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Fayieon

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  1. Power is used by Operative Medic's to increase healing potency, and other for increased damage.. If you look on your character page on the drop-down menu for tech, and hover over bonus damage, you will see power factored in ... same for bonus healing.
  2. From the guide found here: "Alacrity is comparable to Haste in World of Warcraft, reducing activation and channelling times. This stat is of reduced value, as it does not affect our energy regen. It should never be discounted however, as reduced heal cast times are never a bad thing." I understand that you rank it second behind cunning, but you also make the comment (highlighted above) that it's of reduced value because it doesn't affect energy regeneration.
  3. Well, at the risk of ridicule and going against the cookie-cutter mentality, the following is the build I am considering: http://www.torhead.com/skill-calc#401MffbzGoRzcZZG0rkM.1 The main reason is the increased access to Stim Boost and the 10 instant energy granted by the skill points invested. Since the cooldown is already shorter than the duration, the extra 15 sec reduction to the cooldown gives you access to that 10 energy that much sooner. You also have to give up the AoE heal, but I am looking at this as a single-target healer rather than trying to keep up to four other individuals healed at the same time which would drain energy reserves extremely quickly anyways.
  4. So if it's not a bug, then they've removed the armor penetration? Makes more sense why the question was raised now at least. It sounded like the initial issue was that the damage had just been reduced, which is why I made my initial comment, I apparently overlooked the bonus armor penetration you pointed out. Well, hopefully it's a bug and will be remedied before too long. Wouldn't make sense that a class that has access to poisons wouldn't be able to use them to corrode armor and do additional damage.
  5. It's possible, I know other games have used that mechanic. Although instead of throwing that out you could at least clarify it ... just a thought *shrug* On a side note, I understand that the damage is supposed to be a lot higher than the 400 that is being reflected it that was the point of your comment. However, as I plan on leveling a medic and not a concealment Operative, I have not paid a lot of attention to the concealment abilities.
  6. And you want to give Bioware this idea ... why?! lol
  7. It's also possible the stated damage is based on your current level and character stats. As you level up and improve, the reflected damage on the skill tree will increase. It seems a little early to get worked up about something based on one screenshot and no additional research or information.
  8. The guide was an interesting read. The main disagreement I have with it is the fact that you discount the viability of alacrity, because you only look at the negative aspect. Sure, the ability to channel heals faster means you can potentially burn through your energy reserves before they have the chance to regenerate; however, channeling a heal in one second versus one point five seconds can mean the difference between a kill and a wipe. I have seen the scenario play out many times, as I have been playing one MMO or another for the past 10 years.
  9. I had planned on taking Slicing, Scavenging, and Investigation. As I see it, it gives me raw materials for my armor, weapons, and mods; the ability to get the rare schematics for those three categories; as well as some credits along the way. Also, I expect the slicing and scavenging will be useful in the Operations/Flash Points as an added bonus. Then again, this only works for individuals who do not want to craft, or have friends / guildmates that can craft the items they want. As a final resort, you can poll the crafters of your particular server and trade materials for services rendered and call it a day *shrug*.
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