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VenaliterFA

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  1. Pretty much this, unless you are marauder.
  2. I can't find this answer anywhere - what triggers the re-population (refreshment) of mission skills? I know relogging seems to do it - any other conditions? Time?
  3. Wrong. While true in a sense, having a companion that "likes" same-alignment choices increases XP gain slightly (along with crafting perks) due to affection gains and their associated quests.
  4. Not fixing bugs like this, not fixing project, and the terrible "balance" changes is why I canceled my sub. Too bad, this could have been a good game, but the dev team is incompetent.
  5. This isn't terrible, maybe a 2~3 minute CD that doubles Force Regen rate? Would be useful for both Assassins and Sorcerors.
  6. Interesting question, and very hard to answer. After thinking about it awhile, it's very hard to come up with an ability both advanced classes both can use. Sorcerers need a survivability cooldown or burst damage cooldown of some sort. Cast spells while moving for 5 seconds, perhaps? Assassins would probably be content with "The next ability will cost no force, critically hit, or affect an additional target" type deal.
  7. I'm honestly glad they are not releasing Ranked WZ's in 1.2. The so-called Balance changes in 1.2 wrecked Sorcerers, mostly of both types but especially Corruption ones. Marauders were out of control and got further buffed, Operative burst could kill you before you could react, and DPS geared Assassins with tremendous survivability and DPS equal to some DPS specs. You could tell 1.2 Balance changes were a massive cluster**** from the get-go, and we've been telling them for over a month "This is so." And it was. They came close to admitting Balance just wasn't right, and that's all the apology we're gonna get. Better then nothing, right? At least the underpowered (or underperforming) classes won't be left behind.
  8. Read my post again. Move your lips and repeat it out loud if it helps.
  9. It's worst. W-O-R-ST. Your English teacher must have hated you. Sages will be only the WORST single target healer, they will still be the best AoE Healer. Which makes sense, although I personally think WoW had it right moving towards "generalist" healers - because when classes have certain niches, well, you need those niches filled by the best classes. AKA Bring the Class, not the player. While preventing damage is good (slightly better in most cases then actually healing it), it's not like it's all the much or all that often enough to matter. Well, yeah, since now they have no burst healing to speak of, take 25% more damage then the other healers, there would be zero reason to bring one if they didn't have the AE healing niche. It's not the way I would have gone, but WoW had many years of experimentation before arriving where they did.
  10. Sorcs may have the best AoE healing, but easily the worst single target healing in 1.2. So really, it balances out. Though myself, I prefer a model where each healing class has comparable single target and AE heals.
  11. I hope someone remembers to drop in and ask the devs how they expect Sorcerers to be viable in PvP after 1.2 drops.
  12. They didn't do this with Class changes, you think they'll do it with PvP set bonuses?
  13. Isn't this is wrong, you'd only need 3 40's (or so. one of each class) to have all four buffs, provided you're not playing a duplicate class?
  14. Healing Sorcerors are virtually extinct in PvP in 1.2, and the weakest healing class in PvE. You'll want to play a different class in 1.2.
  15. Way buffed. Marauders are going to be the dominant class in PvP for awhile, and solid DPS in PvE. Sorcerers will be one of the weaker end-game classes in 1.2. Weak DPS as a DPS (Balance, Lightning) and the worst healing class of the three in 1.2 by a considerable margin, and virtually extinct as a healer in PVP.
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