Jump to content

NeNiMel

Members
  • Posts

    70
  • Joined

Everything posted by NeNiMel

  1. Current Recruitment Status: The following table shows our current recruitment needs with respect to role for HM and NiM operations. Tank - High Healer - Low RDPS - High MDPS - Medium Social Player - Always High
  2. RAGNAROK About Us: Ragnarok is an imperial guild located on The Red Eclipse server. We are a small casual guild that is inclusive and focuses on having fun while playing SWTOR. Our ranks consist of veteran, casual and new players from all over the world, whereas most are from Europe. Our main focus is PvE activities, but we also occasionally partake in other activities. We purposefully aim to keep our guild small and built around quality, not quantity. We encourage our members to interact, play, and experience the game with one another. We care about all of our members. We want our players to invest in us just as much as we invest in them. PvE and Raiding: We are not a hardcore progression guild, but we do enjoy challenging ourselves by continuously progressing through harder content. We currently have one progression team that run scheduled operations two times a week. Our goal is to clear all available content at our own pace. As of right now we starting to clear harder content again (NiM, ToS and Rav HM), after gearing up and teaching our newer members mechanics. Our primary raid days are at the moment: Tuesday: 20:00 – 22:30 CEST (GMT+2) Thursday: 20:00 – 22:30 CEST (GMT+2) If HM ops are not your thing, we also run story mode operation in addition to our other events. We also occasionally schedule events, for conquest commander hunting, and other PvE related aspects of SWTOR. All guild members are allowed to suggest new ideas for these. PvP: Some of our members participate in PvP activities from time to time. PvP is not our main focus, but we occasionally team up to fight in some warzones and plan PvP related events. We would love to have more members who are interested in PvP activities to play with us. Logistics: We use enjin to coordinate events and to communicate with each other offline. All of our scheduled events are posted on our calendar. We use Mumble and Star Parse (not required) during our raids. We also have a large guild ship and guild stronghold with several unlocked rooms. All guildies are allowed to help out in decorating these. We have a healthy economy that we use for continuous upgrades of the guild ship and to provide cheap crafting for our members. How to Apply: Please visit our website if you have decided to apply. When filling out our application, you will be given the option to select if you interested in endgame content or social aspects of our game (though neither of these things are absolutes). We will then look over your application and if there are any questions, we will contact you on enjin. After that, you will be able to explore our website, sign up for events, and receive emailed invites for our events. Contact Information: If you have any questions, please do not hesitate to respond in this thread, on enjin, or in-game by whispering/mailing one of our officers: Atmea Carlith Eternalnight We will try to get back to you as quickly as possible. Thank you for reading and for your time! We hope to see you in-game!
  3. Hey Mate Finally had time to edit my Dulfy guide and I added some links to your charts and your forum guide. Credit goes where credit is due I don't know how to show the charts directly with the Dulfy framework, but now there is a link at least. Hope you like it
  4. This guide is not updated for 4.0, but the rotation and strategies basically remains the same as in 3.0. If you want an updated version you can check out my guide at dulfy http://dulfy.net/2015/11/09/swtor-4-0-mercenary-pve-healing-guide-by-nenimel/ There haven't been any changes since 4.0 as I recall so that should still be fully up to date And sure just send a message ingame. My main is named "Atmea".
  5. Great Guide Good work! I'm not much of a theory crafter myself, so have never done so detailed calculations, but it's good to see I wasn't far off Is it okay with you that I link to your calculations in my Dulfy guide, and forum guide when I finally find the time to update that one? /NeNiMeL
  6. You almost found it yourself Take a look at gyro's guide here in this sub forum it's one of the best there is Here is a link: http://www.swtor.com/community/showthread.php?t=785291
  7. The 3.3 changes does not seem to change the overall playstyle of the Mercenary and Commando healers. The heat and energy management seem to have become a little harder again, but it is easy to overcome by using more Kolto Shots in the rotation. The overall output also seems to have increased slightly, probably because of the increased critical chance on Rapid Scan and Medical Probe. Do you agree?
  8. With 3.3 there have been some changes to merc and commando healers. I haven't had time to test the changes myself, but from what I have read the overall playstyle and output stay approximately the same. If anything the output and burst capabilities have increased a tiny bit. I will update the guide as soon as I have tested the changes. If you have anything to add or thoughts about the changes please post them in the tread
  9. They split the ability into two: rapid shot that is the damage ability and kolto shot that is the healing ability. The functionality is basicly the same only difference is that you have two abilities on your hotbar instead of one. The animation is rather boring compare to the old one! And the heal now comes in one tick instead of three, so less proc from that one.
