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HeavenlyBluE

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Everything posted by HeavenlyBluE

  1. There are hard mode and nightmare mode operations for you to run and titles to be earned by completing these in under 2h. There's also tons of crafting to be done, assuming you don't already have your rakata crit bracers, belt, and relic - and getting all those will require you to run tons of hard mode flash points to get the crystal alloy. Then when you're done with all that, you can get your pets all their gear by running even more hard modes. Finally, you can grind elite warlord - which even if you've done nothing but PvP since launch you couldn't possibly have yet. In short, there's tons of stuff to do. You're either unaware that it exists or don't want to do it, so you instead complain for more easy-mode content. Basically the only thing the game is missing is a dungeon finder to facilitate the continuous running of hard mode flashpoints.
  2. It isn't just me. There's 6 other people + me in a warzone that a jerk who leaves is disrupting. If they have some sort of real emergency and have to leave, they aren't even going to notice the 15m that they can't zone back in. Maybe my penalties are a bit too harsh.. maybe you should get 2 15m warnings before the 2h warning each day. And maybe they should only apply if your team is behind when people leave. I find it real interesting that no one ever has an "emergency" or "has to go" when you're up 4-0, or when you're blowing through an instance run. But if you're down 0-4, or wiping frequently, suddenly everyone has an emergency.
  3. I don't really care why they left. It disrupts my gameplay, so people - like sheep - need to be herded into behaving with consideration toward the time of others. 1st time they leave should be a 15m debuff 2nd time 2h debuff 3rd time, banned from WZ for the day.
  4. Since it's the most sucessful MMO in history.. gunna say probably around 15 years from now.
  5. I agree. I think if you die you should be dead and your character gone. You should have to start a new one. Then they should be ************ at their ISP and purchase some reliable internet - not whine on the forums that the game is too hard.
  6. If you have time to get battlemaster, you have time to spend 2 hours a week getting your 2pc rakata gear. If you don't like to PvE, then settle for not being able to have full best in slot. Online gaming, as in all aspects of life, requires you to do some things that you may not want to do if you want to be the absolute best. Asking for nerfs to people who have bothered to get the gear they need is just ignorant. Edit: Besides, it isn't exactly clear cut. You have to give up 15% crit on a different ability as well as almost 2% damage and 2% damage reduction to get the 15% crit on tracer missile. The morale of the story is that maybe you should learn to press a different button instead of having every key bound to tracer missile so you can practice for when it gets nerfed into the ground.
  7. hey it's my job to make fun of ppl's retarded suggestions This is the first time I've had it done to me
  8. It's been 10 days and this feature still isn't implemented, ***?????????
  9. Have you rerolled all your professions to get the rakata crafted crit belt and bracers from armormech/synthweaving, and the crafted crit relic from artifice, and then rolled back to cybertech? Are you buying exotech stims and adrenals and using the adrenals liberally? Have you bought all the best in slot crafted items which vary depending on your class? Have you scanned the GTN/approached other notable guilds on your server to purchase best in slot enhancements to replace the terrible ones that come in rakata gear? (You can probably buy 6 of them to the tune of 500k each.) If the answer to all those is yes, then you have a legitimate gripe (simply because in the 2 minutes I sat here I couldn't think of any more money sinks, though I'm sure there are some).
  10. Why should the dev's spend hours re-coding it for you when there are many more important bugs/issues just because you're too lazy to spend 5 minutes to remap it in your keyboard driver or download a program that can do it?
  11. The discussion is about what stat you should get - power vs crit, alacrity vs surge. It has nothing to do with any other classes. Have already explained many times in this thread why operatives are fine. If you want to understand, go back and read ^_^ Edit: Right now we're in the process of clearing 16m NM EV with 3 ops and a merc healing, just to say we can.
  12. As I've said, I don't see the point to having more throughput in non-emergency situations. To pad the non-existant meters? Any healer with pretty much any reasonable gear can heal just fine outside "burst situations." I look for which stat helps me the most when I absolutely need it. I guess I sort of setup the false dilemma myself, but there isn't a choice between alacrity and crit. If there were I would probably take crit. The choice is between alacrity and surge. You can do power/alacrity (my choice), power/surge (reasonable, possibly best for 16m or if you make extensive use of hots), crit/surge (not reasonable, inferior to power/surge), and crit/alacrity (not reasonable, inferior to power/alacrity). I haven't calculated/looked around for the information, but it's possible that in theory there comes a point where you get so much power and surge that crit will equalize with power, but as far as I know that isn't possible in this tier of gear. (As obviously the more power and surge you have, the more valuable crit becomes.. Power scales linearly with each point improving you the same amount as the last, surge scales logarithmically, each point giving you less benefit than the last, but crit has a multiplicative effect with the previous 2 stats.)
