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Brakner

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Everything posted by Brakner

  1. Maybe you should because this thread is only serving to reinforce the sterotype about PVPers and why they are so hated on the forums.
  2. Yep and I am a real life 14 year old girl with 3 jobs and a degree in rocket science. It's the internet, everyone lies, get use to it. P.S. I have maybe 500k spread around 4 characters and I consider that pretty good. I buy too many purrrrrrrpleeees
  3. So one person has an issue with one ability that nobody else has and now its broken? I have spent days in the PvP forums and not seen it mentioned once. Do you get owned a lot or something?
  4. Actually it is documented here , not sure how accurate it is though. http://pc.ign.com/articles/121/1219843p1.html
  5. You guys have no clue what it is, if could be just a simple animation change. If it was damage then they would also have to nerf commando yet nothing was mentioned. Honestly this chicken little crap is getting old. P.S. Instead of whining try and figure out what it might be , what skill is unique to just bounty hunters and needs changing?
  6. If this is truly for the devs why not just type this in the unsub reason box? To me it just looks like another wow baby doesn't like the new game because its not wow with guns.
  7. Let me guess, unsubbed so no going to make multiple negative threads until your time runs out? Wow haven't seen that before /sarcasm
  8. Where? In what circumstance? Hardmode flashpoints or operations? If we are talking flashpoints and 4 man please explain to me how a sorc is that much better at healing when most of the damage is on the MT ( If he is good with agro). I have healed HM's with both, have you? I don't find any major difference between the two in group survivability and especially not the MT even when spiked. If you are talking Operations and staking 3 sorcs with AOE heal spam and everyone just stands there under the boss , then yes I agree……I would say its more broken mechanics than Mercs sucking. I can't see Bioware ever buffing Mercs or OP to that equal unless it is needed for future content. If anything I can see them buffing mercs to 4 people and reducing sorcs to the same to stop this use. ( we will have to see) P.S. I am not a Merc fanboy I happen to have a 50 in 3 other classes and one of them a geared Sorc (now). I just hate blanket statements by pencil pushers and people who have not actually healed with both. There are lots of other dynamics when healing a boss fight not just standing in a circle for 10 seconds.
  9. LOL mercs are hardly gimped. Sorcs are just the OP FoTM and will be "adjusted" in 1.2 , just like mercs and opratives will be "adjusted". Mercs can heal any group content with ease and telling the OP to spend weeks creating (and even rerolling) not even knowing what 1.2 will do to healing is pretty stupid. in 95% of the content like flashpoints and 4 man grouping mercs heal just as well as sorcs. In content where the tank is taking a lot of damage I would even say they are better. In operations where AOE heals are required to hit more than 3 people sorcs are currently king. The difference between you and me is I dont just sit here and spout pvp garbage in a none pvp thread or jump on the current FoTM bandwagon. Edit: LOL at the screenshot post above me, that crow must taste yummy.
  10. And PVP was mention by the OP where? Did you ever think the bodguard mercs are DPSing more than healing? I know I am. more DPS = more stuff before 1.1.5 comes out. Sorcs instant bubbles count as healing too.
  11. I dont understand this, you say you can cast 3 Salvations in 30 seconds, but it has a 2 second cast time and 15 second GCD, shouldn't it be 36 seconds?(2 - 15 - 2 - 15 - 2) In that case you can get another Kolto Missle/Bomb out in that time.
  12. Huh? Lets assume if affects the same amount of people, this is with no hard math just rough healing of a sorc and merc both with 35% crit in Columni. Revivification 7 ticks of 350 and 4 ticks crit of 600 = 4250 over 17 seconds (2 second cast, 15 second CD) Kolto 1000 - 1200 x2 + crit of 1900 - 2200 x1 = 3900 – 4600 over 18 seconds (instant cast, 6 second CD) Also add 10% damage reduction and +5% healing to all 8 people for merc ( if you want to ) Even if Kolto only affects 4 people after 1.2 thats still your whole group which is basically most of the game for most people. If we are talking Operations only then yes Sorc would be better, but since the OP never mention it lets assume for average play.
  13. According the the devs, sorc players and my 44 own sorc, their AOE only affects 8 people, which is what Mercs and OP's are being changed to in 1.2. Has sorcs AOE changed recently? Or are you just guessing? http://www.swtor.com/fr/community/showthread.php?t=310476 A merc can cast 3 Kolto Missiles in in same time as 1 sorc AOE for almost the same combined healing. The difference is that a merc can move while doing it and they can also target moving Operation members (like SOA platforms). The only drawback was it only affected 3 people so the combined heal was very sub par in operations (great for HM flashpoints). In 1.2 it will affect the SAME amount of people as the sorc AOE, so the playing field will be a lot more level in Operations now.
