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Toogeloo

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Everything posted by Toogeloo

  1. I usually averaged 2-4 Space Missions a day myself. I found them to be nice and relaxing, and even doing just 2 takes less than 15 minutes.
  2. Whether real or not, the new trailer clearly shows us that Snipers are going to have at least one attack that can be used at over 50 meters away, as evident by the Sniper killing the Rancor from a ridiculous distance. *(this is obviously not going to happen, but we can laugh and wish)
  3. Several months ago, I helped a guildie do all his Class Story stuff, just going from mission to mission. I think he did a little PvP during the times we weren't doing his class stuff, but he was 32 when he finished his story (granted by that point I was doing all the work).
  4. I completely concur on this. Consular is boring, but if you are going to play it... play Light Side. I will also apply this to the Inquisitor story. Again, I found Inquisitor boring, but if you are going to play it... play it Dark Side since Light Side makes almost no sense what so ever.
  5. Light Side Female Juggernaut. I couldn't have made a better choice either, it's one one the most rewarding playthroughs I had of all 8 class stories.
  6. I'd guess either Mercenaries or Juggernauts will be the next big thing. But that's a long ways off, if ever. The state of the game as it is, you won't be seeing a lot of focus from what's left of the dev team working towards tweaking class balance. They have their hands full slow-releasing content that's been ready for months and coming up with more events like the Grand Acquisition Race.
  7. Warrior and Trooper are my 2nd and 4th favorite classes. Trooper is really only rewarding if you play Light Side imo. Warrior can swing either Dark or Light, but I found it the most rewarding playing Light Side (almost Revan-esque).
  8. There is no "This Healer is better than that Healer," because all the healers are good. What it comes down to is "Great Healers versus Average Healers." The reason most people like Sages is because it's difficult to run into a bad sage healer. Like... really difficult. It's that easy to heal as a Sage. Even bad healers can look like they know what they are doing. Great Scoundrel healers and Bad Scoundrel healers are much easier to differentiate. Granted, there is the bias of bubbles and puddles, and many people actually think those two abilities make Sage healers stand above the rest. As far as this game goes, an Average Sage Healer is just as good as a Great Scoundrel Healer, people just don't notice it that way. I will say, however, there are particular fights where having certain healers is more beneficial. Savrak in Lost Island seems much easier to heal as a Scoundrel than a Sage for example. Not that Sages can't do it, but having healed it with both my heal classes, I found it a complete joke to heal with Scoundrel, while I struggled a bit more on the Sage. But this again is mostly because I feel Scoundrels do much better at the whack-a-mole game.
  9. I'm assuming it's a crafting crew skill, it should say what craft and skill level you need for it.
  10. This brings us to another point. Scoundrels make great "reactive" healers. Some one pull agro and getting close to death? Scoundrel responds well to it. They are better at the whack-a-mole raid frame game. Sages try to avoid whack-a-mole all together, and they are good at avoiding it with Bubble and Puddle. They can react well, but are limited by cooldowns, making their secondary heal (Benevolence) their only real reactive heal, which is a drain on resources. Their secondary healing mechanics are strong though, so it does get them through whack-a-mole if they have to, but if people are positioned correctly, it's avoidable.
  11. Let's address a few things here. Any healer can crit 7k heal. Hell, on my Scoundrel, I almost hit 9k (granted, it was healing myself with my Shield Probe on). You NEVER not crit? Really? You have 100% Crit chance? Even if you have 3000 Cunning (In Columi gear no less), your Crit will probably not be higher than 45%. Sage Healers who drop Puddles and make party members run to them... suck. No Sage healer worth his salt will place Puddles in places and make people run to them. And how many rolling hot's are we talking here? one Probe on each person and a Cloud? 1.5s per cast? It takes me 1.5 seconds to drop a Puddle on at least 4 people, and it heals for more than cloud, and more people to boot. Arguing that Scoundrel is a better AoE healer than Sage is just ignorant to be honest... even as a Scoundrel Main, I know this.
