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Savari

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Everything posted by Savari

  1. lol... I hate to agree, but probably. They made these outrageous pre-release notes, will bump it down and those who don't know any better will say it wasn't much of an issue.
  2. ...you're playing a commando to be OP...? hmm... okay. If you read the patch notes, the new FOTM is basically there in big bold letters.
  3. 1-2 hours? In what world? It takes 3 hours or so for an experienced player to get off Ord Mantell. You're usually 10-11 by then, the next couple of levels come quicker, but still another 45+ mins unless you spacebar through every single convo... even then you're going to have it stack up.
  4. I'd rather make the comparison to scoundrels or operatives. They're the ones who are not truly taking too much of a hit-- truthfully, they don't need to be hit anymroe than we did. -_-
  5. I'm unhappy, but I'm not cancelling my sub over it. ...it just seems counterproductive to me. I have other chars I can play-- do I like them as much as my CM? Not really... but they need to be leveled, it will give me something to do until they fix it.
  6. Those are 2 well known *problems* that a lot of commandos/mercs have had since beta. I think myself - and others - are more concerned with these changes proposed for 1.2 not going through and killing our classes essentially. Not having an interrupt or incombat rez is pointless to debate if no one plays these classes as healers. I would -love- to see one or both (especially the interrupt) added, but I'd rather see them not harm my class this badly before making that push.
  7. I'll offer up a couple of things. 1. To invite people to your guild you only need to type /ginvite <name> That will add them to your guild, no need to go find them. 2. Guild storage is being added in 1.2 according to patch notes. 3. I agree, I wish the guildmaster tag could be changed. I'm only an officer, but it's still something that would be nice -- especially for role-play based guilds.
  8. "...from what I heard..." <--- that alone makes your comment irrelevant. You have no idea what you're talking about. A base flashpoint may require minimal healing early on, but once you get higher levels ones and eventually hard modes, ops and then even nightmare etc, you WILL need and want good healers. Go dps race down a boss with mechanics that make it deal insane damage, puts on debuffs that zap your life, etc... unless you have a healer there... you're screwed. Play a healer, understand what they actually do... we don't stand back there and push 1... 2...3.. .1.. 4... 2... 3... we actually have to THINK about what we're going to do; decide who needs the heals the most and react on the fly. Add to breaking Line of Sight during some encounters, moving constantly to keep people in range of our heals, while avoiding boss AoE's etc...
  9. Sage will get hurt bad too in this nerf. Unless you understand how their skills work, it seems minor... just like our nerfs seem minor to those who have no idea how we work.
  10. You have a point with that. -_- While I'm not a huge pvp guy (even if I do enjoy it from time to time) that will only further hurt us.
  11. There are other classes than the commando-- but having said that, I will say the commando is what kept me playing SWTOR. I'm not unsubbing, I have too many awesome guildies for that, but I will be finding another class to fill my time with until this is fixed. I can DPS very well on my commando, however healing is my first love with the commando and until it is viable completely again... I'll be working on Kaze, Sabathia or Daenar.
  12. Sadly, it does seem that way. I wouldn't say to stop leveling him, but I would definitely take up a backup plan/new main for the majority of your leveling for now.
  13. 6. Other [state your opinion] I will keep my commando for the day that they fix this horrible mistake, until then I'll be leveling a Scoundrel as they seem to be the only one not hit too horribly with this healing nerf.
  14. Sith Warrior can't stealth... at least not that I'm aware of, lol. Maybe find an Operative buddy to use his group stealth? Even if it is only 15s...
  15. Most of the points the OP makes are good. To the first guy to reply to this thread, you don't play a healer... or at least not a Combat Medic or Sage healer. If you did, you'd know the issues here. It's not a face roll as is...
  16. QFT nothing. That's complete crap. There are MANY MMOs out there where a healer can survive a DPS classes' damage. They can't heal others and do it, nor can combat medics. LoTRO the monster player Warleaders could live FOREVER against 1 person, no matter what class they were because of high life, good armor and heals. Minstrels in that game could survive ungodly amounts of time if they only healed themselves. Using WoW... Paladin healers had to be zerged typically (no idea about now, I haven't played in a long time). Warhammer... DoK anyone? These guys were instruments of destruction wherever they went. A DoK grouped up with a solid DPS character (like a choppa) could decimate their pvp scenarios and RvR in 2v2 or even 4v2 situations. BUT! This is only Star Wars where healers can survive and your baby dps classes need YET MORE buffs. Go cry to someone who cares, need a quarter?
  17. I heal almost exclusively pve... this is why it hurts our PVE healing badly. 1. Trauma Probe was a "toss on tank so I can take care of someone else for a moment" skill. Now that it costs 2 ammo, it's no longer that. It's "do I use trauma probe, or just tray and get a heal off? Do I waste my bacta infusion on my non tank?" If you're forced to use the Trauma Probe, then heal, then jump back to your tank... you just wasted 3 ammo. 2 for Trauma Probe, 1 for the new nerf to AMP's proc. 2. Kolto Bomb is a JOKE. 3 targets, 4 targets, 10 targets, it doesn't matter. Kolto Bomb's use in PVE was to toss it down with supercharge cell for the 10% armor and a healing bonus before opening up with AMP + MP to quick heal your tank and other party members during heavy AoE damage. 3. Field Aid now costs us ammo and applies a "small heal" a small heal in Bioware terms probably means it's even weaker than hammershot's crappy heal, which is only useful before needed big heals and to charge supercharge cell. 4. The 2 energy that supercharge cells used to restore was helpful, but far from gamebreaking. 2 energy paid for 2/3 of the first AMP + MP we used when activating it. That's now 1/4 paid for. We also now heal for 5% less, our Kolto Bomb loses 5% of its damage reduction making it even more useless than it already was. I could elaborate more, but this is enough.
  18. Out of ammo is the ONLY niche we'll be filling. Ammo intensive boss fights can push us enough as is... now that our bread and butter skills ALL cost more ammo, we may as well not bother. Maybe (big maybe) if they include a 50% or so ammo regeneration rate increase it would be viable again. As is ...no use even bothering, I'll be working on my tank and dps char, I'll let someone else suffer the headaches of healing in this game.
  19. Well... when 1.2 goes live I'll be respecing to DPS. While we're at it, we all may as well roll Jedi and Sith, because they're nerfing the bumfuzzle out of EVERY non-force class in 1.2... Sentinels are getting buffed AGAIN. Don't they already destroy everything easily enough? PvP whiners should be hounding Bioware about that... not because a healer can live through your dps... and guess what!? A healer surviving DPS is COMMON in every MMO. The problem? They can't heal others while staying up. Much unneeded and this seriously hurts my own faith in them. I've defended Bioware many, many times in game and on these forums. Some of those "house cleaning" changes they mentioned I was half-way waiting to see them reduce grav round's damage, then reduce the cool downs on some of our other skills. We got the damage debuff alright... that's all.
  20. Well, the 35% armor pen... unless you're pounding on a Jugg or Powertech isn't that helpful, really. Especially when you can spam 5-6 charged bolts for FREE every so often if you play your cards right. Especially helpful in those times when you find yourself low (or out of ammo) and you have someone nearly dead. I was nearly out of ammo in a WZ several times after killing someone, popped the supercharge cell and opened up on someone else with rounds of Charged Bolts and help tear another person that was on our healer down from half-life to dead PDQ. It has its uses. EDIT:: Oh... while minor... the 3% crit bonus to Tech skills is nice. Unless I remember wrong, Grav Round is counted as a tech skill. Also, if you don't need those 30 charges immediately, it gives a minor 3% damage buff as well.
  21. I really does. The only reason I'm not in a rush is so I can get a few more of the limited crystals bought before 1.2... I dunno, it just seems like with several companions requiring techblades or techstaves they would have already had that done. Maybe they should stop nerfing classes for pvp long enough to get something noteworthy done.
  22. Savari

