Jump to content

Jedi_Kaysha

Members
  • Posts

    53
  • Joined

Reputation

10 Good

1 Follower

  1. Well, as far as I know, Asajj Ventress and Ahsoka Tano are both unaccounted for, as is Darth Maul - judging by the end of the Clone Wars animation series. Furthermore, from the Star Wars Rebels series, we have Kanan as a Jedi Knight and Ezra as his Padawan learner. Since the series has only just begun, we don't know how they'll end up by the time of the movies, either. And of course, there's plenty of room for more 'hidden' Jedi who have avoided detection by the Imperial Inquisitors who are hunting them. Quite frankly, I am not sure if Luke Skywalker is the last remaining Jedi / Sith at the end of Return of the Jedi.
  2. You do realise that the "Stormtrooper" could actually be one of the good guys who pulled a Luke with regards to Stormtrooper armor?
  3. As far as I can say, they're still having issues with sounds. I've noticed sounds falling away after long playsessions (few hours at least) and I have the impression that loading between characters a lot amplifies the problem. This leads me to believe there's a problem with the buffering of sounds actually; memory leak perhaps? The best remedy I found is to simply log out of the game and restart it, so everything is flushed from memory. Doesn't take very long compared to the time you can then play with full sounds again (at least for me).
  4. Actually, this is the case with Noble Sacrifice as well; talents make it worthwhile using it, for the most part. The funny thing is that healing spells give hitpoints for Force (HPF). Noble Sacrifice gives Force for hitpoints (FPH), but the ratio between them is neutral when you look at the base Noble Sacrifice (untalented); it comes roughly down to HPF = 1 / FPH. The question I raise is if Noble Sacrifice has a validity as a spell, when the ratio makes the pain about equal to the gain. (Note: I didn't make thorough calculations on this, only rough estimations)
  5. As a Healer Sage, I've used Qyzen all the way up to level 50. Only once I started doing dailies did I switch to Nadia. She's not a tank, but she can stand her ground against most mobs with little difficulty, if she's geared somewhat decently.
  6. Couldn't say it better that oredith . For me, it's about pulling my group through. Perhaps it borders on OCD, but I can't stand healthbars that aren't full . Healing by intuition, making split second decisions based on the situation as it is at that point and actually managing it ... that's the fun. I tried tanking in WoW near the end of the Lich King expansion, but tanking is just not my cup of tea. I do have several DPS characters, though, the one I enjoy most is my Gunnery Trooper.
  7. My comment wasn't intended as criticism . It was more a general remark on how encounter mechanics (as well as faults on the side of the participants) can dictate the healing needed. Personally, I'd say an encounter is properly tuned when you have to tax your resources, but not into the very deep red in order to barely survive (for encounters designed around your gear tier). I agree with you that healing has had its tools bent and twisted, giving a rather bland taste to it all. My own healing style is pretty much based on intuition; I know what spells I have and I try to heal on intuition, based on the demands of the current situation - one that can rapidly change within just a second or stay fairly controlled for a long time. It's the way I healed way back in EverQuest, how I healed in WoW and now in SWToR. As such, I am not really a rotation type healer, even though I can see the benefits as you detailed them. But, as someone else said as well, you can't incorporate encounter events (especially the unexpected ones) into metrics . Call me crazy, but in HM's I still use a lot of Deliverances, simply because it is the biggest bang for buck, and we manage to survive the encounters. Lost Island HM is still on the chew list, though, and I guess Ops require a different healing tactic altogether (which was the same in EQ as well as WoW).
  8. Edit: I can't reproduce the bug right now. I am currently testing ingame, but as soon as I start to cast Healing Trance, the Conveyance buff is eaten. This makes me wonder if the buff now only affects the first tick of the heal, only the direct healing portion, or the entire spell. Essentially, it's still the double-dipping bug that's present. The channeled HoT only eats the buff at the very end (like it did pre-patch) so if you cast fast enough, you can make it affect 2 spells instead of 1. It's funny that they put so much effort into destroying the bug in this specific case, but not consider the general mechanic behind it that's causing it. For instance, Troopers can also abuse a double-dipping bug with Reserve Power Cell and I am sure there are more instances where it applies. Generally, a double-dipping bug occurs when the