  14. From all the RuQu post’s I have read he recommends not to go above 7.5% Alacrity in PVE. From what I have read here you recommend as much Alacrity as possible, its this just for PvP? With full Rakata and those 2 Alacrity talents a Merc would be sitting at 17% + Alacrity P.S. I am 100% firm believer in Muzzle Fluting and DPS with and without SG. I have respec in and out of it many times changing my build and I have noticed a huge difference in how fast we kill things with it. (Sith Entity , Kaon Bonus boss)
  15. 1.2 #hatesclasselitestsandwhiners /sigh p.s. Mercs can heal HM and Operations with ease , the only issue mercs have is AOE healing only affecting 3 people, which will be addressed in 1.2. Stop trolling new players.
  16. Or you could just leave that to YOUR thread or other negative threads and let the OP express their love of the game. I have played since early release and have NO issues at all, I understand a lot of you do. I don't go around posting in every single negative thread about how "I have no issues, so it must be you or you PC". Please respect the same for the OP.
  17. Then comes the recovery power you use out of combat.
  18. Hi, Thanks for the reply. Let me first say this mostly will be for HM Operations, we will be starting next weekend. I am just nervous because 240 commendations is a lot to spend on something that I might have second thoughts on later. I guess one plus to getting the power implants now is that most of the upgrade Rakata gear has crit on it already.
  19. Hi, Let me first say I am not a math person so I will tell you what I have and then ask the question. I also cannot find the power, crit thread that had charts in it. Right now I have full Columni set, Rakata ear, 2x Crit-Surge-Alac implants and various other purples. Stats are 415 crit (35%, 39% tech) 275 surge (74%), 150 power and 7.5% Alac. 450 bonus healing. Ok now the question: I have almost enough daily commendations for 2 x implants. I was going to go for 2 x Combat Medic with the 50 crit and 50 surge but after reading the thread about power would it be better to go for the Eliminator(sp?) ones with 50 power and 50 surge? I would lose 100 crit (2-3%) and gain 100 power (15-20 bonus heal). I cannot see how 2-3% crit loss can = 15-20 bonus healing unless it is a very long fight
  20. Hi, I cannot seem to find the Enhancer listed below, all I can see at the vendor is the System. Can you not just buy 2 x System's? Implant 1:[Columi Combat Medic's Enhancer] + [Reflex Augment 22] Implant 2:[Columi Combat Medic's System] + [Reflex Augment 22]
  21. http://www.swtor.com/community/showthread.php?t=309974 They are front loading it.
  22. I posted the exact same thing like 5 minutes before you..... http://www.swtor.com/community/showthread.php?t=309974 lrn2read
  23. Taken from QA http://www.swtor.com/node/313694 Georg Zoeller: Our stance is that all full healer specs should be viable for all type of content, which is the case, even for 16 man Operations. Our own players have no issues clearing any of the content in the game, on all difficulty levels, with any healer spec. Data from the Live game shows Operations, at all sizes, being successfully run with Commando and Scoundrel healers. It is expected for certain Operations bosses to create challenges for different healer archetypes (e.g. due to mobility requirements), but overall, every healer archetype is capable of successfully healing through any Operations and Flashpoint content in the game (currently and in the future). With regards to your question about Commando/Scoundrel Area of Effect healing not scaling to group size, please understand that no heal, on any class, scales with group size. The most powerful Area of Effect heals in the game (Salvation/Revivification) affects up to 8 players, but does not scale with group size. These abilities are very costly, have an activation time requirement and require the targets to stand in a localized area for ten seconds to receive the full benefit. We plan on improving the overall Area of Effect healing performance of the Mercenary/Commando in the next major Game Update (1.2) by increasing the number of targets affected by Kolto Missile/Kolto Bomb. As for Scoundrels having no tools for short burst healing, we don’t agree with that assessment. A scoundrel, for example, is capable of producing rather significant burst healing output by using Upper Hand gained from Underworld Medicine or Kolto Injection to trigger an instant Emergency Medpack or Surgical probe when needed. That said, we certainly think there’s room for improvements (and our upcoming Game Update 1.2 has a sizeable chunk of such improvements). For example, we are shifting the healing created by the Kolto Cloud ability to be front loaded in 1.2 to allow it to act as an emergency Area of Effect healing tool. Finally, the perception of a specific class being not desirable can also be affected by the desirability of other classes. For example, Sage/Inquisitor healers are currently able to exceed our intended healing performance at times by affecting multiple heals with the same Conveyance/Force Bending buff. Game Update 1.2 will remove the ability to do so.
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