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Haydawgg

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  1. While most of the changes are adaptable, these are why we now suck which all stem from ammo management: 1. Field Triage now reduces the cost of Medical Probe by 1 (down from 2). This is a lot worse then it appears. Basically in the long hall combined with #2 below, I quickly dip into decreased ammo regen after a few heals. I believe this is attempt for us to pepper in hammer shot heals (free heal) in between our main heals however they did not buff hammer shot. As I experienced in the new op, I cannot pepper in hammer shot heals to keep me in good ammo regen zone or people start becoming dead. If I don't hammer shot, I quickly become ammo starved and people ...become dead. 2. Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%). The main part of this nerf is that supercharge cells only restores 1 ammo instead of 2. While the other nerfs suck, they are manageable. This is also a huge nerf as I used it as a lesser "ammo regen potion". if I began to dip to lower ammo regen zones, this allowed me to get back into the higher without using my 2 min cd's. So this got me thinking on how BW could offer a compromise. If BW wants us to use hammer shot, it NEEDS to be buffed. One of these could be working into the now lackluster talent tree: 1. Hammer crits have a X% chance to restore 1 ammo 2. Hammer shot crits grant you ammo regen as if you have a full ammo bar for X seconds 3. When hammer shot crits, you gain a charge stacking up to 3 times. Each stack reduces the cost of your AMP or MP by 1 ammo. Any thoughts?
  2. While that would be nice it would also be horribly op in 16 man as 35k healing every 6 seconds with no activation time with a healing and damage reduction buff tied to it would be a bit excessive. Would like it to hit 6 players but I imagine they will buff it to 4-5 players.
  3. For flavor sake, what if they upped the cd to 3 minutes and made reactive shield castable on a party/raid member. This gives us a utility spell different from the other two healers and I'm assuming would be very easy to implement.
  4. Well put. I believe most of the medic community agrees with you. As it is, my medical probe crits for 5.4k while Kolto bomb crits for 6.6k IF all 3 crit. Making it hit 4 targets would not op it and would fit in with their model of multiples of 4. I'm also a fan of making hammer shot chain to those with residue on them. Not holding my breath however.
  5. About frackin time! Ty for listening BW!
  6. I can't take credit for this suggestion. Saw it in a post: When Super Charged Cells is active KB has no CD All our aoe probs are fixed. No need to increase amount of targets hit. It gives us aoe capabilites with a limiting factor as dropping too many will wipe your ammo out quick. It also gives us a raid wall type ability for heavy damage phases as we can quickly apply the 10% damage reduction buff to a grp/raid.
  7. I'm a combat medic and I feel color crystals are worthless. I suggest that crystals change the color of our healy beam. I know green is generally the color of health/heals but as it is, combat medics never get to see their weapon color. I guess the same could be said for healing scoundrels as well. I like my light blue crystal and would like to see it more often please.
  8. These were just ideas thrown out there and I never expected all of them at once. Feel free to contribute.
  9. Reposted from another thread Overall we need just a little help. Here is what I'd like to see: 1. We need to be able to build supercharged cells faster. I suggest that AMP builds 3 charges as well (on a 9 sec cd so not spammable). Or we need a hot type of heal that builds cells. Make it useable on one target only. Or make trauma probe build 1 charge each time it heals. In a raid setting it isn't always realistic to work in hammershot so sometimes it takes a while to build Cells. 2. As people have mentioned, Kolto Bomb needs to be buffed to hit more targets. Pref 4-5 instead of 3. Although the buffs it provides are nice, I usually can't afford to use it while I have popped supercharged cells. Currently if all 3 targets crit, the crit for 2k each for a total of 6k heals. My MP crit heals 1 target alone for 5.2k. 3. Slightly shorter cd on Bacta Infusion. Its our only "oh crap" heal and is on a 21 sec cd (18 sec with 4 piece). I suggest maybe a 15 sec cd? I say this as try healing the platform jumping on Soa. We can only use Bomb and Infusion on the move. I love my Medic. Love the animations, resource, and playstyle. Just give us a little love and I will be completely happy!
  10. Overall we need just a little help. Here is what I'd like to see: 1. We need to be able to build supercharged cells faster. I suggest that AMP builds 3 charges as well (on a 9 sec cd so not spammable). Or we need a hot type of heal that builds cells. Make it useable on one target only. Or make trauma probe build 1 charge each time it heals. In a raid setting it isn't always realistic to work in hammershot so sometimes it takes a while to build Cells. 2. As people have mentioned, Kolto Bomb needs to be buffed to hit more targets. Pref 4-5 instead of 3. Although the buffs it provides are nice, I usually can't afford to use it while I have popped supercharged cells. Currently if all 3 targets crit, the crit for 2k each for a total of 6k heals. My MP crit heals 1 target alone for 5.2k. 3. Slightly shorter cd on Bacta Infusion. Its our only "oh crap" heal and is on a 21 sec cd (18 sec with 4 piece). I suggest maybe a 15 sec cd? I say this as try healing the platform jumping on Soa. We can only use Bomb and Infusion on the move. I love my Medic. Love the animations, resource, and playstyle. Just give us a little love and I will be completely happy!
  11. I have done this and it is still gone. When I unequip it, I lose the appropritate amount of stats as if the mod was missing. Bc of this I assume it is not there.
  12. Also to note, my gun still has the level 56 enhancement I ripped out of my 2nd chestpiece in it. My enhancement slot on my original chest is still fine. Only the "mod" slot has vanished.
  13. Last night I obtained the Trooper chest token from Soa (don't get me started on those bugs!). I used my token to purchase the Columi Combat Medic Chestpiece. All is well. Today I pick up a 2nd token in Hard Mode False Emp. I purchase the same chestpiece and rip the mods out of it (mod and enhancement) and put them in my weapon. Later in the day I check my gear and my "mod" slot in my chest is empty. Yes empty. I chalk it up to user error and pull the mod back out of my gun and put it back into my chest. Later I check again and guess what? My mod slot in my chest has vanished AGAIN. Is anyone else having a similar issue. This is really annoying as now I have lost 2 level 56 mods.
  14. ...yes I hit apply. The mod has completely vanished twice.
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