Jump to content

pyradius

Members
  • Posts

    126
  • Joined

Everything posted by pyradius

  1. pyradius

    Servers

    Don't worry, such technology is coming in 2000.
  2. One opinion among many, however anyone who plays PvP should be doing so for the challenge. Unfortunately, servers create silos of players, restricting and limiting the overall PvP community and weakening competition. Stats should exist to provide valuable feedback to players and cause them to consider if they're doing the right things in a WZ. To that end, having stats for tracking things like # Times Interrupts Used could be useful to this end. Lastly, playing against weaker players and slaughtering them is not entertaining for me, and I would hope not for any player of skill seeking challenges. To that end, organizing teams by some form of skill rating would be highly beneficial and more plausible if used within the framework of a non-fragmented PvP community.
  3. I solo queue almost exclusively, but if we're talking about ideal mechanics, then I would base it upon being guarded (something I rarely am). In any event, I wasn't saying how we were better than other healers, merely pointing out what changed which significantly changed in my healing capabilities. That said, I am an extremly mobile player, and I pride myself on damage avoidance moreso than mitigation. Sapping DPS by forcing them to chase after me is quite gratifying. So was solo killing an Assassin and ending with full health. We are in general more mobile than any other heal, coupled with the new abilities makes us quite powerful.
  4. I have only played a Sorc and only a Seer so I can't comment on why people switch. As for what changed, some notables include: -Wandering Mend (An instant heal that bounces among allies, you can have it trigger instantly or upon taking dmg making it quite versatile for pvp) -Healing Trance on the move (with the right utility) -Salvation as a baseline ability -30% dmg reduction while stunned (with the right utility)
  5. So there are currently 2 schematics among several: Schematic: [Artifact] Microfilament Awareness D-Motivator : 166 END / 163 WILL / 79 POW / 74 ALAC Schematic: [Artifact] Microfilament Resolve D-System : 175 END / 147 WILL / 83 POW / 74 ALAC The 2nd one seems inferior to the 1st, but more importantly perhaps is that these stats are so ridiculously close why even bother having 2 different ones like this?
  6. Yeah I had a case where actually Force of Will was available but Force Barrier was greyed out. This was definitely odd to me, but once I used Force of Will, my Force Barrier lit up. I had tried Force Barrier 1st as well to ensure it was not just a graphical issue.
  7. Haven't tried it but looks pretty cool. I think Life Ward is a waste personally. If you're under attack, force armor won't be up long, so you won't be getting that 1% healing. If you're not under attack, you shouldn't really need that healing. So that leaves while under Force Barrier. 1% healing every second for 10 seconds every 3 minutes just is pretty underwhelming for 2 skill pts.
  8. I haven't really noticed it since the patch to be honest, so perhaps that was an undocumented fix.
  9. Yup, even with the patch, I have been trying to compare a Black Market Implant to a Conqueror's Implant. It did seem better but not by as much as I'd like to see. I didn't buy a Partisan Implant but my guess is that Black Market Implant > Partisan Implant. That is just flat wrong even if it is nominally a higher item level item. And why is the item level on Partisan the same as Elite War Hero?
  10. Seeker Robe has End / Wil / Crit / Surge. It does seem odd but just look through all the pieces, should be able to find ones that only contain crit/alacrity/surge/power in various combinations, not all from the same set (i.e. Seeker vs Battlemind, etc).
  11. Yeah I may swap Confound for Pain Barrier, I'm pretty much always on the move and I figured that the potential dmg avoided by even a 20% snare might outweigh the 8% bonus healing to myself, but I'll probably play around with dropping confound and see if kiting becomes more painful/challenging. 8% is a good amount of healing, but avoiding a few hits from a melee chasing you around might compensate for that.
  12. Still trying to figure this out completely as there have been a number of times that my Force Barrier was "greyed out" when I was under the effects of what looked like a stun, although it's possible I was also hit with the new Merc/Commando Net, which brings me to my question. Should anything really be interrupting this ability? Currently it seems like the following will knock you out of it: -Friendly pull -Enemy pull (this is complete BS imo, pull is already the most retardedly OP ability in the game, far worse than Stun in my book -Electro Net? (not sure on this one, but something was causing Force Barrier to grey out on me which kind of seems contrary to its description that you can use it even while controlled. I can respect the net affecting force speed, but it seems a bit unbalanced that their new ability simply trumps ours, especially with Pull also trumping it.
  13. It is nowhere near the pain it was before, when going from 8 players stunning to 1 player stunning. That said, from a personal survival standpoint it might be almost as good, but in pugs I personally find it rare when a breakable stun stays on a target for its full duration. Immobilize on Knockback was probably an even bigger survival tool for me personally, and now it has been chained to Tidal Force which also diminishes the build's value. For me, I just gave up too much to try and make Hybrid Heals work. I went pure heals instead, and while my survivability is not where it was pre-2.0, I am not sure that is solely due to changes in the TK tree and likely has as much to do with the new burstiness of dps classes. I'm personally going with this: http://pts.swtor-spy.com/skill-tree-calculator/jedi-sage/224/?build=232010212122120221020230131001000023000000000000000000000000000000020000000000000000000000000000&ver=20
