObIK99p.png - note the 1.15% alacrity and 0 points in force gift http://i.imgur.com/tDP8cfU.png - not ethe 3.15% alacrity and 2 points in force gift extra 2% on alacrity (causing faster casting) but not boosting force regen I remember there were similar problems when 2.0 was coming out regarding other things that sped up casting without similarly increasing force regen - this seems to be one of those problems that was left unidentified/ignored. I estimate that this is making balance sages run out of force approximately 60 seconds sooner than they should (run out of force around 400 second mark (makes an additional 80 force) - and would benefit sage healers a tad as well. Given that this is potentially a bug, I figured I would post it here rather than wasting a sage/sorc class rep question on it. Thanks!
  2. Yeah that was a balance specific statement on my part. I believe the answer is off cooldown for TK, but I do not know for sure and haven't crunched any numbers (don't plan to at this point, either). Kindran and stomach could definitely answer that better than me since it is based more on experience. What was your conclusion?
  3. Can switch between tank and heal. Someone had put up a preview of his abilities somewhere - someone link it!
  4. I indeed need to work on putting my thoughts properly in my typing. I had it right in my head ;p Edited my OP.
  5. Don't worry about the dummy so much, if you are doing fine with ops then you should feel satisfied. I find that some people who do lower DPS on certain fights are just not timing their cooldowns well. Make sure to blow all of them together at the start - then you want to use a click relic with your mental alacrity together every time thereafter. Use force potency whenever it is up and use it on your FiB and TT - note if you are going to hit 2+ targets with FiB on a force potency charge (and you have 2 charges) use the TT first to get rid of one charge before using on FiB which will consume both if you hit 2 targets. Those are kind of the smaller tips that might push your DPS a little harder - everything else is just a bit of learning the timing - like MC before FiB and refreshing dots more closely to when they fall off - mixing in more disturbances properly, etc.
  6. Use the force and read better. Once it is unlocked for one character, it is 700 cartel coins for the rest of your characters. Also, if you are legacy level 40 (which is when it is the legacy bonus) it is only 300,000 credits, which is fairly inexpensive as far as this type of legacy unlock goes. edit: also you don't need cartel coins at all if you are legacy level 40, it is 1 million credits. *sorry wasn't thinking straight originally
  7. I'm in agreement on surging speed and shapeless spirit. Focal lightning, however, is pretty important when it comes to PvE DPS, at least, I'd hate to see that skill go. Surging speed should definitely be eliminated/replaced - shapeless spirit is OK, but I'd prefer a bunch of other things (I only put one point in it currently, just to get to the top skill).
  8. You have your own thread for this, please post there. <3
  9. Sounds like you aren't putting out enough DPS more than anything - care to upload some DPS logs? Trying use torparse/mox parser when you are playing - or you can just tell me how long into the fight from when you engage you are hitting enrage from. Also, I believe at 9% is another red circle phase, don't confuse that with enrage. They have a "soft" enrage at ... I think 3%? Which is the reason you need to kill them fairly close in timing.
  10. *shrug* I know you used to only have 6 boxes there total ;p We have a good shot at getting cartel down tonight, fingers crossed. Good luck to your team as well
  11. That's why I made it for 2 seconds - I liked it for something like DG fight with dodging the lightning, would be great to stack the otehr melee int he shadow group and pop this (once) - also why it has a very long cooldown. In 15 minutes it is only 6 seconds of immunity. I can think of an alternate one, but again, just for discussion purposes so I'm not taking it too seriously - just wanted to present the number of possibilities that we could do even the playing field on raid/group wide buffs.
  12. This is the closest I've made to a statement (towards the beginning of TFB progression - again when we thinking about reforming (and obviously, didn't): The idea at the time was to take about 10 carnage and 6 others from a different guild. It is a bit more extreme than what it sounds like happened to FF/NGE. I'm leaning much towards letting them have the FF kills under NGE, since their situation sounds a lot more like recruitment. When we come to a determination about this, I will write up a new rule in the comments. If a few other guilds give the go ahead (to give them credit) - then I will just go ahead with that.