  10. I have updated the links in the gearing section so they correctly links to a description of the BiS gear available. The TORCommunity database also shows from which items a specific modification can be pulled @althene thanks for the feedback! I happy to be of help With regard to the assault canon vs rifle debate, I do not find it relevant for the guide. Personally I main a merc and only play my commando very rarely, so it is not issue that affects me. As far as I have read the rifle does not affect the healing potential, but will limit the ability to do off-DPS. I see no reason to not use a assault canon, because a healer should use idle moments to help DSP'ing when there are nothing to heal. Besides assault canons looks bad-***
  11. Thanks missed that one At least it was correct the other places. The reason I say its up to personal preferences was because some people prefer to have increased predictability on the abilities especially when it comes to healing. That being said the values listed earlier was too low! even compared to what I am running with. I have added the optimum values to the guide so people can see these too. I have also rephrased the crit/power section. The stat goals are constantly changing and will probably be changed again in the future
  12. The problem with ephemeral mending is that you have no control on who get the extra healing, so it might in many cases just end up as over-healing. The main stat and power proc relic are superior, because they will boost all your heals!
  13. I finally got time to make some updates to the guide so here it is Highlights: Added regeneration tiers. Changed the utility recommendations. Added Rotation Priorities. New personal stat goals. Added a link to Orderken’s healing model. As always it is nice to see the guide being used If you got any questions please just post a reply!
  14. Well after 3.0 there really aren't a good way to do dps in heal spec without the heat goes up (besides rapid shot). What I tend to do is to use electronet, rail shot and explosive dart because these are all instant. But I also use unload, death from above and flamethrower sometimes because they do decent dmg compared to heat cost (and they look awesome). The important part is just to weave in a lot of kolto shots to keep the heat down. You can also use thermal sensor override together with a high heat cost dps ability if you want.
  15. As a commando or mercenary both alacrity and crit are extremely useful. As you mention commandoes have two talents/skills that directly increases surge / crit multiplier and therefore you should not be neglecting critical. Surge will have a high DR when you get above 400 rating, therefore you should start using alacrity instead. I personally go for 50/50 split between surge and alacrity (probably more 40/60 when I get highest tier gear) and run with about 300-400 critical rating Hope that helps - NeNiMel
  16. Np cz_zoltan I believe the easiest way is to just copy past the thing into word or alternatively save a copy of the webpage locally. The post is written in some pseudo html code, so it will be very difficult to export that to word.
  17. Good that it could be of help but if you are looking for pvp you should take a look at this guide: http://www.swtor.com/community/showthread.php?t=462351 Spartan is still updating it for 3.0 but it is still very useful for pvp In a side note the guide is now sticky... Yay
  18. Added the Commando translation of the guide just follow the link in the op or scoll down to the first reply Have actually thought of trying out a full alacrity build, but not sure how the cap looks for alacrity... (I'm no theorycrafter after all )
  19. Alright will try that thanks Just of curiosity what values do you aim for regarding alacrity, surge and crit cz_zoltan?
  20. I have uploadet the last of the guide. There is still some missing parts in especially the gearing section since a lot of the new gear have not been added to either torhead or ask mr robot. Now I just need to make the translation for commandoes. 1. planning on it 2. Mostly because I dont know how to do it! 3. True. Have changed the utility trees now.
  21. Well the difference will be very small (maybe not even noteable). But I think reflex augments (aim) might be slightly better for mercenaries and commandos, due to the extra critical bonus. The reason for this is the two passives Advanced Targeting and Warden (merc terms) that both increases the critical multiplier/surge rating of all healing abilities. Well mostly correct. Crit does not compete with alacrity and surge in the stat budget. Critical competes with power in mods and enhancements and with aim and power in augments.
  22. I have started updating the guide to reflect all the changes in 3.0. There is a lot of work ahead with gathering experience with the new rotation and all that. A lot of things will probably get changed along the way while getting more experience or because I have made some initial mistakes As always let me know what you think
  23. Yea really nice work guys I do not have the time to do the calculations myself, so all your work is really appreciated
  24. I am sure we can work something out! There are coming a lot of changes to mercenary and commando healing, so we all probably have to try out the changes before we can comment on them...
  25. I have rewritten parts of the guide so it fits commandoes aswell Since we now share forum I thought it might be a good idea to put it all into the guide, instead of only having an apendix. I know we are gonna have a lot of changes soon (with 3.0 on the way), but I had already started the changes, so just finished up what I had begun! Hope you can use it out there As always just send me some feedback if there is something wrong or you need me or others to elaborate on! - Atmea
×
×
  • Create New...