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Kraavick

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  1. Err, I didn't think I gave the impression about being pleased regarding said changes. If I did, my sincerest apologies. Reverting the [Reverberating Force] nerf would be helpful, since that would effectively constitute a buff to Thundering Blast because of the change to crit.. I think with this change and then a buff to, say, Lightning Bolt would be sufficient. Another possibility, although this one is less likely, is buffing the focal procs. Say increase the damage they do from 25% to 50%. This would help compensate for our inherently weaker criticals by giving us another avenue for a chance at bonus damage (and a critical + focal critical would likely bring our abilities in line with some of the other classes' capabilities)
  2. Although these survivability issues are rather important, they could be more than off-set with an increase in damage. They want to make us more true to the wizard like class we are? That's fine, as long as we have the damage to go with it. Being a glass cannon without the cannon isn't good. Even before the damage nerf, our damage (and not to mention our burst. Classes can do in one ability what takes us 2+ assuming we get lucky on focal procs) was lower than classes more durable than us. If they want mercs to have the mobility, snipers to have the tankiness and sorcs to be the squishiest, we have to have things that off-set this trade-off. In all honesty, I am completely fine with nerfs to survivability (and I'd even be willing to trade away a bit more) for the sake of buffing damage.
  3. Although I was running as a dps, I tried out all three types of companions to see how they performed with the revamp. The dps companion was pretty solid, it actually surprised me. Not quite as good as an epic'd out HK-51 was pre-KotFE, but almost.
  4. My crit % is just a hair under 30%, BUT critical damage is horrid, sitting at 61%. So Thundering Blast hits basically the same as it did pre 4.02 (because the 20% off talent and then 10% off surge is made up for by crit), everything else is critting for significantly less ( 61% + 10% instead of 70% + 30% )
  5. And apparently the [Reverberating Force] talent got a nerf that wasn't listed in the patch notes. 10% boost to critical damage down from 30% before. I was so excited thinking sorc got a buff to thundering blast with the change to crit only to see that we have a pretty sizable nerf
  6. Thank you so very much. My confusion is undoubtedly because I've been playing since beta (but intermittently), and accuracy was only for ranged and melee, not force and tech, until recently as you said. I greatly appreciate your assistance.
  7. So, I've read conflicting reports. According to general chat, sorcs needing accuracy is a ridiculous notion. However, Dulfy's sorc guide said that sorcs need the same 10% that melee does. Can anyone confirm either way?
  8. I'd really like something along the lines of Force Push and Force Choke. I know sith warrior has those abilities already, but I just find it terribly irksome that in dialogues and what-not my sorcerer is able to push or choke people but I am not. In regards to the push, this could easily be a "Lightning Push" or "Shockwave" (I rather like the latter). Does moderate amount of damage (A little less than lightning flash, say) on a CD around 30 seconds. For the Force Choke, I don't really see a good way to make this lightning, but force choke is plenty sithy to me regardless of Advanced Class
  9. Thanks, I appreciate the quick response! I had been looking up Dulfy guides the other day to see if they had any insight on finding the pieces quickly (3 hours on Taris, sigh), but someone mentioned that the piece was random drop. Must've been changed or a bug. Thanks!
  10. Good Morning! I know this is a way, way old quest line (like, back when the cap was till 50. Were we ever that young?), but I am redoing it on another character. Is the HK Component from False Emperor and Foundry still a random spawn, or is it guaranteed? All I know was that I got it in first try on my Merc, and have not done it yet on my sniper (I did it on my merc back when the cap WAS 50, so it's been a while). In summary, is HK component random drop of False Emperor and Foundry?
  11. The thing is, to the vast majority of people wanting the same sex romances in, they want it as more of a novelty, which means they won't necessarily leave without the implementation, but its something they'd "like" to have. I can just about guarantee 90% of it is guys wanting their jedi knight or bounty hunter to "do it" with kira or mako, respectively. The other side of the spectrum, people who are opposed to it, will likely leave the game if such a thing is implemented. Its quite a bit of a risk for them, in reality, and although they have a rather large following asking for it, the opposition is just as large, if not larger. Now, the rest of my post has been as an objective/economic side of things. I personally would leave this game if such a thing were implemented, as I am strongly against it.
  12. If there was an option during false emperor, my merc definitely woulda shot my group-mates in the back of the head and joined malgus
  13. Lorewise, I would say the sorceror would win. The sorceror is the master of the dark side of the force, the very essence of destruction. Channeling dark lightning or crushing darkness with a power unmatched, I dont see how anything could defeat them in a "fair" fight. Not to mention, the senses of such a master of the force would be greater than that of the jedi knight or sith warrior, giving him greater warning to assassination attempts.
  14. What seems to be your problem? I completed the BH story when my merc was just level 48 and had no issues. What was your issue?
  15. I am a bit disappointed with my merc, as seems the general consensus. But to the poster above me, I dont know when you quit, but all from wotlk to cata any spec shaman is great in pvp: if you're good. Heals has actually been the weaker side of things. But back on topic, bioware seems to be taking the same route with merc as they are with sage/sorc, almost forcing them into hybrid heal/damage. I was playing dragonage: origins again and I noticed a stark similarity, they made sorc, mage, and merc the same way. Not in the idea of caster class, but that they play as a hybrid heals damage or as utility class. I for one rolled both merc and sorc expecting the idea that Im gonna spec into lightning/arsenal respectively and blow stuff up, but little did I know bioware for some reason does not like the idea of casters doing good damage. Bioware, this mistake is very easy to fix. Buff high end talents to prevent hybrid opness, to make the damages viable. And merc healing needs a complete overhaul, the heat to heals ratio just isnt working right now.
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