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Rizael

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Everything posted by Rizael

  1. I have a better idea, make a healer only warzone queuing system. This way they can all be immortal and feel important regardless of balance. In fact why don't we do this for all classes and spec's although scoundrels/operatives may never see a warzone
  2. Skill Stim, Power Relic, Attack Adrenal (+power)
  3. Has anyone else been having issues with cooldowns with no timer on them just "not going off". most of the time I notice it after an elongated fight I use a vanish as a finishing move prelude to HS so I can stealth right away after... but my character just sits there stupid being all like "I'm not going to let you HS your target even though the cooldown is done". Just trying to figure out if my keyboard is dieing or the game introduced a new bug. Sidenote: its more than just the one hotkey I have noticed it on defensives and backstab as well. Thanks for the help!
  4. I have been thinking about this a bunch recently and have finally come to the conclusion that releasing ranked warzones with limited functionality is a mistake in several respects. In this post I will try to explain why it should be delayed as releasing it in its current state WILL CAUSE PEOPLE TO QUIT. Now that I have your attention I will continue The first issue is 8 person queues. Although this might not seem like much but when you think about collecting a talented group of 8 people from within your own guild for most people this is impossible. There are perhaps 5 guilds on my server that can actually queue only from their guild, however the amount of talent in those given guilds will only make one or two competitive. Since there is such a limited pool for only 8 people and my server is usually "High" population what does this mean for lower populated servers, one team stomping everyone and that is no fun, even for the team that's winning. The second issue that has much in common with the first is the amount of teams you can draw from. Since we will not have a large amount of teams queuing matchmaking will never work properly without cross server queuing. Thirdly the testing of such a system will not be adequately done until BW finally implements a character transfer system to the test server, as this has still not been accomplished the likelihood that any system released will be functional drops. An option to character transfers is giving people free 50's on the test server with infinite creds/coms to test with, this would also go a long way to help their "metrics" played by players of questionable skill. Lastly the amount of players queuing for Ranked Warzones takes away population from non-rated warzones causing an increased wait time for players of rated and unrated. In closing I would like to point out that a smaller (4 players) deathmatch type setting would have been a better implementation of PvP to start out as they are easier to set up, more teams would be available to play against meaning the ranking system (even before cross server pvp is implemented) would work out more efficiently. If you think that ranked warzones are coming out anytime soon you are dillusional as they have not even re-opened the test servers. I am not saying I agree with a delay of Ranked warzones I am saying that if released improperly (and it most likely will be) to beat the start of GW2 + TSW, BW will lose their entire pvp base.
  5. Actually in a curriculum based program the home schooled children have their work sent to a "teacher by correspondence" my sister in law has been doing this for her job for a few years now.
  6. I make my operative dress like a marauder so people will just leave me alone because I have undying rage... Not working too well yet but I am trying to find a way to make my gun look as much like two lightsabers as I can.
  7. I dunno, I find my marauder a lot easier to play than my operative as there is no way to energy starve yourself with a marauder(for an extended period of time) you simply cannot "do wrong". The hardest thing about the class is when to pop undying rage, then pot, then berserk and dot up (anni). It is not even difficult because you have an ability that gives you 6 rage on hit, bleeds can proc rage, etc etc. Rage is now akin to my jug's tree which is pretty much force crush --- charge -- smash, then choke -- obliterate -- smash, followed shortly by force crush --- force push --- charge--- smash. I can't speak to carnage as I have never spec'd there, but it does not look any more difficult than any other tree in the marauders arsenal. DPS operatives have pretty much identical cool downs to wait upon, limited energy on a tiered regen rate, as well at TA points to juggle. I will agree however that the marauder is definitely more difficult to play than a commando (dps), as it is only a 5 button class, but this class also has a less forgiving resource than a marauder does as well, and less defensive cool downs. I think what you were meaning to say is "my class has more buttons" but that does not make the class harder to play.
  8. Pleassseeeee make rakata crafteable sets similar to the ones for PvP gear. I find the only bearable armor made is the rakata set (for operatives) and for some reason its not available to anyone who does not PvE and even then it will not have an augment slot... save meh BW!
