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Coolfusis

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  1. Haven't tried the sorc ghost yet, but I've soloed every single other tank-and-spank champion mob on Ilum (and most of the others on other planets) using Xalek to tank. It's really pretty easy as a corruption specced sorc. Once you get the 2-piece bonus from PvE, you can cast innervate enough to never run low on force. The only exception comes from needing to heal multiple targets or healing through exceptionally high damage - the kind that comes from enraged bosses or elite group pulls. Hell, the very first pull in HM BT is harder to heal than any of the bosses.
  2. Honestly, I'm thinking force bending should apply an effect to it. Something like increasing the healing by 20%, adding the "big heal", or reducing the cost/cast time. It's weird that a buff that affects all our heals doesn't affect revivification. It'd make us choose between an almost guaranteed force boost, or a lot of extra healing to the OP.
  3. You're still using what you think of as "elite" from WoW. Those elites are now "Champions." Normal elites are.... well, just that. They're some of the strongest mobs you can fight at that level. They are the elite of whatever enemy you are fighting. As for companions - your character is not an unstoppable juggernaut of doom and destruction. Sorry. Normal people can flock to you in waves and be cut down, but an assassin droid would still be problematic. A strong mandalorian would still be one of the tougher fights you've had. You need help to keep from getting your *** handed to you. (P.S. The word "elite" is completely arbitrary. How can it not sync with your definition when it literally has no defined parameters? o_o)
  4. At least you got to him, our pylons bugged out twice. :/
  5. Lololol. (And I've personally done 674k on voidstar. Not at all close to an accurate readout.) I used the actual abilities as my judgement of healing effectiveness, because we have no healing meters and I do not have a similarly geared merc/OP healer at level 50 to test. It's probably not the best judgment, but it's the best I can do right now.
  6. Operatives and mercenaries have better base heals than us, often lower cast times with higher base healing. Mercs even have a free, instant cast, no cooldown heal that charges them up. Meanwhile, we have no free heals, our casts are either long or have a cooldown, and any "emergency spam" requires us to use resurgence first to get force bending. The advantages we have are Reviv hitting infinite targets, and Static Barrier blocking a whole hell of a lot of damage. However, one is a 15 second cooldown, then other is a 20 second lockout. Overall; endgame we're mediocre. If it weren't for static barrier, we'd be pushed aside for mercs and operatives. The shield, however, is incredible for us. A few hardmode EV fights pretty much require it to avoid DPS insta-deaths.
  7. Unfortunately, this isn't true - Xalek is bugged. He receives no benefit from shield or absorb rating for some unknown reason. I still use him because I've geared him far better than Khem, but in equal gear, Khem will be superior.
  8. There's really no better spot for those two points PvE-wise. As is, you'll end up with one talent point that is almost entirely useless. It's a toss up between 1% less health used on unprocced corruption or 4% more total healing to self.
  9. That or there's a difference in armor for those two mobs. Energy and kinetic resistance are both tied to the armor stat.
  10. Don't know if anyone brought it up, but I saw that you went 2/2 dark resilence and 1/2 empty body for PvE healing. Is there a reason for that? I almost never use consumption unless force surge is up (which is about every 7.5 seconds.), and even then 1% isn't wonderfully useful. I put 2/2 empty body for the 4% extra healing, which is helpful any time I take damage (which is most fights). It's 1% more health used on non-procced consumption in exchange for 4% total healing to self.
  11. My alacrity relic has saved my tank in FE more times than I can count. Specifically, the first pull on the two droid room has several droids with flamethrowers, and they hit like trucks. Even shielded, he'll drop from 19k to 4k in a matter of 3 seconds. Crit and surge are nice, but alacrity becomes immensely useful in "OHSHI-" situations, as it doesn't matter how big your heal was going to be if it doesn't hit in time. Dark heal is nice, but it simply doesn't heal for enough to save a tank during that kind of damage. There was even once on Soa where one healer (me) got mind trapped, and the other (an operative) got thrown. I had to shield and spam like crazy to keep him from being killed by the next drop or lightning ball as soon as I got out. Again, crit and surge are quite nice, but do not underestimate the importance of a couple really fast, big heals to give you some breathing room. Edit- I stack crit and surge, I keep the relic for emergencies.
  12. As a level 50 geared sorc healer, that shield is one of the greatest things since sliced bread. Specced properly, there is no cooldown (other than the debuff), it costs less than a dark infusion, and it shields for more than what dark infusion hits for. Couple it with innervate, resurgence and force surge (2 and 4 set PvE help a lot) and you can single target heal forever. (I mean that literally - forever. Shield/dark infusion -> resurge -> innervate -> consumption ends with 99%-100% force every time.) It's also fantastic for saving people during enrage timers, as you can't heal through a one-shot. (the bonus boss in false emperor is a good example; once enraged, his overload one-shots any melee DPS. A shield protects them from the instant kill and allows them a few more seconds of DPS, which is easily the difference between a wipe and a kill.)
  13. He really couldn't help you. Once you complete a class story quest, it won't let you back into that phase, even if it's for someone else. I've been locked out a few times while trying to help a friend.
  14. Tanks with known working knockbacks: Assassins/shadows: Spike, overload, pull. Juggernauts/guardians: Force push Powertechs/vanguards: Grapple (ensure no one loots before they res) Healers with known working knockbacks: Sorcerers/sages: Overload Mercenaries/commandos: Jet boost DPS with known working knockbacks: Sorcerers/sages: Overload Assassins/shadows: Spike, overload Snipers/gunslingers: cover pulse Mercenaries/commandos: Jet boost Plan ahead, bring at least two from that list when seeking a group. I've had no issues ever getting a group together for HM FE, and I really don't mind needing to slightly plan ahead so the final boss can be beaten. Not everything should be cleared with whatever random hodgepodge of players you happen to scrounge up. Hell, half the reason I got by in WoW BC as a moonkin was because several fights needed off-heals (or even ranged off-tanks, like gruul's), and the crit boost to mages/extra battle res/innervate made up for the lower DPS. I like that the game has made it possible for casuals to get things done, but I don't want everything to become a loot pinata.
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