  13. Well power has no soft-cap, and since it's better than crit point for point, there's no reason to ever use a crit mod or enhancement. The best way to gear for pure on-paper throughput is power/surge enhancements in every slot, and the high power mods in each slot (i.e. 45 cunning/34 power at columi gear level). For that kind of setup your best in slot implants would be the rakata ones from daily badges, and the ear piece I'm actually not sure and too lazy to go figure it out Edit: Here's another reason why crit is bad in terms of wipe prevention. Lets assume you have a situation where you have to spam 6 consecutive heals on the tank to keep him alive, and lets say that if at least 1 doesn't crit, you're going to wipe anyways. (An example where a situation like this might be realistic is forman crusher frenzy) Now if you're geared for crit and have 43% crit, your chance of critting at least once is 96.57%. If you're geared for no crit like I am and have 36% crit, your chance of critting at least once is 93.13%. So by gearing for crit, your odds of preventing a wipe have increased by 3.44%. However.. by gearing alacrity, you make the entire analysis moot because it takes you 10.5s to chain 6 heals together. I can cast a 7th heal.. an additional KInj, finishing at 10.43s spent. So my 7th heal in the same time frame negates my need to crit to keep the tank alive, and I prevent the wipe 100% of the time.
  14. I've never met a boss that had a sustained period of intense healing for the entire fight. Now if fights in this game had a continuous healing requirement I would probably feel differently - like if annihilation droid cast his aoe missles non-stop the entire fight. The difficulty in healing is in saving people who make mistakes, which happens in split second - few second periods. You're clearly not very good at PvP. PvP is all about correct positioning and coordination with your teammates. And I've never met an operative who had more power than I do - which is a consistent throughput increase. Crit/surge only works when you crit, making you a slave to the RNG. I've never seen any evidence that crit is as good as power before its softcap even on paper - completely disregarding the esoteric factors that make crit inherently worse than power (RNG slave, more susceptible to reduced value due to overhealing). There's a much better argument for power/surge and I don't have a major problem with operatives who have a well-reasoned position for stacking power/surge - although I feel it's sub-optimal. Crit/surge is pretty much completely invalid. The only crit you should have on your gear is from the best in slot ear (endowment serenity relay) and implants (colomi crafted crits), rakata enforcer belt, and matrix cube.
  15. Ryemfoh perfectly states it. No one cares about 3800 extra healing done over 24 seconds or w/e your math works out to. (Assuming none of your surge goes to overhealing lol) How much healing do you do in 1.7 seconds? The answer is 0. Whereas I do 2800-5500 depending on if I crit, so by my analysis 450 alacrity is infinity times better than 450 surge. Now in a perfect world I'd have a power/surge set and a power/alacrity set for different fights. Obviously on annihilation droid power/surge is better. etc.. and it varies by fight.
  16. Yea an alacrity setup definitely requires that you pay more attention and not miss DSes and dip low by mistake. I can also understand how some of those bosses might be pretty hard with a retarded group comp.. like all melee lolz.... nm karagga is significantly easier with an assassin tank who just does an all taunt and force cloak when they pop.