  9. Your reasoning makes no sense... Just wanted to fill you in on that. You should not care what a single stat that contributes to + Damage says, you should care about what the effect it has on + Damage. On a side note if you take all cunning on the augments you will be able to replace one mod from crit to power giving a greater amount of +Damage overall.
  10. I oftentimes find that after I kill someone who had a healer on them that the healer becomes "agressive" to me and holds me in combat, even though he doesn't hit me. Sometimes I see them casting heals in on someone else, perhaps this "can" keep us in combat...
  11. Nothing wrong with this, I mean you should already have the power mods covered from BiS previous, so the only thing you really need to pick up is for mods, 2 pairs of FT pants(crit) and 4 pairs of FT Boots(pow). This means 875 per boots and 1075 per pants, which comes to 5650 wz commendations or 1884 ranked coms. Meaning that getting the right battlemaster pieces (yes 6 of them for the right items) costs less than getting a pair of WH gloves. sidenote: Yes prepatch I actually did have all of this setup when I saw the stats of the gear I wanted I started buying the proper reagents for it. Plan for the future~
  12. So basically the 1:1 conversion will only affect the augment slots on gear, which is good is good to know, Thanks for the help!
  13. Hmm I didn't think of factoring in mark of power, but since the legacy changes I am able to self buff this now so I suppose its worth taking into account. Also a question to you, are you sure the imp education and mark of power are multiplicative or are they additive? meaning: Multiplicative: 90*1.09*1.05 = 103.01 103.01*.2 = 20.6 Additive: 90*(1+.09+.05)=102.6 102.6*.2= 20.52 Either way it gives a greater advantage to cunning due to the crit, I'll probably edit the main post later today to be more coherent and add in sources of mods and such. Edit:: Just did a little math using the multiplicative concept FM Bracers 87 Cunning 12 Power 22.67 +Dmg E Bracers 76 Cunning 39 Power 26.37 +Dmg Mod 1 64 Cunning 12 Power 17.41 +DMG Mod 2 51 Cunning 39 Power 20.64 +DMG It seems even factoring mark of power taking the larger +Power mods will be of more benefit. Perhaps if they didn't split between End and cunning when they lower the power it would be better to take but as it is now :/
  14. Resolve is the white bar in pvp that gives you immunity to CC, I guess since you did not know that it means its happening on mobs, I do know those ones that attack you with the plague seem to ignore most of my debilitates, but regular mobs I have not tried o.o;
  15. For the pieces of rakata atm I would swap in an BM Expertise armoring as these allow you to keep your rakata set bonus. this will give you a bonus of 100 expertise. as for gearing up as fast as possible it IS best to focus on those enhancements as for BiS 1.2 gear will all have power surge but no expertise, and with the WH mods you will gain 30 expertise per enhancement. The weapons will provide the largest gain in damage of all pieces thats why I said to get them first. The earpiece as well will remove accuracy from your gear while adding a positive change to your stats, and so on and so forth. On a personal note I would NEVER craft WH gear for the operative as it looks disgusting, its like an orange and black shirt, there is no detail and nothing that makes you look like a "special operations" type person, Rakata + BM are 100x nicer looking. The armoring mods on WH gear are the ones that hold the set bonus for Black Hole Gear and War Hero, but all others are affixed to the armor itself. It is unclear what would happen if you attach a Warhero item to a rakata *drop* item, which set would take precedence? would you get both? would be interesting to know.
  16. I have seen this at least once, but I assume its something similar to the healthbar bug where you see someone with not HP running around and you hit them, than poof they are magically at full life.