following conditions are met: - The first and second spell being cast are "chained" (i.e. no room between casts, the player is mashing buttons to get the spells of as soon as the GCD ends); - The first spell cast is a spell for which the buffs' effect is resolved when casting ends; - The second spell cast is a spell for which the buffs' effect is resolved when its cast is started; The reason for this is simply lag between the game server on one side and the game client on another. After the first spell, the game server is cancelling the buff but before it can tell the game client that the buff is gone, the game client has already begun casting the next spell, under the benefits of the buff. What they did to "fix" it was simply to change the Sage's spells that were affected by it, to have them resolve at the start of casting. The exception here is Healing Trance, which gets affected by it every tick - including the very last one, which is when the spell ends. They left all others untouched, like the case of the Reserver Power Cell for Troopers, but I am sure there are more one-shot-only buffs which affect more than one spell, that have this 'ability'. I didn't perform a survey of all one-shot buffs that are available to players to see which ones can be abused. On the topic of healing: the main reason people say that Healing Rotations are a silly concept is because healing is needed when it's needed, where it's needed. You can cook up all kinds of healing rotations, but in the end the only thing that matters is if you achieve the amount of HPS that is needed to offset the encounter's DPS (including all forms of damage done to the party during it). Based on those requirements, a healer has to be flexible and adaptive, to squeeze the most out of the resources available to make it till the end of the encounter. Those are parameters that cannot easily be caught in any rotation or formula - hence, people generally state that healing rotations are useless as they completely ignore situational and circumstantial effects which are present in any encounter.
  9. You send Qyzen in before casting Force Armor on him? The point is that enemies somehow know you're attacking them, even if you're still way out of range. I've seen it happen too often, so now I just wait until I am really in range to attack them and more or less surprise them instead of having them charge me in return. Force Armor is considered a beneficial effect on the target, thereby enemies will have their threat towards the caster increased. Since you're already in combat (pet ordered to attack), the enemies have noticed you and your companion and pick up the beneficial spell you just cast - hence, drawing aggro from them before Qyzen got a solid lock on them.
  10. Thank you! This is actually the useful piece of information I was looking for when I opened this topic. Up until today, all sources I could find indicated that the System Overload was hitpoint based (at about ~15% remaining; you can even see it happen in the video linked by ExtremJedi in his first reply here), except for JeyKama's first reply in this topic. But I've been checking other sources as well and - while I realise that it was data mined - Torhead shows a timer of 195000 milliseconds; in other words, 3m15s. So, yes, it seems to be time based instead of health based. I apologize for having come across as hard-headed, but I just couldn't find the info I needed - until now. The amount of sarcasm is uncalled for, as I simply didn't have the information about this System Overload effect that I needed and - no offense intended - your information was a bit sketchy from my point of view. Also I never stated or even implied that I would let the Incinerate debuff run its full duration (which is rougly 24k damage at the very least). In fact, as I stated several times, I do quite the opposite: I let it build up *only during the pull* until the count of 3 stacks and *immediately* Cleanse it at that point. That's around 5k damage tops, most of which gets absorbed by FA. Whatever still damages the Tank through the FA, is easily healed up through other means. But yeah, we should reconsider our approach to some degree, as the pull may indeed take too much time that is better spent DPS'ing. Something I learned now, with the extra information; I can only hope it is useful to other people reading this - time-based, not hitpoint-based.
  11. I can't find myself in russwebb's reply at all; I used Qyzen all the way up to and including level 50, doing all Class quests and general quests out there. He would tank, I would heal and together we'd kick the butt of whoever we happened to be facing. Also I was gearing him through quest rewards for the most part, only getting the odd piece here and there through Crew Skills from friends. It was only when I started getting Tionese gear and mainly running dailies that someone told me Nadia wasn't all that much worse for survivability than Qyzen, but that she dealt a lot more damage. She has been my main companion ever since, but I suspect that if they ever raise the level cap in the next expansion pack, that Qyzen will once again lead the charge ahead of me.