    Helmet?

    I got my first real helmet in my low 20's... my current one (which I've worn for nearly 30 levels) I got at the start of Tatooine. lol
  23. 4X unless they've changed it takes WAY more damage than Tanno. When I first got 4X I was excited, being a cybertech I beefed him up in fully uptodate armor, gave him a fully upgraded weapon and was sorely disappointed. Jorgan was standing up to damage that was taking 4X down and I was having to heal him constantly, even on trash pulls, then having to try and do damage... because well, his stunk. When I got Tanno he played a lot more like Qyzen or Khem Val. Solid tank, can take hits and stay up pretty good so long as you don't neglect his gear. My BIG issue with Tanno is the same one I have with Qyzen and Yuun. A TECHBLADE. Why the bloody ... are you going to put these in this game and then give us NO WAY of getting a decent one without having an armstech buddy or paying outrageous GTN prices? Most annoying is no oranges, meaning you have to buy a whole new weapon every few levels. My own Tanno is still using a lvl 37 purple at lvl 48 because there are none pre-50 on the GTN and I don't know any armtechs since changing guilds.
  24. It still knocks back, how far is heavily dependent on the mob and situation it seems. I've notice that (as a heal spec) my KB doesn't seem to send strongs or elites nearly as far as normal mobs. Players still go the same ol distance.
  25. All of the above is very right. The HoT is small, but the 10% armor buff is nice. Look at some endgame Vanguards, Guards and Shadows who run 7500-8600 armor usually. That's +750-860 armor. While in comparison it's not a huge jump, it does help at times. Supercharged Cell can make dropping a Kolto Bomb, then AMP +MP + AMP + MP + AMP + MP very feasible in saving a tank or DPS that's about to go down. Usually give the casting times, you'll not eat away too much ammo since each AMP + MP only costs 3 ammo.
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