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Posts posted by VenaliterFA
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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?
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That doesn't matter at all actually. Ignore this advice. Darkside/Lightside points have no bearing on what companion you can use or whether one is stronger than the other or not.
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.
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This bug has existed since before launch, it pisses me off that they keep messing with everything else in the game instead of fixing serious issues like this.
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.
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<snip>.... temporarily increases our force regen rate.
This isn't terrible, maybe a 2~3 minute CD that doubles Force Regen rate? Would be useful for both Assassins and Sorcerors.
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What would you put in its place? We might not replace it with anything (or at least not any time soon), but I'd still like to hear suggestions.
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.
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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.
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Sigh, another Sage whinner...
...No worries, the testers and real players will know how to keep on single target healing (Remember Force Armor is healing)...
Read my post again. Move your lips and repeat it out loud if it helps.
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On 1.2 Sages will be worser all around healers (Notice they aren't by far the worsest... The ONLY healer that can prevent damage can never be the worsest healer on a game, period)...
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.
...IMO they should keep the best AOE to keep the balance now that Commandos/Scoundrels will be the prefered MT healers, but...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.
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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.
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I hope someone remembers to drop in and ask the devs how they expect Sorcerers to be viable in PvP after 1.2 drops.
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I would like to remind Bioware that many of the current PvP set-bonuses should be re-evaluated before 1.2 goes live.
Some are generally weak or undesirable, others add even more power to alrady problematic abilities.
All I'm asking is that Bioware simply go through them again and ask "does this really make sense"?
They didn't do this with Class changes, you think they'll do it with PvP set bonuses?
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Clarification begins...now.
Furthermore, to get the full set of buffs, you only need to unlock 4 classes.
Clarification ends... now.
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?
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Hi everyone. Im just wanting to create an alt and i have in my mind that sorcerer wud be it. Im just wondering how hard possible sorc nerf is going to be in patch 1.2? Will it sorcerer healer be as affective in pvp as it is now? And will sorcerers still have 5-6secs cc, knock back, fast run, and sorcerer shields. And how about healing? does patch 1.2 affect alot of it? Thnks in advance, cheers
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.
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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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I think it is more likely that they add some sort of delay to the Sin Lightning than they do eliminate the delay from Project.
...You realize people want project to interrupt casts, caps and deal damage without delay for a very, very good reason, right?
Nerfing Shock would just cause more people to quit.
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So everyday I play this game I reminded that Consulars got screwed by the animations between them and the mirror Inquisitors. Consulars knockback is not instant while the Inquisitors is. Also the Sage skill Project is not instant while the Sorceror Shock is instant...
I was told by a few people these changes would be made in the big patch coming up... after reading the patch notes for the classes I see no mention of this.
Neither of the knockbacks are instant, both Empire and Republics have an animation-time, but Shock and Project is a travesty.
It would have been fixed if the developers were doing their jobs. They seem far out of their league.
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tbh, I have little faith in this dev team. Unleashing this number of nerfs, post beta, all at once, is idiotic. They are pissing off almost everyone, not making anyone really happy, and are basically negating any kind of good press they might get from legacy, etc.
News flash...having to issue this many nerfs this close after beta/launch to me means YOU ARE INDEED TERRIBLE GAME DESIGNERS with crappy attitudes.
Completely agree. Very pissed off about 1.2. I literally canceled my sub. I regret waiting so long, but I had faith they would polish the trees and balance classes for 1.2.
Not fixing project was inexcusable; very little tree polishing was done, and the class balancing was a joke.
I'm out of here, for sure. I simply can't believe Bioware shot themselves in the foot like this. It's all on the dev team.
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And....They didn't fix project delay.
**DISBELIEF***
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Well I think its BH specific because it doesn't say Trooper, I think its DFA or the Heat System.
Very likely it is DFA/Mortar Volley. It's been an open secret BH AoE is too strong, too early.
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Best: IA and Sith Inquisitor
Worst: Consular
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It's obviously our AoE, which is leaps and bounds better then most every other class, and far earlier.
It's an open secret DFA/Mortar Volley was too good.
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I got a Jedi Consular (shadow) to 50 and in recent days I rolled a Sith Inquisiter and I've got to say, it was an eye opener. Playing a Sith Inquister almost feels OP compared to my consular. So much for Mirror classes.
Exactly, it's a world of difference in PvE and PvP.
On Project animations in general: I agree they are lame. It was always a mystery why Jedi Knights got Force push and Sages/Sorcerers didn't. It's far too late to re-do the talents, spells and animations without a massive revamp, IE expansion.
Here is another clue, if "burst" damage was so great, there would be post after post in the Sin forums asking for it, or the Inq forums. There isnt, and it isnt.
Well said. While they may be a SLIGHT advantage to the "burst" damage the delay of project gets, the instant damage to block a cap negates it.
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Might just be the design of the Matrix Cubes. The GGG and BBB combination gives the same stats, regardless if you're a force or tech user.
This is so, but that makes absolutely no sense. It's an obvious design flaw when one color of matrix shards is completely useless to you - no matter which class you are.
{Healer} Pvp Advice
in Sage / Sorcerer
Posted
Pretty much this, unless you are marauder.