Jump to content

ImApologetic

Members
  • Posts

    66
  • Joined

Everything posted by ImApologetic

  1. Obscene amount of wz comms required to buy War Hero equipment, as post aboves me stated 3:1 for wz:ranked wz. it'll cost upwards of 6k + wz comms for 1 piece of equipment. 10475(or so) for the weapon, add it all up.. and it'll prob take more than 600-700 wz's to get all the pieces.
  2. Imo they just need to add a visual for the *Knife* on an operatives sleeve, and allow scoundrels to hold their scattergun in the other hand. would resolve some animation issues. Rather than having to reach over our heads to grab a "shotgun" we would only have to bring it up to shoot them, similarly to what operatives do now with just swinging their arm and the knife appearing as they use their skills.
  3. I have no issue in pvp post-nerf. more fun for me, i can't easily kill healers as i could pre-nerf. but otherwise i don't really feel the nerf was all that bad
  4. idk i've been hit by a vanguard for upwards of 4k easy with High Impact bolt(rail shot from powertech) and they also are a hard counter to scoundrel imo with their damage and defensive cds.
  5. missed point aswell. THIS PROBLEM HAS ONLY OCCURED ON NADD'S SARCOPHOGUS. believe me.. we have gotten no credit for any kill towards daily since late last evening.
  6. i am a Rep, neither side is getting credit for kills. Server isolated issue for some reason.
  7. i just said, this thread must only apply to nadd's sarcophogus, been this way since last night for us.
  8. Ya i play on nadds, it may just be an issue for our server since others are denying it.
  9. anyone confirm that this isn't isolated to just 1 server?
  10. i did not see any notification on a fix being deployed, but i can confirm that you do not recieve credit for killing players in Ilum.
  11. Scoundrels/Operatives have this same issue and then some. just play Engineer/Sabo it *****.
  12. who wants fair world pvp.. oh right 50 imps to 1 republic is fun and fair according to bioware.
  13. So i can shoot first, when do you plan to put in "ask questions" Bioware?
  14. resolve = broken. 4s stuns do not give full resolve, the hidden strike/shoot first when specced into Jarring strike/K.O. would knockdown the target for 3 seconds, filling the resolve.
  15. well unless they give us a talent that rewards TA/UH for a ranged version of shiv/pistol whip, we will need to be melee to do cull/wounding shots.
  16. my objective is to draw attention from the devs/mods, even though i doubt anything will come of it, its worth a try. Anyone worth a cent in BW/EA will atleast read the entire post.
  17. http://www.swtor.com/community/showthread.php?p=1963727#post1963727
  18. thats a very well thought out post, pretty good humor in it lol.
  19. i did say that scrapper/concealment spec did need to be nerfed, but they needed to address the other two specs before they made the only pvp viable spec nerfed.
  20. Alright, congratulations Bioware and EA you have successfully nerfed the best pvp spec for Operative/Scoundrel. Granted i admit it is needed for that spec. But you have neglected to fix the mess you made for the healing spec and the shared spec. i healed as my operative for quite a while until i was fed up with it, where i then went to the shared spec(dirty fighting for scoundrel and lethality for operative) To start off, Op/Scoundrel healing is pathetic. You gave us two heals with a cast time, one that generates Upperhand/Tactical Advantage with a 2 second cast(this is fine). The second heal is a 1.5 second cast the consumes 20 energy and 1 Tactical Advantage/Upperhand, this is not well thought out or well done, cost efficiency wise this heal isn't beneficial in pvp at all, or very beneficial in pve. Now to go along with this you gave us two Heal over time spells(hots). The first of these two is called Kolto Probe/Slow-release Medpac, now this HoT is alright, however it needs to be improved and i will go into depth later. The second HoT is pathetic. Kolto Cloud/Recuperative Nanotech is a piece of bantha poodoo. No wait, its worse NOT even worth the points for this as it is our 31 point talent. It heals for less than kolto probe(as it rightly should in an AoE) however it only has an affect on 4 targets in a 10m range of the target. i would like to point out the fact that Sage/sorc's 31 point aoe heals for close to twice as much, and heals everyone in the radius. Not only does KC/RN heal for crap, its useless in pvp situations, it can be used to some effect in pve but those are few and far between. Now i would like to move onto the final heals you gave Op/Scoundrel. The first being Surgical probe/Emergency medpac this heal is probably the 2nd best heal you gave us, it works well considering the restraints that were put on the skill. It only costs 1 TA/Upperhand but heals for 900-1k(with 450 or so bonus healing) and can crit up to 2k(with 80% surge + 30% boost from talents), however the only downfall is the TA/Upperhand cost and i will go into detail why this is its major weakness. The final heal is Diagnostic scan, worthless in pvp and alright in pve, its a 3 second cast(base without alacrity) that heals for maybe 200 + on a crit 3 times, a 600 heal, yet when we crit