  14. I prefer this for PvP. Yeah I'd like to take more healing for myself, but in reality the other abilities serve me much better: I wouldn't consider that spec viable for pvp. I'd go with something more like: http://pts.swtor-spy.com/skill-tree-calculator/jedi-sage/224/?build=232010212122120201220230131001000023000000000000000000000000000000020000000000000000000000000000&ver=20 I'm also debating dropping Life Ward for Confound, although the passive healing while under barrier can be nice, it's a lot of points to invest for a 3 min ability that lasts 10 sec, and if your bubble is staying on you for long periods of time, odds are you don't need the miniscule healing it provides. Whereas snaring someone with your dot has the potential to save you significant incoming dmg all the time. I think I just talked myself into it . Strictly speaking PvP here; I can see where bubbling yourself for a little passive healing might be preferred vs. taking your healing focus away from another player in PvE
  15. Making it apply the stun to self only would have been enough really, the breaking on dmg is simply weak and unlike the bulk of stun abilities in the game. In any event, I don't care personally, as I will be going back to full Seer (vs. the 23 / 18 Seer hybrid spec currently running) in 2.0, where it would appear I will have even more survivability than this hybrid build. Upon switching builds, I think I'll miss losing the immobilize on my knockbacks more than stun bubble personally.
  16. If you are a player who wants to stick to one side of the force, it can be rather tedious to try and gather medical supplies for Biochem. -Your crafting options will always have 50% missions that are 100% useless to you -You will also be forced to run through Gift missions (arguably the most useless end-game items you can gather) in order to get more of your side of the force's medical supply missions I know of no other profession where one would have to sacrifice the 'morality' of their character in order to gather materials effectively. I'm not really sure of a graceful solution to this issue, other than perhaps doubling the amount of missions that are available to Diplomacy.
  17. Just have it be an option in preferences or some sort of checkbox on the WZ queue screen.
  18. You should be able to tell if it's due to deaths. Take a look at dmg dealt to you/him, number of deaths, etc.
  19. I notice it all the time, and just tonight I noticed it in PvE as well, basically where I wanted to stun an npc that was dealing damage and the tank was taking a fair amount of damage. So had to run 20m just to stun the npc all the while I'm supposed to be keeping the tank alive and falling a bit behind. It is unfortunate when what is likely a 'pvp' nerf ends up hurting PvE.
  20. The difference is, a good player with an OP class can destroy a good player in a mediocre class. As a Sage healer I've managed to take down plenty of mediocre players and laugh as they don't try and interrupt me. I know exactly what abilities to use at what times and I use every tool at my disposal. Doesn't change the fact that a decent Marauder that has any clue on how to use their plethora of interrupts can shut me down with impunity. That makes their class 'easy' by comparison.
  21. Force Stun was a lame change. Granted, I never really went to these forums previously, but I never once heard any player ever gripe about Force Stun at 30m being SOOO OP. In fact, I don't think I'd ever heard it discussed in any form. LoL, and I've heard plenty of gripes in-game, but never that one. All-in-all, probably a net gain with our new heal and more tactical knockback, but that doesn't mean the Force Stun range nerf was necessary or appropriate.
  22. Delayed item bind and teleport back to your original spot were definitely good improvements. Keep up the good work with those QoL improvements.
  23. Yup and let's not forget that the instant aspect of it (no more lame animation delay) is also really a buff. I can't count the number of times I died while my char was in the animation for using my AoE knockback... Oh, and I have to add a hilarious experience I had while guarding our player capping the door in Voidstar. Our opponents had dropped down out of the shielded area and would likely have been able to get a tap on our door capper, but I managed to time our new Force Wave so that I caught their players still in the air. At least 1-2 of them ended up back on the platform they had just jumped from, and we ended up capping the door, was quite satisfying
  24. Very odd for sure, I'll have to play with it a bit more. Personally I like the increased range, and I am extremely mobile in combat so quickly spinning to direct it in the way I want it to go has not yet been an issue. Not to say I haven't misfired it, but that was my fault in those cases.
  25. The ability is worth significantly more than simply a vs. melee ability. Indeed, since BW decided to pity melee and make it effortless for them to close distances on you, more than likely Force Stun on a melee isn't going to be an issue. It was vastly more useful for its utility, stopping caps, one of the few abilities that we could use against a shielded sniper.
×
×
  • Create New...