  13. There is something else I wanted to bring up - PvE wise, mostly. Kindran already briefly mentioned it and we have discussed it offline a bit (not to the extent I'm about to present though). This is an extreme idea - I've tried to balance the actual benefits to ones that are already in game. I'm writing this out more for discussion purposes than for the actual purpose of seeing to having it implemented. Raid utility buffs - akin to bloodthirst/inspiration from sentinels and the bubble shields from slingers/snipers. These types of buffs are extremely valuable to a raid (and can be quite useful in PvP, obviously). Not only are sentinels/marauders and snipers/slingers the top DPS, these raid utility buffs are really what make them so great - I could not have imagined killing Thrasher and Olok in NiM 16 without 4 slingers in our raid (they also have diversion, lowering damage from mobs for a time, extremely useful). My problem with offering up the suggestion here, for sage/sorc specifically, is I think every class should have at least one raid-wide (or group) buff. Anyway, here are some of my ideas ... General: these are all meant to have longer cooldowns and would either affect the group or raid (like bloodthirst and scrambling field, respectively). My concept of giving everyone one of these abilities is, hypothetically, if all else were equal (namely DPS/healing ability/tanking ability/damage absorption in general) you would bring in the class with the most extra utility. In practice that means, if sage/sorc, commando/merc, slinger/sniper all did the same exact DPS - you would bring the slinger/sniper because the scrambling field is so valuable in a raid. All of these go to all specs at level 50 (AC ability) Sage/Sorc: group wide force armor - separate from our regular force armor (as in they can actually overlap and ignores the debuff lockout). 3 minute cooldown, absorbs 6k Damage, heals 1k/second for as long as it is up (30 second max) (not sure if this amount would be in balance with others). I'd guess having this as a group wide buff would be better (raid wide would be OP). Shadow/Asn: Raid wide 2 second immunity to tech/force attacks - 5 minute cooldown. VG/PT: groupwide 15% to crit rating (maybe surge, maybe both, not sure) for 15 seconds - same cooldown as bloodthirst/inspiration at 300 seconds Commando/Merc: best I could think of is a mass healing probe drop that heals the raid over 20 seconds for X amount (I'm thinking 10k-20k) - 3 minute cooldown scoundrel/operative: give them the slinger/sniper defensive bubble. jug/guardian: give them bloodthirst/inspiration marauder/sentinel: obv they are good with what they have sniper/slinger: same as marauder/sent
  14. Sounds fine, I'll discuss with you guys. If anyone else has an opinion, please feel free to share it.
  15. Hmm, I think endurance augments are probably the best for Qyzen, I believe that is waht you are asking. Not sure what level they are, but the extra HPs will probably help him the most, I'd guess.
  16. 16 man Olok The Shadow NiM http://i.imgur.com/4RzPSaf.jpg
  17. I don't think I fully understand - but here's a few things that might help. The shield from ciphas to heirad is timed, not DPS/damage based. So, pretty sure you can't damage him too fast. I looked at the log - looked like surging chain killed you most of the time, that is just heirads regular attack. I didn't see anything too unusual, really probably would have had to see a video to tell you exactly. Looks like you guys only gave it 4 tries though, so not too much data here. My guess ... really big guess, is that you guys were doing way too much damage to Ciphas and Kel'Sara causing Heirads damage to get buffed. She went from casting 2400 surging chains to 7200 (I think this happens when you do too much damage to the other guys before she is dead).
  18. I'll jump onto your mumble later today and discuss. If it is more or less the same guild, I don't really see the problem with you maintaining your original kills. But again, this is more or less how I decided to run it way before the progression started. Anyway, perhaps I am not fully understanding the name change, so it warrants further discussion. At the very least, I'd of course adjust the kills to when you actually downed them (on Tuesday or whatever). edit: just to clarify, the "more or less the same people" might be the issue. If you changed the name due to a merger or absorption of another guild, that would warrant a reset. If you just changed the name for the hell of it, that would be a different story (but I have a hard time believe you would just change your name given your previous reputation). Is Kanre still running the guild?
  19. I fully support this statement. I think you put it in a way that is actually quite fair and balanced. Though, our math is not exactly "napkin math" ;p
  20. First - grats to intrepid Second - Really sorry about FF, I've been talking to you guys for a long while, hate to see the name go away. As for your progression on Not Good Enough, grats on the kills, but you'll need to be refreshed - so I do need to see the screens of Dash and Titan. If you don't have it I'll set your Dash and Titan times to your Thrasher. I'm just trying to be fair here, when Carnage was thinking of changing our name, I was prepared to reset our progression (we ended up not doing that for that reason).
  21. Again, I didn't call him bad because of his inexperience, but rather the way he said he heals. I will ignore the rest because you are just trying to stroke epeen, good job to severity, I've been as civil about that as I can be, don't get started on that. As to the way you choose to stat, you can stat slightly incorrectly - or unoptimally in this game and still find success. Someone in your guild said it right ... healing is an art - it is much more skill based than stat based, more so than any other of the roles. edit: I wanted to add, and this is not something I've really gone into ever ... Even though the math ends up saying 6 alacrity (for mine) and 7 alacrity for the others, I still think 6 surge is the way to go. That is my preference. I still think, though, that saying you HAVE to get to 30% crit is absolutely the wrong advice. I don't think actually having 30% is going to make or break you, but I do think that closer to 0 crit rating is better. But again, it is a rather small difference.
  22. We roll with 3 sage healers so we always have one on tank heals - all I'm saying is it seems a bit easier with a scoundrel then, say, 2 sages as tank heals. I usually heal a lot more in the 8 man than in 16.
  23. I'm ordinarily very patient, accepting, and not elitist. But the way you decided to present yourself and your theory was extremely obnoxious. Anyway, I don't see the need to respond to you any longer, I said what I needed to and I'm not going to argue on the forum any longer ...
  24. 90% of what I talk about is in the theory world of against a dummy - we agree it is situational, so really we aren't disagreeing anymore. Thrasher is a good example of a situation where I can actually see good use for it, as you have.
  25. No, I assume you are bad because of what you have told us. I am saying that your casualness takes away a lot of your credibility in telling people how to stat.
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