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Meskel

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  1. Won 5 in a row yesterday before hitting 30 on my sage.
  2. Commando/Mercenary is a "win more" class at the moment. Take any other class and add your damage/burst and you win more by assisting. If you heal with any other healer your cross/AoE heals can make your team immortal. If you are outnumbered you will be focused and destroyed even with your wet paper bag DCDs. Playing defensively forces you to run away from objectives and teammates leaving them further outnumbered. Besides if you run away a shadow/assassin will just pick you off since you won't even have that wet paper bag. Let's all play defensively and abandon objectives to the opponents.
  3. A healer should keep people alive. I know that stupid can rarely be out healed and some players will just die. Any good healer will have more healing done than damage taken. Those that don't are just poor tanks without guard/taunt/dcds. A good tank enables a good healer to keep most everyone in range alive, allowing the tank/Dps play the objectives better (or win the TDM if a match degenerates to that point). A great healer/tank team are immortal and make opponents rage quit
  4. From a purely PVP perspective: A seer sage when piloted by a skilled player can change the outcome of the battle, but they are the most easily countered healer. Just put a target on their head. Stun, and if one other player switches target the threat is removed. Full 31 point seer is not viable without good tanks and peels. 21 point hybrid adds more defensive abilities but its still not enough without support. It is NOT recommended to pvp queue solo as a sage healer. You NEED good support. A good healer trying to keep decent/bad players alive will have very little impact on the outcome of a match. That lead me to try DPS. The balance tree and the damage over time mechanic is simply too slow for the current burst heavy environment. There is a distinct lack of both initial burst capability and finishing power. Because it takes longer to kill an opponent than other classes, it is more likely the opponent will win unless you have a healer or tank countering their damage. The balance/tk hybrid adds a small amount of survivability and burst in exchange for less mobility and sustained damage. This trade off also does not seem effective. I have not yet had the opportunity to try out a full Tk build.
  5. Question for the developers on transfers: When will we be able to consolidate our legacy? I chose to leave a 50 on a dead server waiting for this planned service to go live.
  6. Do not take backlash/kinetic collapse, especially if you bubble others! What this does is turns melee opponents into unstoppable death machines by filling their resolve bar. Save your ranged stun for use on ranged Dps when you are unable to Los. Save your knockback for when you have more than one opponent in melee range. Do not waste gcds when moving. Shield teammates, slow the melee chasing you or the opponents healer, interrupt, throw a rock/shock at low health targets. Remove benevolence from your bar. It's too little, too expensive, and too late. Cast deliverance to keep your team topped off. That way someone will not drop because you got interrupted. Come to the realization that you can not "save" a target with heals alone. CC, shield and hope they pop a medpack so you can land a meaningful heal. Know when to Dps. 2v1 with enemy reinforcements inc is the best example here. Burn that target and CC/kite to keep the odds even. That's about all the help I can provide. This is coming from a bm geared sage heal hybrid that averages 75k dmg, 300k heals, and 200k damage taken in war zones and does not run with a reliable tank.
  7. First off I'm fine with the turret play style. Here is what I would change: 1. Force Wave - make this activation instant and increase the knockback distance to be consistent with similar abilities. 2. Force Armor - make this ability scale with gear. This was great at lower gear levels but has fallen far behind in the current state of the game. 3. Benevolence - make this ability a true emergency heal. Double the healing done and double the force cost. Currently it's just too little too late.
  8. Meskel

    How to "fix" PVP

    Point made; however, why are there so many threads that cry nerf this, that, or the other class? Obviously the majority of the vocal players agree there are PVP balance issues.
  9. Meskel

    How to "fix" PVP

    So people shouldn't make a genuine effort to provide quality suggestions and feedback? Have you ever played a game where top geared PVE players just come in to PVP and stomp people due to nothing more than a statistical gear advantage? This reason is exactly why there is a separate PVP stat and separate PVP gear.
  10. Meskel

    How to "fix" PVP

    One would hope that EA/Bio understand that players do not enjoy being repeatedly killed in a stun without the ability to so anything...See the initial round of operative/scoundrel changes.
  11. Meskel

    How to "fix" PVP

    Sarcasm noted. Please read the entire post before commenting.
  12. Meskel

    How to "fix" PVP

    I agree there, but there has to be a defined starting point, and TTK is the most logical place to start. Once that is standardized, a sense of balance can be developed. Without that, its just a wash of haphazard class changes in the hope of getting lucky.
  13. Meskel

    How to "fix" PVP

    This assumption ignores a healers ability to CC/Los/run away. 1v1 a healer should be able to stalemate a single DPS. Anything more than that and healers would be able to have enough free globals to Dps down the Dps while countering their damage with heals. Also in that scenario hybrids would dominate.
  14. Meskel

    How to "fix" PVP

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