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Arrys

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Everything posted by Arrys

  1. West coaster on Jung ma since release it's not noticable on my connection. I personally think calling servers east west central is antiquated and has more engatives than positives. The biggest negative being segregation of community leading to population imbalances during playtimes when you add too many servers to beginn with particularly. Of course it's somewhat a self fulfilling prophecy. People entering a new game on release go to a server in their time zone primarily. This creates a magnified load and log in delays that results in a call for more west coast servers which get added then you suffer your 30% attrition over the next 5 months and end up with wastelands. Undesignated people would simply sign up on an available server with sufficient population spreading better over a more sustainable number of servers if you didn't designate them.
  2. The challenge of flash powder is it's an all or nothing stat change. changing accuracy results in a miss big change in position in a fight or the fight appears normal. And the benefit will occur over a minority of fights. All or nothing benefits where the all(beneficial) effect isn't obvious don't generate point investment. Because most times they are complete failures.
  3. They could also add it to weakening blast. i.e. a % chance to generate a TA from any poison effect on a target impacted by weakening blast as an addition to the skill.
  4. Healing in PvP other than ensuring a 5K heal I find Med Shield Unuseful. (The shield drops so fast it simply doesn't apply to much healing when in combat). I usually take 1 point from there for endorphin rush and 1 for precision instruements(Cheaper energy damage add in corr dart). I also prefer the alacrity talent to the 8% shiv damage. Faster Kinj=good. Better active energy regen as well. And because of this talent I can focus on power crit surge on gear.
  5. I agree. Although we do use Shiv alot or at least I do. I also toss a good amount of corrosive darts as assist DPS on my heal targets targets. heal target of target dot target of target KP etc...So improving corrosive dart is under serious consideration by me. I'm currently testing the points in shiv and extending CD ticks by 1. I think the decision will change as one progresses. In new 50 recruit gear I'ld almost certainly take the 3% extra healing. At my current gear configuration I likely won't and will strengthen a utility aspect, damage.
  6. Well lets see - When you spec 7 into lethality you forego either the alacrity increase - shiv damage boost or 2% crit from the crit talent. So 2 of those 3 points could backfill that decision. That leaves 1 point. Which could of course go into any hole you may have left in the medicine tree(not for me), It could add a significant boost to BS crit. It could increase the damage you get froma corrosive dart application by 20%(assuming not cleansed). 8% extra shiv damage and 8% bs crit chance increase would be a decent damage boost and improvement to 1v1 applications. Enhancing Corrosive dart is added damage over the duration of a WZ... Or 3% extra healing. A point per percentage benefit is a little steep pricing wise.
  7. SPecced out of the +9% self heal and rqan aorund as 31 medicine without any issues. As this is pre damage redcution from relic/adrenal changes I'm not cocnerned but I also won't be spending 3 points for 3%. I still think the change to GCD mentioned at the top of the notes will potentially have an impact. Sometimes I'ld swarr I'm getting double procs of SP wehen spamming the button.
  8. When I play as a hybrid non 31 point medicine build I agree with your points 1 and 2. As a 31 point medicine spec I would have pre 1.2. As a 31 point spec one of the things I've learned is thanks to SP being free sub 30% health, Because TA now lasts 16 seconds making KP a reliable maintainer, and because you can carry 3. TA is functionally cheap properly managed. The bigger issue is recovery from energy dumping. Diagnostic scan(Avg 3.6 energy per 1.8 seconds + a heal of 570sh to 900+) + SP being free and infinite on a target sub 30% health provides the key there(Assuming you've also energy dumped your AP cooldown). On a target sub 30% SP spam is your heal method it's available at 100 energy or 0. for targets over 30% you can minor heal and accelerate energy regen with DS and have shiv at 15 energy for emergency TA recharge. In short full medine can handle energy dumping while maintaining generating TA easier than other builds. Not surprising as it's key heals RN and Kinj are both 20+ energy. it's designed to handle extra energy stress. If you aren't sure where your TA is 1 shame on you, 2 don't use it. your point 3 assumes You're under duress(Into defensive GCD phase) not flanking, adding on, hitting a cap, closing out a winning battle adding damage(survivable healers see alot of those). in just about every winning battle there comes a point your healed off and the best thing you can do is add damage to close it out ASAP. It's when I transition into wipe up mode I quickly burn through my damage CD's and can either stop after shiv or go to CB/OS or Rifle spam. I of course prefer the more damage route. Every hybrid build has alternatives. lacerate or a grenade and cull. Medicine has CB and it has comparitive strengths to the alternatives available medicine. It's target independent as long as you can visualize a cone and know your facing direction it's easy to apply. I can maintain my heal target and hit it when moving with the pile and hit every red in front of me. When getting to the capper on the backside of a node I don't have to target and hit simply face and hit. The lone survivor stopping a door cap grenade to CD hits up to 5. And of course for 3 more energy it hits harder and multiple targets than OS. Now it isn't a good 1v1 ability, don't use it there. 4) CB shoots where your facing in a simple cone. 5) 1 30 sec cd, 1 12 sec cd, 2 6 sec CD's - OS CB Dart, rifle spam - I personally get into CD no mans land when flanking, cleaning up, piling on and need to go to the non cd damage abilities. Is it the best of the worst yeah but it's also handy when you need extra aoe and 3 WZ maps have cap interupt mechanics.
