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Brullig

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  • Location
    Tempe, AZ
  1. Decent commentary for people getting used to the class and warzones. You have a tolerable voice, so that helps a lot. I like that you didn't just say what you were doing, but that you also talked about WHY you were doing it. If there's one thing people should take away from this, it's how to break Line of Sight.
  2. I'm Valor 12 and just played my first non-Huttball game.
  3. Even focusing more on the pure-healer side of things in pvp, Energy Screen is pretty amazing . While the healing after vanishing seems to be the blockbuster move, it also lets us pop evasion to gain a huge amount of energy when we're under fire. Revitalizers is also a nice added benefit, since Stim Boosts should always be active.
  4. As irritating as the laugh can be, I'd rather have the audio cue than trying to divert more attention to my buff bar to track the procs (it's hard enough managing kolto probes and stim boost as it is)
  5. Snares don't affect our Roll To Cover ability. It can be hard to get the game to auto-select a reasonable position to roll to, but it can make for a great escape to buy you an extra half second to get a heal off while under duress in pvp.
  6. My initial build will probably be something like this 25/9/7: http://www.torhead.com/skill-calc#401MffMzhRRzZbchzZGb.1 You gain a good bit of survivability in exchange for bigger crit heals on Kolto Inj/Inf -- 6% total Endurance, 1% defense, and Slip Away. I could see an argument shifting the points in Inclement Conditioning (6% endurance) and Scouting (2% defense, increased stealth detection level) into another point in Scouting to max it out as well as picking up Med Shield for 15% more healing taken when our main damage reduction ability is activated.
  7. In PvP, I'll likely favor Endurance and Crit for heals. My reasoning for Crit in PVP is that a critical heal is more likely to make or break a fight than stronger base heals. If I have 10% crit instead of 10% increased healing, I've found it much more likely than 1 in 10 fights I'll save someone from the brink of death, especially if multiple people are attacking them, when I crit rather than just healing for a little bit more all 10 fights.
  8. I'm a big fan of the snappy orange (in both color and quality) jacket that we can buy at level 20 from the PVP vendor. I also like the scout-style caps more than the boxy helmets that look like what a scout trooper would wear. Or the ones that look like neck braces.
  9. I enjoy Huttball and the alternate strategies it affords.
  10. I think it's safe to say that anything that builds resolve on the target will be prevented by a full resolve bar. The remaining big question that needs some research is how much each different class of CC contributes to resolve, and whether all CCs of the same class contribute the same amount or if it's tied to another factor such as duration of the CC effect.
  11. Do all stuns contribute the same amount to the bar? Do all mezz contribute the same amount to the bar? How much is contributed by each of these? Will a full resolve (immunity-level) bar prevent knockbacks? Do knockbacks contribute to the resolve bar?
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