  17. I am saying that the required mods and enhancements concealment wants are NOT on enforcer gear except for the enforcer chest (Power Surge enhancement) and boots (39 crit rating mod). All other pieces on the gear are completely useless other than the armoring pieces. However the armoring pieces that are supplied are not an expertise increase when compared to BM and a minor increase (+3) to endurance and cunning so you really do not need to prioritize getting them. I have also edited the TLDR in the original post please read it to see if it makes a little more sense, thanks! 1) So when I do say --4x enhancements I am meaning 4 power surge enhancements from armor pieces not of the enforcer set. Since enhancements will give us the GREATEST benefit of the new mods and you will see the largest increase by obtaining these from base Battlemaster (+5 expertise, +2 power, +3 End, +3 Cun, -51 Accuracy, +53 surge *approx). The armorings come last as battlemaster is for all intents and purposes IDENTICAL to Warhero armoring mods. The armor that you would place these mods into would be your current armor you are wearing, however due to how the battlemaster armorings work at the moment you can place a battlemaster armoring on a rakata item and gain the set bonus while gaining the expertise bonus from it making 2 piece viability just a little bit better (if you have rakata, it does not work with black hole as those items have the set bonus tied to the armoring slot) 2) Yes in going with the idea that we should buy for removeable mods, the WH Enforcer gun only really has a useable barrel where as the sniper rifle has the same barrel and a power/surge enhancement making it a vastly superiour buy. Just a random aside is going to be the new question, if keeping 2 piece Rakata set (+15% bstab crit, -6 end, -6 cunning, -5 total energy, -2 augment slots) as by using a battlemaster armoring in the non-crafted rakata set item will allow the set bonus to persist. Thoughts?
  18. Comparison between power and cunning with the 9% cunning increase. Sample is using 10 power or cunning choice and the affect on your damage only (as the contribution of 10 cunning to crit is negligible) Cunning: (Cunning * 9% Bonus Cunning) * Cunning to +DMG Ratio = + DMG Contribution (10*1.09)*0.2 = + DMG contribution 2.18 = + DMG contribution Power: Power * Power to +DMG Ratio = + DMG Contribution 10*.23 = +DMG Contribution 2.3 = +DMG Contribution As you can see power still wins out due to the higher damage contribution per stat. Cunning is not that far behind however cunning also adds a minute amount of crit. You may argue that it gives crit too, but the issue with that is the amount of crit it provides. Around 1600 mainstat is about a 10% crit contribution from cunning which is a contribution of .00625% per cunning which is negligible for small changes in cunning. You eventually do get a nice boost from cunning to your crit, but stacking cunning FOR crit is simply stupid. I do agree that the talent is mandatory (although you supplement it by longer corrosive dart and double ticks) but it does not make Cunning better than Power. TLDR - +Crit and +Pow contribute more cunning comes after or to "slight" adjust for a target crit rating.
  19. I am actually fine with the classes complexity, the issue that is mainly the problem for me is the fact that you cannot open without either working in rifle shots, using backstab too early to be effective, or running completely out of energy after the first kill and being useless for the rest of the fight. 1. If you are saying you want poison on every backstab this hinders the ability to use backstab without an acid blade hit, which you could then mez throw up some heals and then go back to fight with BStab almost back up. I wouldn't like this at all. 2. Downloading the initial burst energy vacuum would solve most energy issues. 3. It does not need to be a constant rate, this allows better players to perform better and would not want to dumb down the class. 4. same as 3, I enjoy the complexity of the class. Sounds like you want to be an assassin as they have all these changes you want. Also you cannot move to a constant rate and decrease all skill cost, if anything they would have to increase to compensate.
  20. Rizael

    need delete!

    their 2 piece is 10 seconds less on their 2 second stun (usually 30 seconds) which gives this set of armor the best 2 and 4 pc set bonus in the game, and by a large margin not a small one. The only issue with it is it requires dark charge, and therefor for the guard 5% bonus you can only be darkness spec. However most tank type pvp armor have the guard 5% bonus already, so nothing to see here. Complaining about the wrong bonus
  21. You might want to think about changing your signatures text color, makes reading what you write because of the crazy color.