  17. I was specifically referring to the stat priority listed in the operative healing spreadsheet. It's available here: http://sithwarrior.com/forums/Thread-Operative-HPS-Spreadsheet The neat thing about Karraga is that he does damage spikes, but you have time to get people topped off. It isn't really an emergency heal situation... and when he does the pull in, just RN on yourself as you run out and then dispell it off the stuck person. For annihilator droid without a sorc, you have each operative hot one group before the aoe volley phase, and RN when it begins and cast heals from there. (with a sorc it's trivial - have everyone stack on his front left leg as the aoe phase starts and sorc drops circle) For the puzzle droid don't hit the mines and if someone does dispell the dot? lol idk cuz I don't heal the top.. our sorc goes up there with another guy and I heal everyone on the bottom. That's funny cuz our first soa nm kill was with 2 operatives - sorc wasn't 50 yet. Jumping down is just a little slower, no big deal (oh and it helps a lot to tell the dps merc and operative to help heal for that phase ), and for lightning you need to make sure your players are running into it not waiting for it to hit them and top them off as soon as their name is announced on the screen. Edit: For reference our regular group is: Tank: Assassin Dps: Marauder Operative Powertech Sniper Merc Healers: Operative Sorc Our first 3 weeks of raiding our other operative healed and we filled with a pug dps because our sorc has an lol job and can't level fast
  18. That hasn't been my experience at all. I quite frequently spam myself out of energy and then DS back up with no problem. An example would be when the tank gets carbonite probed on jarg and sorno, damage goes out of control and you have to spam, and then I can pretty much chain 4-5 DS while the raid is stable. In fact, our sorc has been raiding with his hybrid PvP spec since last week cuz he doesn't even have to heal half the time. Although that might be cuz we've stopped doing nightmare mode (until the next progression content) cuz there's no point really in doing it more than a few times. If you're finding that you can't spam heal the bursts and then DS back up, I think you might have to identify where your players are making mistakes and try to reduce it. Yes they are more frequent than once every 2 minutes, but you just find a way to deal with it.. sometimes I can only DS back up partway and have to hover in mid energy for a bit. Another good example is forman crusher.. You have to chain spam the tank during frenzy and then I DS.. I save adrenaline probe for the frenzy when adds spawn like right after it. And your hot is the lowest priority really. Like on forman crusher, I'll refresh the hot right as frenzy pops and then start spamming.. but after frenzy ends I just worry about getting my energy back to full, and I'll let the hot drop quite frequently.. not only on that fight but many fights. Having your hot going isn't more important than getting back to high energy after burst healing was required. Yea I've played with the spreadsheet that was published over at sithwarrior.. the author listed the stat priorities as cunning > power > crit to 350 (seems arbitrary) > surge > crit. But that information is pretty useless because it doesn't assign a value to the stat, such that you can compare for example... 45 cunning/34 power mod vs 61 cunning/11 crit mod. I.e. should I replace the rakata boot mod with one ripped out of an old colomi piece. Other than the arbitrary and random idea that you should stack X amount of crit before getting surge (which is the mathematically better stat), his stat priorities make sense. I agree my surge value would be below my power value if I had more of it. And you're right about the talents.. The only one I have to consider to refine my numbers is the +30% surge talent. I expect that will significantly boost the value of crit, but judging by the theorycraft published at sithwarrior, it still won't exceed power. Was planning on working that out later tonight to know for sure.. I might have to switch my 61 cunning/11 crit mod back in
  19. First of all, your on-paper stat weightings are incorrect It's Cunning > Surge > Power > Crit, with alacrity being a special case. At least with my gear I got values of: 1 Cunning = 0.620 healing 1 Surge = 0.521 healing 1 Power = 0.515 healing 1 Crit = 0.459 healing But as stated many times, healing isn't dps and the best stat isn't necessarily the one that increases your theoretical throughput the most. The reason why Power is considered better than surge is that it affects every heal. Surge only works when you crit, and is more prone to overhealing waste than power. I've already stated many times the reasons why I like alacrity and the theory behind it, so you can go back and read if you wan't to stop being ignorant. HAHAHAHAHAHAHAHA ******.
  20. @Shroudveil My KInj at 1.67, and I'm not full BiS yet. @447 alacrity Kinj + Kinf is 2.93s. Your analysis is reasonable.. but to do burst healing you just chain spam KInj + KInf until you're out of energy, then either Adrenaline Probe if you need to keep going, or DS your way back to full energy if the raid has stabilized. @Ogheir This analysis is exactly perfect. I agree 100%. But the answer to your issue of what happens to use after is that it doesn't matter. After we do the most healing of anybody in the 1.8s window, the guy who just made a mistake in raid is now at least back above 2/3 hp and you aren't gunna wipe. That's the essence of skilled healing - covering mistakes such that you don't lose people to less than perfect play. And I believe the sorc/op combo is the best setup for that (although it's debatably sorc/merc.. the armor buff and healing received buff are very nice but since I'm an operative I'm probably biased and I'm just gunna go with it So crit is 16.8% better than alacrity point for point on paper. Sounds pretty reasonable. Power is 12.2% better than crit on paper, but a lot of people still prefer crit/surge over power/surge, and they don't get ridiculed for it.
