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EFSoupy

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Everything posted by EFSoupy

  1. Had a fun one the other day. Healing on my fairly new and undergeared 55 sorc and get HM Czerka Labs. Have a solid tank and an op and a sniper for dps. Things seem to be dying pretty slowly and I notice op is staying outside of melee range. I think this is a bit strange, but don't say anything. Get to droid boss, enrages at about 30%, have a really beefy jugg tank, so healing it wasn't much of a problem, but trying to figure out what's up with our dps? Continue on and get to Chief. Again, long slow fight and the last phase with the rocket launcher, I and the dps are getting 1 shot when we don't quite make it out of the rocket in time. While laying dead, I notice op has recuperative nanotech on him..... So I ask if op is specced heals? He tells me he is, but claim it's OK. I let him know he'll get better dps if he respecs into dps tree, to which he responds "I"m doing fine, my attacks are hitting for 2K". That was when he started getting defensive and told me I was a bad healer because people were dying from 30K hits (tank was the only one with 30K+ hp). I ask if he wants to heal and me respec dps, he says he's doing fine dps if I can just heal better. I finally convince him to just heal, I respec dps and boss goes down fairly easily. On the kill though, I got 1 shot by a rocket, so I guess he wasn't that much better of a healer than me afterall.
  2. It may also be a good idea to include topics like how threat works, ops/fp roles, and other basics of MMOs. It has been sobering to see how many people don't know how the game works on a fundamental level. Granted, I know those needing that kind of education, aren't usually frequenting the forums, but when people do get it good explanation, it usually helps.
  3. There may have been two of them. One is on mezzes, the other caps. If you break mez, mez again and cap.
  4. On trash pulls, the mob of largest concern, 90% of the time, is the one beating on your healer. Take the time to learn fight mechanics, find tricks and learn when you'll want def cds the most. It will help get things done as quickly and smoothly as possible. Pace fps/ ops so you keep moving but not so fast that people feel rushed. It's surprising how good of a tank such an arbitrary skill makes you look. For ops, it's not about you having aggro, but the tanks having aggro. I know some tanks that feel like they have to have aggro on everything. As long as one of the tanks has aggro and neither is dying, things are fine. Learning to watch for the stray mob running around in the raid is huge here. Keep running your healer and watch other tanks. You'll pick up a lot of good tricks that others have figured out.
  5. Haven't played in vanguard as a tank in PvP in about a year. So I really don't have much to say in that regard. Sorry.
  6. As far as PvE is concerned, guardians are really pretty strong tanks right now. Their threat issues pre 2.0 have been addressed and they got some love in the cd department. Shadows have either gotten spikier or it's just that end game content has more damage spikes. Either way, shadows are typically more of a liability in end game content than the heavy armor wearers. They still have the highest mean mitigation, but they are harder to heal (require more healer attention) than they did pre 2.0. In my opinion, vanguards are kind of the middle of the road tank. The only thing they really lost much of was the rework on adrenaline rush. They are functional if not overly fancy. I would place guardians above vanguards in overall tank class quality, but for end game content, I think they're still preferable to a shadow in most scenarios.
  7. Also regarding guard, because of how guard functions and aggro mechanics, it's usually a good idea to put your guard on the highest melee dps in your group. You want dps over the healers because, while healers generate threat on all mobs, if the tank hit a mob with their aoe, it should be enough to keep aggro over the healer. As for melee, to steal aggro a dps needs 110% of your threat to pull in melee range but 130% threat outside of melee.
  8. I will be trying this next time I'm in there. Are the any body type requirements? Is a body type 1 too short to see to heal? Just kind of curious, and will be making some guildies a bit happier.
  9. My understanding of the strength of def cds and the downtime between use is that, while with guardians and vanguards they're abilities to make life easier (also "OH %$@%!!!" buttons), with shadows, they're much more of a necessity. Shadows should get a strong set of cds, but that's because if their cds aren't used properly, they are a much more difficult tank to heal. Guardians and vanguards missing a cd isn't as much of a problem as a shadow missing the cd. The added power of cds is the reward for having less room for error.
  10. So my question though is where you actually got that to work? I'm running 1-2 HMs a day and the healer/tank placement has always been tricky for us as we haven't been able to find a spot where the healer can actually be outside the 25m from the boss but still within 30 of the tank.
  11. Where were you having the tank positioning the boss so the healer was able to be outside of range? Of all the times I've run it (a lot) I have yet to find a spot where the healer can actually be in range or tank and outside of range of aoe without moving.
  12. While leveling my guardian tank (may shadows get some love soon) I queued for 50 HM and get in the FP and the healer points out I'm sitting at a glorious 14K hp. I apologized and offered to leave, healer says to stick around. He heals like a boss and we get through. I even got a drop or two and was sitting at a lovely 16k hp by the end.