  12. I've already posted that my main healer is a Scoundrel. Look at my sig. Scoundrel Healer, Sage DPS. I was an Operative Healer for 6 months from when the game launched to when I switched to Republic. I immediately took Scoundrel healer as my main again. I know Scoundrels can Solo heal Story Mode Ops... fact is, so can Commandos and Sages, and I know this because I've seen it done. I'm not arguing with you guys that Scoundrels suck. They don't, or I wouldn't be playing one. I'm stating that it's easier to be an average player and heal on a Sage than it is to heal on a Scoundrel, and it can be overwhelming compared to how easy Sages are to heal with. I've healed on my Sage in DPS gear with a Field Respec, and never done it before, and healed just as well as I do with my Scoundrel... it's THAT easy. The topic asks why people like Sage/Sorc the best, and I gave my input on why.
  13. Dude, it wasn't a bash of the scoundrel healing class. I was simply stating this was their weakness. Every Healer has a weakness, this is the Scoundrels. Every skilled healer knows how to get around their weakness. Another weakness of the Scoundrel is that 1 of it's heals is all but useless and another is simply meant to regen energy and nothing more. They are also handcuffed to a secondary resource, Upperhand. But, again, skilled healers work within these weaknesses just fine. The problem is bad healers do not. So of the healers and their weaknesses, Sage has it easiest since their weaknesses aren't as debilitating to an average or bad player.
  14. If you love someone, set them free. If they come back they’re yours; if they don’t they never were.
  15. This is how it starts. No one will have a problem with buying gear for leveling, they just want to get to 50 faster, and it will help. Of course this eventually leads to buying Columi Gear. It's not Top End, but it will help new 50s raid with their friends who are in full Campaign. Or... buying a full set of Battlemasters so you can compete against those people in full War Hero.
  16. I thoroughly enjoyed Agent, Warrior, Knight, and Trooper stories, in that order... while the other 4 stories I found to be somewhat lackluster. Since you already have the Agent, go with any of the other 3. Warrior and Knight are the same class-wise, so if you roll one of those it's just whether you want to play Empire or Republic. If you roll Trooper, go with a Vanguard since you have a Merc already. Vanguard owns in PvP at the moment, and they are amazing in PvE for both tanking and dps. And they are considered melee with ranged abilities, making them somewhat versatile.
  17. Pyro Mercs do fine in PvP... and if you can avoid attention, Arsenal Mercs can do fine as well. Pyro Mercs don't have to turret like Arsenal does, and they stack up the dots quite well. If you want to do the FotM PvP, Powertech is what you want though. And I wouldn't count on any nerfs to be honest. State of the game has them more worried about getting the F2P option right and making sure content keeps rolling out, than to worry about balancing (which they will more than likely screw up more if they do). This is a skeleton crew Dev team you know, and they have their hands full as it is.
  18. It seriously just comes down to faceroll. Sages/Sorcs are the quintessential faceroll healer. There is absolutely nothing complicated about how to heal except for remembering to use your Noble Sacrifice after every Healing Trance. And even if you forget, you still have the energy resources to be ok. They also do great damage for being healers since their DPS and Heal Sets are itemized the same (no need for Accuracy like the other two). Scoundrels/Ops are definitely the FotM, though I have used one since launch. Their infinite energy and mobility if played right are definite perks that make them incredibly strong. They don't pack the "oomph" in strong up-front heals to take care of 2 or more players at once, nor do they handle AoE healing as well, but they are definitely good healers. It took me a little practice to be as good as I am with my Scoundrel, but I was able to Heal out the box on my Sage in Hard Mode KP without a single hiccup (that's how easy they are). All of the healers have their niche. Commandos have strong single target protection, Scoundrels have their mobility and infinite energy, Sages have their AoE and do well healing multiple targets. All 3 can tank heal like champs. All 3 have no energy problems if managed correctly (Commandos need more knowledge of fights so they know when is heavy healing and when is energy regening phases). When I play my Sage healer, I have no issues chain-pulling in Flashpoints, in fact I am usually the one pushing for us to do so. Sages have near infinite Energy as well if played right. And I have seen Sages and Commandos solo heal Story Mode Ops as well... even Karagga's Palace. It generally requires DPS who can heal to help out on occasion, like during Fabricator Droid, but it is entirely doable for any healer who is good and geared.
