Jump to content

Daegil

Members
  • Posts

    67
  • Joined

Everything posted by Daegil

  1. 1. Enable Combat-Support Cell. Keep everyone buffed with Fortification. 2. Use the following as a rough guideline for healing rotation: Bacta Infusion > Advanced Medical Probe > Medical Probe Weave Hammer Shot in-between as much as possible to keep your ammo high (try to stay above 7 to 8 ammo). Use Trauma Probe on the tank and only refresh it once the old is one completely spent, or you think someone else could use it more. Use Kolto Bomb to heal multiple targets. It heals the four targets closest to the center of it area of effect. Supercharge Cells is a cooldown you should use often but wisely. Do not just waste it away every time it becomes available. Wait for a moment where the extra effects are most useful. Use Field Aid to remove tech and physical debuffs from your allies. 3. If everyone is healthy and there's no real damage going on, do not be afraid to do some damage yourself to help the group beat the enrage timers. Some DPS skills you should have as combat medic include Full-auto, Charged Bolts and High Impact Bolt. There are more (especially for AoE) but if you are not sure about how well you can manage your ammo, keep it at the above mentioned three. Oh, and like in healing, weave in some Hammer Shots to keep ammo high! 4. Save your cooldowns (Tech Override, Reserve Powercell and Recharge Cells) for emergencies. A good example is to use Tech Override to quickly cast Medical Probe on very low health target. If you get aggro use your Diversion. If you know you are going to take heavy damage consider using Reactive Shield and/or Adrenaline Rush. And if you get stunned, you have Tenacity to get out of it. 5. Use stims and medpacks! You can always get a nice boost from cheap vendor bought ones (buy the ones with Reflex in the name) or buy some fancier ones from the GTN (Exotech). A medpack saves you time and ammo when you need to heal yourself in a sticky situation. 6. Don't forget the utility! You can crowd control with Concussive Round, stun with Cryo Grenade and knockback with Concussion Charge. In PvE, you can use Sticky Grenade and Fullauto to disable weak enemies for a short period. 7. Your main stats are Aim and Power while Critical and Surge are your secondary stats. Alacrity has its uses in small doses but you should never actively try to increase it. 8. Don't stand in the fire.
  2. Seems to be lots of misinformation here. What the OP was talking about is a a few hours old announcement by Blizzard about cross server questing zones for WoW; not linked to phasing really. What it really does is "queue" you up for a group, much like the dungeon finder feature, and then moves the people from different servers to a cross server instance of the area where you want to quest. I doubt you'd have any say in which instance you go so there shouldn't be any lag problems. Basically, you queue for a flashpoint, but instead of a linear dungeon you get to go into an over world zone and do quests together.
  3. I would extend this to flashpoints, too. There's too much weak trash there that offer no challenge and is just annoyance to clear. In Ops its dull trash that doesn't do much but takes quite a while to bring down (for trash).
  4. I mean as a guild you get whoever is online and signed up. Not talking about pugging. Of course taking into account that the people have correct gear and spec. I think Blizzard said it the best: Bring the player, not the class.
  5. It may be 8-man only but Fearful still seems to hit people over 30 meters away. I was positioned 30 meters from the tank as a healer in a position where tank is slightly towards the ranged camp and the DPS behind me still received the fearful debuff. This didn't happen every time and seemed to be rather random event, but regular enough to make it annoying.
  6. I agree and disagree with the OP. While I don't find the mechanics to be a problem (I rather enjoy the current Ops content mechanics wise), I do think the enrage timers are too tight. I have not done any 16-man Ops so I am talking about 8-man HM and NiMs. Story mode Denova/Explosive Conflict I find is just perfectly tuned in every aspect but the hard mode enrage timers seem to be balanced around the perfect group composition. This means if you run with whatever you can muster you will always hit the enrage timers and then have to pray you somehow manage to kill the boss before they do their one-shot abilities. I would like to see hard mode bosses' health reduced by 5-10% or enrage timers increased by about ~15 seconds to give non-optimal Ops groups a bit better chance.
  7. I agree. With so many different weapons in the game, I believe Bioware should have given more choices in weapons for players. For example, Combat Medics should use pistols or sniper rifles, Gunnery assault cannons and Assault blaster rifles.
  8. I'd cry tears of joy if my server had queues.
  9. 110 people on a non-fleet zone at morning is crazy. On the Progenitor (EU) Republic side our fleet's peak time number is just below 100 (usually between 90 to 100). There was a small spike after the patch 1.2 came, around 120 during peak times. Now the number has dropped to around 80. :/
  10. It will not kill crafting. It will make it flourish once again. Crafters will most likely be the ones that make the augment kits. Plus, crafters are the ones creating the augments. With ability to add augment slot to existing gear, people will be encouraged to carry more than one set of augmented custom gear. It also makes creating the look you like much easier when you're not at the mercy of the crafters' crit luck. The current model is good for only for a short period. Once everyone has their full augmented custom set they are done with augments for good. The upcoming model would keep the need to augment your new gear every time a new tier is introduced. For example, if we could add augment slots to existing items now, people would have bought kits to augment their tier 1.3 (Rakata/Battlemaster) gear and then later another set of augment kits for their tier 1.4 (Campaign/War Hero) gear. Of course, they could choose to keep their Rakata gear if they liked the look, but I suppose that was the whole point of the change to custom gear.