it gives us 2 energy and we have to sit still for 3 seconds and hope we crit for all 3 ticks(max of 6 energy in 3 second period w/out alacrity, even with a lot of alacrity best we could h ope for is 2.4 seconds) so if we go into the danger zone(below 60% or so energy) we have to use this skill and a 2 minute cooldown to try to get back up to the 5e/s regen rate where our tank could be crit or the group could take major damage and we just drop back and end up repeating the vicious cycle. Now i would like to cover all these skills in a pvp situation where theres 2 dps attacking you(as the healer) and i will also do my best to explain why it is bad as a Op/scoundrel healer compared to a sorc/sage healer in utility and healing wise. To begin i will start with stating the exact specifications of the situation. There are two dps attacking you(the healer) both are skilled players will full pvp gear(same as you are) you are below 60% hp and attempting to stay alive with 1/2 a resolve bar and 2 stacks of KP/SRM with no TA/UH and you have no cd up for vanish. You cast Kolto Injection/Underworld medicine before cast finishes you are interrupted, and cannot cast Kolto Infusion/Kolto Pack(1.5 s heal that costs 20 energy and 1 TA/UH) due to your lack of TA/UH, you cannot cast SP/EM because you have no TA/UH aswell, you have to eat the 2 dps's damage during the interrupt until you can cast your 2.0s heal again while you also wait for the 30% chance to get TA/UH from KP/SRM so you can use another heal, so now lets assume that you get this proc, you now have the choice to use your 1 TA/UH for a chance to heal up to 2k + or just the flat 900-1k on SP/EM where you would now be @ approx 50% or less. Or you can use that 1 TA/UH on a Kolto Pack/Kolto Infusion, which again will be interrupted by the 2nd dpser. So lets say you use your TA/UH on the instant SP/EM and you crit for 2k, your now back up to around 60% and begin to heal your party members when wait.. you get interrupted yet again and the whole situation plays over again. After this your down to around 40% hp and you use your shield probe/defense screen to absorb maybe 1k-1.5k damage where you again begin to heal using Kolto Injection/Underworld medicine(you get 1 TA/UH from your HoT as you begin) where you now get stunned by one of the two dpser and your resolve is up to about 80-90% so your resolve bar will be full after the next stun. Your now down to below 30% hp and use your TA/UH on the instant heal(which refunds your TA/UH so you can use it again). your back up to around 35% hp where you again attempt to get your heal off and get interrupted(not stunned just interrupted because their cd is up now). At this point its do or die so you spam your Instant heal on yourself keeping yourself just above dead until the 2nd dpser uses his stun. You are now dead. Same situation as above but from the perspective from a sage/sorc healer(mind you i don't know this class nearly aswell its just a quick example of what the difference is) You begin with having a Shield up so you can absorb some of the damage, 2 dpsers as before you are @ 60% hp with near full force. You begin by attempting to heal yourself with Dark Infusion, it gets interrupted, you move onto dark heal(the 1.5s cast) this gets interrupted meanwhile your shield is still on you so you're at 60% still. you overload the target(the Knockback) and begin casting Dark heal again and heal yourself up to 80% or so. Need i say more with the utitlity in 1/10th the time of the situation the sorc can keep doing this for much longer than a op/scoundrel could potentially do. Now after stating those issues in the heal spec let me move onto a much shorter section, Dirty fighting/ Lethality spec. To begin, there are many bugs in this spec that are known issues. After testing for quite some time i have not seen Corrosive dart/Vital Shot tick twice at one time with the talent Mortal wound that gives us a 24% chance to tick twice, unless it doesn't show us the dmg from the 2nd tick, granted this is only a minor issue. However we also get the 2nd dot Corrosive grenade/Shrap bomb which is a longer cd dot that lasts for about 3-4s longer than Vital Shot/Corrosive dart. Now to the meat, Both of these dots can be removed by any self respecting healer(or someone who can heal but is specced dps) which then nerfs the ability called Cull/Wounding shot. Now if you aren't getting at what i'm saying then i'll shorten it to 1 statement. This spec is not worth the time to invest into the spec to make it worth using in pvp as opposed to scrapper/concealment. I admit this section isn't nearly as strong as the healing section. That is due to myself having only tested this spec for around 1-2 weeks at lvl 50. Discuss.
  21. the lies, you can have a max of 1 bag in your inventory before 50( no daily rewards a champion bag until 50) and you can have a max of 1k wz comms and 1k merc comms which is enough to purchase 5 bags. So no, your guild member did not have 25 when he just hit 50 unless you mean to say he did the weekly/daily's for a full week in 1 day(gives you 20 bags per week) which is impossible, and if it were possible he'd still be able to have had 26 bags not 25, so you'd still be wrong.
×
×
  • Create New...