  21. Yea that's very true.. I guess ops could definitely use a "defining ability." Something like sorc's circle or force pull, or the merc +healing recieved and + armor buffs. There are definitely some great specs that can be had by giving up RN. When I go on one of my hardcore-mode kicks to farm something up and run chain heroics I like to respec to 22/15/4. You can do a ridiculous amount of damage - for a healer - which is great for when you have to group with pug ******* and complete heroics without wiping to enrage timers.
  22. Obviously? The point being, he shouldn't have been having trouble healing the tank. It wasn't his fault. It isn't? Are you a moron? Good thing it was fixed. Pretty much everyone that I've seen say operative healing is bad also says they rarely/never use diagnostic scan. That's the root of your problem right there. By the time they can use their first innervate in that sequence(which heals for less than surgical probe), my 5k Kolto Infusion has already landed. I have it down to a 1.25s cast. And it's the perfect emergency tool for someone who just f'd up in raid. Sorc bubbles, op casts KInf. We have the highest burst healing in the game. I don't know of any other class that do around 11,000 healing in 2.9s. Even sorcs with their bugged ability (which is getting fixed in 1.2) allowing them to do 2 back to back 1.5s casts can't do the same hps over 2 globals as us. You're doing something severely wrong if you're in melee on most fights. Not sure about his group, but we cleared nightmare EV with 2 ops before our sorc hit 50. (We obviously run ops/sorc now as it's obviously better). Bioware even stated that their internal testers (obviously not the best players around LOL) have had no problem clearing all the content with all the healer combinations. Why would math convince anyone of anything on a healer? Real-world healing has between little and nothing to do with on-paper throughput. I don't have to estimate. I can tell you exactly. Assuming no crits: 1. 3430-3964hp, 25 energy, 1.66s (then you're out of commission for another 1.5s while you wait for the GCD) 2. 4608-5209hp, 45 energy, 2.91s (but you can immediately do an ability now)
  23. Actually my diagnostic scan is at 2.5s flat. And it's helping me complete unyielding in under an hour, so I'm guessing it works just fine. I have made many many posts on alacrity, but I guess I have to make another. Real-world healing has absolutely nothing to do with on paper maximum throughput. You aren't a dps where all you have to do is figure out what stats yield the biggest numbers and then stack them. The difficulty of healing is in keeping "that guy" who just made a mistake alive. The best tool for that is a sorc putting a shield on him and your heal landing as fast as possible. Now if there were enhancements that were power/crit, I would probably feel differently just because the sheer throughput difference would be so dramatic and benefit our hots, but there aren't. The choice is between power/surge, crit/surge, and power/alacrity. Surge primarily benefits your overheal which is why I find it to be the least important stat - even moreso after it got severely nerfed. That said, I use the crit/surge relic when a pull goes horribly wrong and several people are low, the crit/surge on use gives us the highest throughput boost when it will all be useful. What does how much benefit someone playing a different role gets from a stat have to do with how good it is for us? Power is our best stat because it's the only stat that consistently increases throughput on every heal.
  24. From my understanding (and it's limited concerning dps) operatives stack up poorly in raids. Since you're talking about PvP, a good concealment operative is a very threatening class in PvP. It was recently nerfed (even though it was fine) because of so many cryers. But generally against Pub warzones, a well played operative can decimate the oppositiion. I suspect that in rated warzones, operatives won't be good because they've always been pretty simple to shut down with proper play (think rogue in wow. Great up to about ~2000 rating. Great for facerolling scrubs in BGs, but very challenging to play against strong, well-geared opposition.) As for healing in warzones, we're well behind sorc because of their broken spec (which is being fixed in 1.2). They can do 600k damage and 250k healing with the hybrid spec. That said I've done over 600k healing in warzones (with pretty poor gear for pvp... some champ and the rest top end pve gear - I'm mainly a fat raider), and feel like operative healers can be quite effective when played properly. But again it's a high skill required class. We don't have the escape tools of the sorc or the armor of the merc, so you need very solid positioning as well as mechanical ability (whereas the sorc or merc can just roll their face).
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