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Coolfusis

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Everything posted by Coolfusis

  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.
  15. I was actually a little disappointed to find out we get called a "Jedi Shadow" instead of the "Watchman" from KOTOR 2. Seems weird to tell my buddies that "Oh, I'm leveling my shadow." (Other than that, I'm really enjoying the class - I can't wait till I get some of the cooler looking abilities)
  16. Agents get 5/second, BH get 5/second heat dissipation (I think), at best. Both of those classes have to choose between burst DPS or sustained DPS by using their "auto-attack" instead of spamming abilities. Shadows/assassins have to do the very same thing. Yes, if you maximize your DPS, you will run out of force - just like a sniper would quickly run out of energy spamming snipe, except they also lose regeneration. Sorcerers/sages get a lot more force because they have no ranged basic attack. Every single ability they could feasibly use for their DPS uses force, they have nothing to spam in between. Just like every other class, you get to choose between high damage and efficiency, and performing on bosses require a fine balance of both.
  17. It occurs when someone with a full inventory or no companion tries to loot a node. The node is then reserved for them, and they can just right click (no scan needed). If they run off and leave it at that point, the node doesn't despawn; it just sits there, waiting for that special player to come back and loot it. All alone. If it takes forever, it will wait for you. For a thousand summers, it will will wait for you. http://www.youtube.com/watch?v=OjNw75bJyuM
  18. Shameless bump to see what others think.
  19. Yeah, I noticed that the last time we had a "draw". I just assumed both sides got the "defeat" sign. Either way, there definitely needs to be a "DRAW" in game. There's bots on my server already, I don't want to make it incredibly easy for them to farm. A bot would have to farm 45 losing matches. Assuming a 15 minute game and 5 minute queue, it'd take a bot 15 straight hours to complete the daily. Assuming the same for a player (average: 4 medals), it would only take 3. Three hours of earnest PvP effort should be enough for a daily completion, by any standards.
  20. Ya'll are misunderstanding me - I don't want to get rid of premades. I want people who aren't in premades to be able to get their stuff done easily. Also, it's a much more simple solution. BioWare could create a complex new system that many players won't like at all, or they can simply change one quest.
  21. What are you talking about? Sprint doesn't block damage, and the shield can only absorb about 1 1/2 ticks of the fire.
  22. So can a powertech/vanguard Vanguards, powertechs, operatives and scoundrels all have various speed increases. And a powertech can pull them right back down. I get knocked back all the time in PvP, even with my barrier. Not sure where this comes from.
  23. I don't have a problem with premades. It saves people the frustration of dealing with randoms, and people have fun doing it. The only downside to them is the sheer number of them, they limit any solo player's ability to get any kind of gear.
  24. (reposting from a long dead thread in the general forums, figured I'd see what hardcore PvPers thought about it) I've been having extreme issues getting this daily done on my own due to draws/losses to premades (they pretty much dominate on my server, most people don't queue without a full group). I've got enough gear and friends to not have any issue getting into or making a premade, but I don't really like that someone is pretty much forced into doing that to stand a chance at completing that daily. A simple suggestion to "fix" it (quotes because it's not really broken, but could be tweaked), would be to change "wins 0/3" to "Warzone accomplishments 0/45." You'd get 1 per loss, 5 per draw, 10 per win, and 1 per medal awarded in the warzone. It'd provide incentives for premades to actually do some fighting rather than simply leaping/extricating/passing in huttball, but a lone player could get it done if they spent enough time PvPing. Thoughts?
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