  19. I'd prefer my unique look than wearing the fashion of the month anyways.
  20. To be perfectly blunt, Legacy Perks should never have had a cost to them at all. They should have just been unlocked as you got to LL50 and completely based on level. The level restrictions may as well not even be there.
  21. Every time you ding a new Legacy Level, you get some more Legacy Credits: LL1-10 = 25k Legacy Credits p/ level LL11-20 = 50k Legacy Credits p/ level LL21-30 = 75k Legacy Credtis p/ level LL31-40 = 100k Legacy Credits p/ level LL41-50 = 150k Legacy Credits p/ level This money can only be spent on Legacy Unlocks, and is a one time thing across all characters. So if you spend it all on Global Unlocks, you get it for all characters, and if you disperse it around Character unlocks, only those characters get it. So in total, you would have 4,000,000 Credits to spend across all characters on your Legacy for Unlocks.
  22. Arsenal Mercs are Faceroll dps, making even the most average player pretty decent dps. You only have to have about 7 abilities on your bar to worry about, and for the most part all but two of them should always be used when they are off cooldown. Playing Marauder takes more skill, not only in maximizing dps, but in situational awareness and pre-planning your priorities/rotation. For the average player, Sorcs, Powertechs, Mercenaries, and to a slightly lesser extent Snipers will be far easier to maximize dps than Juggernaut, Marauder, Assassin, and Operative will be. Not saying the latter 4 are terrible dps, it's just easier to put out impressive numbers with the first four with little effort.
  23. This is how we usually do it since we have more Scoundrel Healers than Sage Healers.
  24. Sage/Sorc healing is pretty much the most faceroll healing you can do. Bubble > Salvation > Rejuvenate > Healing Trance > Sacrifice > Repeat. If you are looking for a non-stressful healing class to play, this is it. And it's extremely newb friendly. I was a DPS Sage my entire time playing Sage. We ended up being short a healer for Hard Mode Karagga's Palace one night, so I offered to try and heal it, despite not having ANY healing gear. Not only did my DPS gear work just fine, but I was able to heal KP without any practice prior, and I was even the main healer on Fabricator Droid. We didn't wipe once.
  25. Longer? Yes. It has two extra fights, one you can skip (technically, the Republic has a Pat that the Imps dont though). Harder... not a chance. The droid boss at the end of the Imp Heroic 4 is a complete joke and way shorter a fight than the Republic one. However... what makes me sad is that the Imperial area is way smaller, allowing for quicker completion of Blackhole dailes, AND it has one quest over the pubs inside a phase... all of their quests are away from potential Republic ganks allowing for a little more security in doing their dailies. Meanwhile, Republic has a much larger area to cover for their dailies, making it much easier to be spread out and made easy targets from Empire ganks. They also have only one phase, and the quest that the Empire has in a phase the Republic doesn't is right next to the Empire area, meaning Empire can just ride down to see if anyone is doing the quest and easily gank them. The Republic Heroic 4 is gankable from two sides, where as the Empire one is only susceptible from the ramp. This is just Black Hole too... Ilum is ridiculously easy for Empire versus Republic. They only have to do two clickies for their Heroic, and they have to kill FAR less things for their quests overall. A Fair Fight is just down right ridiculous compared to any basic quest that Empire has, and I believe the Empire gets more Daily Coms from doing Ilum Planetary quest line. Belsavis Heroics require more killing on the Republic side as well... and short of Quick Traveling out or ghetto med center porting (strip, die), they actually have to clear mobs twice in one Heroic. It probably takes the Republic twice as long to complete all their dailies as compared to Empire... and the Empire makes more money overall from all of them.
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