  9. Funny thing monday night I dropped scavenging and UWT because I had a horde of purple mats I ran several manufacturing runs for future sales and didn't delete cybertech. Yesterday I was to busy to log on and delete cybertech, today I'll be keeping it and have to debate money skills or reskilling cybertech support skills or level biochem with bioanalysis and purchases. dodging a bullet kind of....
  10. Wasn't a happy ending apparently.
  11. On monday night I unlearned 2 tradeskills in preperation for moving up biochem being tired of the resource drain purchasing supplies and having provided for armor/mods for alts. And let me tell you not being biochem gets expensive. Needless to say I unlearned those 2 slots needlessly. Thankfully I was running out purple manufactures and didn't unlearn my manufacturing. It was slated for deletion last night but I got busy and couldn't play.
  12. THe changes to adrenals and relics will. The double six figure numbers benefitted from on use relics adrenal usage etc...Healing and damage will no longer benefit from WZ adrenals, Relics are undoubtedly reducing the total boost provided and becoming non use items. Double six figure games in the 300K range look to be something dificult with these changes. And religiously hitting these CD's was a significant competitive advantage for many and certainly a number inflator. From the PVP section of the patch notes. "•The "on use" abilities on relics can no longer be used inside Warzones. PvP relics (such as the Recruit, Battlemaster, and War hero relics) now have passive boosts to the same stats that the "on use" ability affected. •New relics that offer "on hit" triggered abilities are now available from PvP vendors. •Warzone Expertise Adrenals have been renamed to Warzone Adrenals. The item now only provides PvP Damage Reduction and does not boost healing or damage. •Adrenals that were craftable by Biochemists before 1.3 can no longer be used in PvP areas. Biochemists can now craft a version of the Warzone Adrenal. •The duration of the Warzone Adrenal has been reduced to 15 seconds (down from 25) to match the duration of other Adrenals."
  13. Yeah cause medics don't utilize that extra 6% self healing as part of their survivability. Will have to reevaluate those 3 points. You also missed. "•An issue that could cause the global cooldown to incorrectly occur when rapidly attempting to use multiple abilities has been corrected." This I believe will impact SP spam depending on how fast your fingers were.
  14. I never said it was easy to use. It is easy to practice however. You are right if you can't use it it wouldn't be worthwhile to you. If your heavy medicine and willing to practice it while straffing a bit it becomes a tool you'll use most times in place of overload shot in your damage rotations and even by itself on maps like well all of them because they all create clusters of bodies and/or needs to interupt multiple people at once.
  15. "Carbine Burst is useless 95% of the time" For high heal specs this is untrue. having 3 TA's and any healer climbs to high TA's and stays there most of the time it actually becomes preferred to OS in every scenario except a 1v1. By our nature healers end up in the center of action and most times when you decide to pop your damage on a target(AKA the assist kill or node denial) there is another red in range that means the higher base damage of CB outweighs the 3 additional energy to hit the additional target and makes it the preferred ability to OS to close the rotation. If it's a 4-5 player cluster it's a no brainer. It's also a great door spam when the grenade is on CD, cluster standing in front of the flame spam and all around damage filler. And has a nice use as a cone aoe reveal on vanishing targets. Having 3 TA's to play with made this ability much more user friendly for heal specs. Talenting Diagnostic scan if you regularly get good groups and therfore survive well also makes the energy additional cost completely irrelevant. It gets alot more use than overload shot now in PvP when I'm medicine spec. 2 TA builds, not lasting 16 seconds, and generating off KP spam I can agree with worthless the TA's have more value elsewhere in those builds.