  13. OK, two things: First, along the lines of what Zu said, staying in a WZ with a terrible team is painful for a few reasons. First, it's futile. I used to primarily heal, and before that, I ran a tank. It doesn't matter how much healing you do with a bad team, they still can't get things done. Tanking I feel is even more dependent on your team, unless you have players worth protecting, you're only useful as a node guard, which doesn't mean much with a bad team. Secondly, I've found that if you are one of 2 good players on your team, you're a priority target, which means you spend your time running between the spawn and the action to die 5-10 seconds after you get there. It's not fun and it's a waste of your time, because the rest of your team isn't going to do anything to help. I don't tend to leave a wz because I don't think that's the solution, but maybe if I did more often then I would still have the patience to still PvP. Secondly, on the topic of the kill squads. Fun times last night guys. I kind of wish you had stuck around a little longer. I imagine it was a bit frustrating to take on a group with 2 healers, but we did have some fun. Shoot, you guys even got a few kills out of the deal. As much as I haven't enjoyed PvP since 2.0 and as much as I don't like events, it has been pretty fun. Now I just need to see if I can coax a little bit more of a shuffle in personnel and tune up our group a bit.
  14. So when I do end up OT with on a single tank fight, I ease up on the threat as much as possible. Force breach and slow time are good openers because of the damage mitigation debuffs, but after that, I advise toning back on the threat for the first 10-15 second to let the tank generate more threat. I will toss in a few saber strikes to make sure I'm not very far up on the threat meters. After the first run of attacks, I drop into my normal rotation. Keep in mind, on single tank fights, OT is more of a low dps who is around in case of emergency.
  15. Tengo que ser latino o solo hablar? Soy estado unidense, pero ofrezco ayuda a los hispanohablantes cuando puedo. Tal vez no sea tan bueno al juego, pero por lo menos, soy bello.
  16. LOL!!! I wanna watch. /popcorn
  17. First of all, I'm not sure if Zu made this a requirement now or what, but regardless "QQ". Anyway, so I am in the boat of let the people run their dailies if they don't want to fight. And I typically avoid events just because I've never really enjoyed them. That aside though, the question I would ask is "why?" I know it's a PvP area. I know people want to engage in PvP, but is it really enjoyable to smash someone in a 4v1? Is it really that fun to smash someone into oblivion? If you see a name you've never seen before in PvP, running around solo with 20K hp, is killing them really going to be fun? It may be good for a laugh, I will give you that. But if they do have friends, like you seem to hope, will they show up? And if they do show up, do you really expect to get any kind of decent PvP out of it? I guess I'm not sure what claim of a positive reason is really being made here. I challenge the claim that it is going to give an reasonable quality PvP, but from the forum posts we've seen, you are angering people. GO PVP!!!
  18. I think part of the problem with making it a cd is we're still so reliant on a cd so one of two things happens. 1) cd timer is too long and we're still susceptible to spikes, just fewer of them or 2) cd it short enough to use it on every burst and it becomes too powerful. There have been a lot of talks of adding new mechanics to try to fix the damage spikes, but it seems that the best and simplest solution really is a small armor buff and a small healing nerf. If memory serves, the number crunchers like a 4-5% gain in DR and something like a 25% nerf to self heals.
  19. I run my commando PvE, so there may be some gearing differences, but : Autocrit on demo round <30% health would make it (barring any defensive mitigation) an instant kill in PvP. I think that's a bit over powered. I know some smash monkeys are getting those kinds of numbers on smash, but a ranged guaranteed gib is a bit OP if you ask me. On another note, I would like to see ammo management get a bit of a tweak. When the proc gods smile upon me, it's just a little disheartening to know I have to hold back because I will run into ammo problems. A bit better ammo regen and it means I get to just throw my head back and let out a maniacal laugh and a melt some pixels. It would just be nice.
  20. What little PvP I've done in the past month has been beyond terrible. I watched as my teams started a NC with 6 players vs 8 Imp, we get a triple cap, have half the Imps bail, we fill in our 2 more slots, only to promptly lose 2 nodes, have the Imps backfill, half of my team bails and us win because it timed out before Imps caught up to us on points. I stopped running PvP a while back because spending most of my time near combat rooted or stunned until dead, now when I do take a peak back at what's there, it's just gotten that much worse. There's just too much frustration with PvP for me to have any desire to play.
  21. If Ajuma isn't associated with Reign, it sure does look mighty funny that he's the one who posted the Reign entry in the guild directory thread. http://www.swtor.com/community/showthread.php?t=649801&page=3 I guess that is on heck of a testament of the greatness of Reign, someone, not even associated with your guild, thinks you're so amazing that they're making sure your guild information is on the guild directory. Most impressive.
  22. Well then, this thread is kind of a waste....
  23. Are they running the shadow/sin as one AC or are they separate? I was of the impression it was one shadow and one assassin.
  24. So I had an idea. So it seems pretty evident that for the AC reps, we want 1 for PvE and 1 for PvP. I think we should hop on over to the assassin forums and work out a deal so one side elects a PvE and the other elects a PvP and then flip it each rotation (or as best we can). It would take some coordination, but I think we can pull it off. Thoughts?
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