  22. Attention - pre-1.2 screenshot detected.
  23. I was looking on the pvp forums and saw this thread talking about whats wrong with each class and adjustments. When I was writing my response these two ideas occurred to me to get our energy issues fixed. So I was wondering if anyone else had any ideas that might/could possibly fix the energy issues without destroying how our class operates. Also feel free to add in your own ideas/critiques of mine, thanks! Proposed energy solution ideas: Move lacerates energy savings to shiv+HS: Reasoning - pass the energy savings from lacerate on to the abilities that generate TA, ie move Hidden strike from 17-12, and shiv from 15 to 10. In order to account for the Tactical opportunity skill, make this skill refund 5 energy on proc. This way the energy requirement for rotations stays the exact same, but the front loading and diminishing energy on the openers is vastly diminished which allows for our energy regen to stay in the "upper tier" for a longer period of time. New Ability: Reasoning - Low energy cost ability to allow for the use of backstab later in the rotation to dampen the affects of the energy bomb upon using an opener. this ability would be moderate damage, and can have something like a 20 second timer.
  24. I am just upset that I can't link snipers my emptied out WH sniper rifle, for some reason it auto-fills the slots when I link it *GASP* I agree with this for the most part, but I would throw crit in there to about 30% unbuffed probably equal to cunning as cunning crit cont and crit rating contributions are somewhat tied together, and the more cunning you can get the less crit rating you need. Surge is going to be so into the hardcap its not even funny T.T
  25. This looks specifically geared at Dirty Fighting/Concealment, there is no mention of lethality or medicine. For Concealment I will add some more things that you might want to consider or add. post 1.2 the energy cost of skills was moved around Lacerate (TA finisher) was made cheaper and backstab and acid blade are more expensive. What this does is force more energy to be spent at the start of any rotation a concealment operative does as lacerate comes later in the rotation. This causes the energy system (3 different stages of energy regen) to be put to the lower end of the spectrum much quicker off the start of an engagement causing our energy to deplete much more rapidly than before. This is also coupled with a nerf to our stim boost "energy bonus" ability that now adds .5 energy per cycle less. unlike our other DPS brothers if an operative goes out of energy this means they will be useless for about 15-20 seconds, its even worse if you go out of energy with stim boost off. For talking about the added effects of the backstab CD increase, this has affected us in many ways. For starters we can no longer miss an application of acid blade as we would lose out on 13 seconds of armor penetration, making the class even less forgiving than it already is. Also since Acid blade is our 31 point ability and is hopelessly tied to backstab it further reduces our damage due to the amount of up time this dot can receive is much lower. This would not be a large issue if we were not forced to use backstab so early in our rotation to save ourselves from going energy starved before we can adequately damage someone to even make them "afraid". Now don't get me wrong I am completely FINE with backstab having an increased cooldown, that is completely okay. However the "opener" rotation is too much of an energy vacuum without using backstab, and the hole left by the backstab means a completely clumsy rotation that makes no logical sense and subbing in ranged attacks into a melee based class. What it seems now is that somehow one knife ability has been lost somewhere in the game, something not huge damage and not huge energy cost. I think that would solve alot of problems with the class, so we can "double dot" a target. proposed energy solution ideas: Move lacerates energy savings to shiv+HS: Reasoning - pass the energy savings from lacerate on to the abilities that generate TA, ie move Hidden strike from 17-12, and shiv from 15 to 10. In order to account for the Tactical opportunity skill, make this skill refund 5 energy on proc. This way the energy requirement for rotations stays the exact same, but the front loading and diminishing energy on the openers is vastly diminished which allows for our energy regen to stay in the "upper tier" for a longer period of time. New Ability: Reasoning - Low energy cost ability to allow for the use of backstab later in the rotation to dampen the affects of the energy bomb upon using an opener. this ability would be moderate damage, and can have something like a 20 second timer. Now with that said do I believe that concealment operatives are useless? No far from it, I would say that our solo days are over as we can't make our energy last if we do that anymore. But we ARE really useful for one thing, the synergy of this class when paired with a damaging execute class is unreal. The front loaded burst pairs wonderfully with a back loaded execute class which allows for insane kill times, almost any of these classes can force any target to be within execute range after two GCD's. Also pairing off has the added bonus of saving energy as you no longer are required to blow "everything" to get a kill. TLDR; Energy issues, requires a lot of juggling(TA, Stim boost, energy), but has good synergy with classes with a 30% execute.
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