  12. Personally, I haven't really invested time in figuring out this post-1.2 Force management yet. In another topic, Xtremjedi and I exchanged a few posts about it and the main conclusion I could draw from it was that I was spending far too much time (more than 1/3rd) and healing output on myself than on the rest of my party. To my taste, it's way too much juggling of your time, health and Force to make this something effective in the long run. Instead, I decided to step away from it completely, moved Noble Sacrifice to one of my sidebars and instead spec'ed for Telekinetic Defense (+20% to Force Armor absorption). I've been forcing myself to integrate Force Armor into my standard routine (although I abhorred the Discipline Priest in WoW, I was strictly Holy there). I must say it seems to work for me and don't really miss Noble Sacrifice. Of course, I usually only run Hard Mode Flashpoints where it matters. If it matters anything, here's my current spec: 31/8/2.
  13. No, once again, this is an soft Enrage mechanic, you will hit it everytime. Once the boss drops to 15% hitpoints, he goes into Overload. An Enrage by and of itself is not needed, as you will wipe soon enough anyway in that much damage. At that point, you just have to burn him down as soon as possible, so everyone should use whatever cooldowns they have. It's only at the start and only because that's the way it's easy for us. All but the Tank are hiding off to one of the sides, out of line of sight to the Droid. The tank stands somewhere near the entrance and pulls the boss - who will immediately begin casting an Incinerate. FA on the Tank and he will have barely taken a scratch by the time he has 3 stacks, at which point I cleanse him. No Force is lost, as the Force spent on FA is already regenerated before the actual pull is made. This makes it easier for the Tank to control the boss right after the Incinerate cast has ended. Throughout the rest of the encounter, Incinerate stacks up to 1 at most, if it was not interrupted. But once again, the majority of the fight is no issue, we can plough through that easy enough. It's the final burn phase, below 15% hitpoints, where I am a bit of at a loss as to what I can do as a Sage Healer to keep the group alive.
  14. Two things: - The System Overload that occurs at the end is something that's part of the encounter mechanic, as far as I know. We've had it occur consistently at 15% health of the boss remaining, throwing the Plasma Coils into a fritz and causing lava to burst up from all gratings. If this is the Enrage mechanic, then yes, we indeed don't do enough damage and I'd be tempted to say this specific encounter is overtuned; - You say you're in nearly full Rakata, something that applies to rest of the group make-up as well. That's around a full gear tier higher than what we have. To the best of my understanding, the Lost Island Hard Mode is intended to be beaten by people in full Columi gear (so our group is very slightly undergeared, perhaps), not full Rakata (who, by definition, have nothing much to gain from it, since the end boss drops Rakata gear); He doesn't. It is only during the opening overture, when the boss is getting pulled. It is much easier to just FA the Tank, wait for the 3rd stack to be on him and cleanse that, than to cleanse it right away and find that he accidently picked up another stack anyway - that can't be cleansed, since it's on cooldown. Good tip, especially when under the Conveyance buff. However, with regards to NS, I didn't spec for it, but instead went for stronger FA. And yes, I am using FA a lot. Force isn't really an issue, by the way. The attempts that we got him that low, I had enough to squeeze out a bit more healing before being drained completely. Adds aren't the problem, they die fast enough. The tank uses his AoE at opportune moments as well, to clear them out. Timing depends on the Incinerate cast as well, of course, which has higher priority. Not really available, as we always play together (real life friends and all ) and the only options are a Jedi Knight instead of the Shadow, or swapping someone out for a Scoundrel Healer. But hey, guess whose position would have to be vacated then ... and I simply refuse to believe that I would not be able to heal it.
  15. Thanks for the link. However, it doesn't really say much about the very final part, where he goes into an overload phase. In fact, in the video one person dies and another is nearly dead. One thing to note is that the group didn't get targeted by a Plasma blast during that phase. If it did, they would have wiped. So I guess it's a matter of getting lucky.
×
×
  • Create New...