  11. I'd rather take a class that can interrupt that wipe-causing ability over a class who can't. Would a PvE-only interrupt really hurt so much? We have Blitz, a PvE-only ability that is rarely used. It wouldn't be tricky to turn into an interrupt that only works on NPCs. It's melee range too so its not without its downsides.
  12. Bumping this. While I can live with Commandos not having an interrupt in PvP, we really could use one that works in PvE only. There are lots of encounters where you have to interrupt and its just silly that commando is the only class who is useless.
  13. I noticed today that in order to reverse engineer custom weapons the item needs to have the hilt/barrel mod installed. You can add grade 1 hilt to a level 50 custom saber and reverse engineer it. However, you get materials back depending on the quality of the hilt/barrel.
  14. Even if you can reverse engineer end game drops it still makes the models useless for non armorcrafters. Lets say you are a biochem. You get super awesome tier 2 armor drop from an operation. What happens next? You strip the super awesome tier 2 armor of its armoring, mod and enhancement. Then, you find a vendor and SELL that super awesome tier 2 armor you just got because it does not have augment slot and you cannot reverse engineer it. Finally, you go to GTN and buy a low level orange armor piece with an augment slot and put the armoring, mod and enhancement on it along with an augment because its superior to that super awesome tier 2 armor you just got rid off. That just seems silly to me.
  15. Meaning everyone will be armor crafter because it fills more slots than other crew skills... Not to mention to fun of grinding same item multiple times in order to get the schematic and then crafting the item until you get the augment slot. Unless you are fine with those low level oranges that is.
  16. I sure hope end game gear comes with augment slot. I don't really see any fun in grinding for the same item multiple times in order to reverse engineer it in hopes of getting the schematics and then crafting it a million times for an augment slot. Oh, of course after dropping my current crew skill for another one in order to actually be able to do that.
  17. What these changes currently mean is that everyone will be armormech/synthweaver and churn out low level orange gear with aug slots and use those items over end game items because they are better. Of course they still need to get the end game gear to strip the mods out of but no one will wear it. Changing a bad system to another bad one doesn't make a good change.
  18. I find T1,T2,T3 much more logical. Champion/Columi being T1.5 sounds as if it was supposed to be on par with Centurion/Tionese and used to fill slots that are not available from Cent/Tion.
  19. http://www.torhead.com/skill-calc#800bfRMRdcdkqZrck.1 That's what I use for PvP healing. Also works well enough for PvE ops healing. http://www.torhead.com/skill-calc#800bfRMRdcdzZrIk0R0z.1 What I would go for as hybrid. As for stats, Aim > Power > Crit > Surge > Alacrity. When focusing on healing, you don't want to rely on getting crits. As for the damage side, there's really no points left for the "On-crit" skills so crit isn't as important as it is for pure damage spec.
  20. I don't find the lack of movement in mobs immersion breaking. The problem I had was that everything just felt like it was copy pasted without any thought put behind the placement. Although some kind of movement/idle actions would be nice. I'd just rather they put more effort in to designing how and where the mobs stand to make areas feel less like a killing field made for the players. It feels as if the mobs just wait there knowing they are there only to be slaughtered.
  21. Everyone knows the faction imbalance can make doing Ilum daily (and weekly) almost impossible to complete. I thought I'd share a few changes that could possibly make the daily a bit more manageable. Fixing the faction imbalance is pretty much impossible at this point so some changes are needed. The first change is to make the objective(s) able to be completed in Warzones and other PvP areas. Currently you need 30 kills in Ilum to finish the daily. So one way to make it a bit more realistic for the underdog is to make the daily require 30 kills in Ilum OR for example 90 kills in any other PvP zone. You can try to do it the quick way in Ilum or do it the hard way somewhere else. Second suggestion is to make it more doable for healers would be total change of the objective. Instead of kills you must accumulate X amount of damage or healing. For example 1 mil damage+healing for daily, 10 mil for weekly, or so. Of course Ilum damage/healing could count for 3 per point for the faster completion. If you got any other suggestions, fire away. Comments are also welcome.
  22. Any serious raiding guild requires its members to bring the best possible consumables and do their best. No one likes carrying baddies because they just want purplz without actually working for it. Plus, Biochems can do more than just meds. What do other crew skills give a raider that enhances their performance? Absolutely nothing.
  23. Why do people blame this on PvP when it was clearly stated that both PvE and PvP have problems with the crew skills?
  24. I've been doing level 50 pvp for about two weeks and so far I'm rank 45 with 4/5 Champion set with last piece being Centurion. I've got Champion tokens also for an implant, off-hand, bracers and boots. I have centurion pieces on ear and belt. I've also got 2 extra glove and bracer tokens (1 each for off-spec set).
×
×
  • Create New...