  16. Read this guide. http://www.swtor.com/community/showthread.php?t=390843 , it started pre 1.2 but has good information post 1.2. 31 point specs are good either 31/10/0 or 31/3/7. Generally if you go sub 31 you lose two key helps. +30% to crit heal bonus(Read Kinj's over 5K). RN, and splash points that likely go in energy regen talents or DPS energy efficiency talents.
  17. add a dificulty level to those raids that requires the new level skills to complete....
  18. Personally after kicking the tires of a whole bunch of specs I find the 31 point specs perform best overall. The hybrid's offset a strength for what I find to be limited benefits.
  19. What no dating the supermodel/singer side game. Or the Dancing with the Stars bonus game for beating the game?
  20. I personally prefer the 6 second RN self heal clump heal runthrough option while getting gang tackled. What are you using the extra 3 points on you find advantageous over the 6 seconds of extra ehaling that splash heals your guard? I could see improving carbine burst in lethality as carrying 3 TA's I use it alot more including spamming clumps on occasion. Poison grenade and flash bang immunity I only like when talented to snare/cull. Revitalizers in conceal and an extra TA burning lacerate single target attack + 10 second proc? I get the low 20 crossovers never understood the high 20 crossover spec appeal. Never saw the advantage of the 28 point in and the cost benefit of not going to 31 at that point. RN post 1.2 I find very helpful when I'm getting attention and need to splash heal crossover heal onto my guard. Not saying it's bad but never got it.
  21. But since the resource intensity of gearing two companions will slow you down just switch kaliyo to DPS stance(gear her with DPS stats sans armor level) with all AOE's active for trash. Kaliyo's aoe plus your aoe = trash dead. Once you get to having temple who can wear your expired oranges keeping a pure DPS companion and a tank geared is easier although I just healed temple at that point and kaliyo was a very rare need. It is very true that as heal spec you need 90% DPS companion mode under 10% tank mode. Kaliyo easily fills both roles.
  22. Getting open world right is really really hard. There is the basic the area meaningful and multiple objectives terrain etc... There is the more complex charachter skills and grouping in large scale altercations. (A particular challenge for modern games I think as all classes have become significant jacks of all trades.) How did 20 beat 40 in old games. Every class was specialized and the right 20 utilizing their limited but powerful skillsets could beat a zerg that lacked the ability to coordinate composition and skillsets effectively. In many ways the charachter class changes that made solo levelling and focus on group sizes of 4 being able to cover all bases in skill just make doing large scale PVP very dificult. But it's worth attempting as nothing creates community on a server like shared battles, shared losses and the natural devlopment of social roles for individual players and guilds that comes from a well done world PvP system that has benefits and consequences.
  23. In other words you have a 1% more effective health pool in PvP gear before you cast your first heal on yourself. Healers beenfit the most from mitigation as we can replenish our health. Now if your healing is more than 20% less effective san's healing Debuff you might have a point however you presented innadequate information to consider that.
  24. Enjoy it when I can find time to play when enough people are around to play. WHich went from always pre d3 release to never post d3 release. I haven't seen a cross server population collapse like this (rapidity and extent across servers) since shadowbane which was for different reasons. Their big challenge is getting their playing population consolidated and either increasing their new content release speed or increasing the dificulty of their content so playtime progression through their content for roughly 60% of population equates to their new content release time without being so slow as to end the perception of advancement. It's not shadowbanes problem of stopping collapses to desktop anyways.
  25. from a stopry perspective the entire series of six is an incredibly well done archetypal progression of the hero anakin/darth. From a film perspective the gritty level of special effects that were so far ahead of everyone else in their day made the first movies more special to me. Living in the middle of a cold war I think also added to the feel of relevance of the movies. The polished everyone has caught up storylines of the first three movies sequentially is also eroded simply from time delay and having matured as a person. When your 30+ anakin's childhood is yawn boring. From an overall cohesion of the story perspective it is however important.
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