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Sicae

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  1. Calling emergency medpac/surgical probe burst healing shows a total lack of understanding on what its like healing as scoundrel. The only burst healing the class had was lucky crits, and those crits was recently nerfed. At least I was right in ditching my operative two weeks ago because hoping for a quick fix was too much.
  2. Was doing 8-man HM with my operative and ended up ditching it. I just couldn't keep myself playing it after I got my sage to 50 and ran comparisons on the abilities. Just not interested paying money to play a flawed class that should have been fixed during beta.
  3. I can't say I know how tank stats interact in this game but in other games I prefer mitigation over health.
  4. If you wiped while taking first tower its because people werent doing their job, and nothing about gear. If you can take down SOA and Baragga on normal you will kill first four in EV.
  5. The two systems are very different and since the two classes can be played without running out of mana/energy I thought it was better just to provide raw numbers for the two classes. From personal experience I have more problems with energy as operative, but that is because sage has higher output abilities and therefore more time to handle their resources. The key problem for operative is their output and lack of synergy, and not resources.
  6. For PvE-operations cloaking screen, it saves you a lot of money during wipes.
  7. I play both classes at 50 and noticed there were some huge differences in the power of their abilities and decided to do some testing. The test is done for fully specced healing. The operative has 400.6 healing and the sage has 401.7 healing for this test. The test only includes normal hits because it was impossible to get equal values for healing, crit and surge. The ranges are not 100% exact but its more to show major differences in the classes potency. Force shield is a very rough estimate. HPCT assumes 0 alacrity, higher alacrity improves abilities that has cast time or are channeled. Sage/sorc Delieverance. 2.5s cast. 2586-2685. 1045 hpct Rejuvenate. Instant hot. Initial heal 676-728+5*251. 1300 hpct Healing trance. 3s channeled heal. 4*794. 1059 hpct Salvation. 2s ground aoe effect. 11*320. 1760 hpct on single target Force armor. Instant shield. Rough estimate of 3k absorbed. 2000 hct Operative/smuggler Kolto injection. 2s cast. 2222-2387. 1150 hpct Surgical probe. Instant, requires TA. 1180-1562. 914 hpct Kolto probe. Instant hot. 6*269. 1100 hpct Diagnostic scan. 3s channeled heal. 3*142. 142 hpct Recuperative nanotech. 4 player instant hot. 4*308. 820 hpct on single target Conclusion. Force armor is the strongest spell. Sages aoe is very potent even if its only placed on a stationary single target and their hot is better than the operative counterpart due to the frontload heal. Operatives bread and butter spells are slightly better than the sages version due to shorter casttimes but thats the only advantage the class has.
  8. Mythics did same with warhammer. Trion did the same with rift. There was no need to double the servers for launch and all new servers are becoming wasteland servers. MMORPG developers doesn't learn from others mistake.
  9. You lose a lot of time if you play pvp and switch between healing, damage and applying CC. Same thing also applies to PvE (although when doing heroics you wont do much damage). It makes the game feel tedious, and removes some of the fun. Not everything is PvE related. Some wants to do endgame PvE, fun PvP and have a spec for dailies, and there is a huge difference between those specs. There is a significant difference between a properly specced healer compared to a dps spec and a hybrid spec (like the one i use for pvp) lacks in both. Classes uses different main stats with no overlaps apart from relics.
  10. The high fail rate for missions (which is shared by other mission skills) disappears once you send out your companion on yellow/green missions.
  11. The weakness of consumables is that its supposed to be costly so that you can't use them nonstop. With the permanent consumables from cybertech/biochem its actually a free ability. The stims and adrenals are very powerful to begin with, to essentially making them a free ability asks for nerfing.
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