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sanchito

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Everything posted by sanchito

  1. haha thats a funny necro :-)
  2. unless you are a sage then you probably have to get in range for a mighty lightsaber attack first :-(
  3. hello darkness my old friend... this is the only thread on the internet where i have been active for several years :-)
  4. That's very commendable, but consider this: i play sage heals since launch, and for a while we did a lot of duels in the guild. Against a good serenity shadow/ hatred sin, i always lose, but unless i make a really huge mistake early on it will take a few minutes. I can basically chose between healing all the damage and running out of force, and healing force neutral and running out of HP. The only damage i do is from stuns slows and knockbacks. Now there are better sage healers than me, quite a lot of them probably, but they are not THAT much better. No sage healer can duel a good serenity shadow and casually heal through the damage and dps him down. Maybe the best can just so outheal the damage in a force neutral way and keep going indefinitely, but i doubt they will be able to outdps serenity strike / force leech. Either way it's gonna be really close. And that's against 1 serenity shadow. There's just no way any sage healer can stand up sustainably against 2 good dps, and against 3 good dps it's extremly difficult to live a full minute, and that is with medpack adrenal and grenade. Sages are strong, agreed, healing generally might be a bit too strong, but it's certainly not as bad as your op makes it sound.
  5. i agree, generally, but if you have force speed on cd with a mara and 2 sins on you you're not going anywhere, so might as well pop stuff and hope to survive until speed comes back. Basically i agree that ops claims have no merit, but if you took the exact right 25 seconds out of a longish sage healer gameplay vid i can see how it might look that way
  6. i get around 200ms on harbinger, on a telekinetics sage, and it's ok. It's noticeable, and sometimes it sucks but generally it's perfectly playable.
  7. That actually does make some sense; If i have all my cooldowns available and can stay in the bubble for the full 8 seconds i can pretty much guarantee that i stay alive for 30 seconds against most 3 dps comps. It's what usually happens in 1 heal 3 dps arenas. Only thing that could kill me faster is probably a gank from 3 stealth. You have to keep in mind though that the bubble has a very long cooldown, and i'm not doing anything while in the bubble. This is incredibly powerful when i have to hold a node until reinforcements come, but in every other scenario i often have to break the bubble early to prevent someone else from dying, which also reduces the enduring bastion shield after the bubble. Also Mental alacrity gives 10 seconds of interrupt immunity on a 2 min cooldown, enduring bastion gives another 5 seconds from barrier, on a 3 min cooldown. So it's very possible for a sage heals to look invincible for 20-30 seconds (8 of which he does nothing), but that means he used everything and will totally crumple afterwards and for the next 2 minutes or so.
  8. sanchito

    POT5 dead

    Yes i 100% agree with that. Not having a plan for all those servers they opened at launch hurt this game more than anything else. And they seem to have learned nothing
  9. whenever means you get to pick the time you transfer. You are thinking of wherever
  10. 2 things to keep in mind when looking at scoreboard numbers is a) hps is a lot more important than actual healing done and b) the enemy must be able to deal the damage before you can heal it in terms of hps for a geared sage healer in 8 mans, >2000 is ok, >3000 is seriously good. The most important thing to get high numbers is your uptime, and for that your positioning is crucial. You can never let ranged shoot you up, always have a los object or an escape route ready. You can overextend a bit (in order to safe the sentinel that charged straight into them for example), but only if you have speed ready. If you use speed to go safe someone, you'll get focused the moment they realize their target is getting healed, and without speed to get away you'll probably die. So while you are alive, it's very important to not waste cooldowns doing nothing. For example you want to heal someone and realize you have no los, bubble / hot someone else while you move in position. If you watch a replay of your game, there should be very few instances where you could have done something but did nothing. Doing not the optimal thing is still way better than doing nothing. Don't worry too much about your rotation, sages have a huge resource pool and easy force management, so you can afford to be inefficient for a time. Just make sure to diligently noble sacrifice during quieter phases. The important abilities for big numbers in the end are the aoes, salvation and wandering mend (i don't think the force wave heal is worth it, but i may be wrong) I would usually use wandering mend with the rejuvenate proc unless you're 100% certain that your target is currently taking damage. I don't safe instants for when i have to move. Wandering mend is way too good at keeping the team at high hp. Healing trance is really strong, i need the procs for force management and it has a low cooldown. The only things i really safe for hard times are potency and mental alacrity. If i'm the one in trouble i can use a potency charge with force mend otherwise i try to use both charges with deliverance. If you want to safe someone who is focused by multiple dps consider pulling him? To heal through i'd probably go bubble -> mental alacrity -> rejuvenate -> healing trance -> roaming mend -> potency ->2x deliverance -> benevolence but really we're not supposed to heal through 3-4 dps, that would be op :-)
  11. Why are you hating on kre'a so much? He's probably the most helpful among the top pvpers, and all his games were streamed, so there were very obviously no shenanigans going on.
  12. there is absolutely no point in making 8man ranked or any other new game mode without cross server first
  13. sanchito

    Omg

    in pvp not much changed for lightning sorcs; the one big thing is potency used with storm does significantly less, storm by itself does a little bit less, as do most single target attacks. If you played it properly before you should see like a 5-10% decrease in dps, maybe a bit more in voidstar when you just have use force storm a lot
  14. /signed something like 10'000 each would make sense imho
  15. have you considered the average player skill per class in ranked and how that might influence the winrates you're seeing? You know since there are like 200 times more people playing sin or sorc than mara in ranked. no of course you haven't why am i even asking...
  16. it's supposed to change with 3.2 i think, i just changed some 10 minutes ago edit: it's actually as of tomorrow: http://www.swtor.com/community/showthread.php?t=805468
  17. sanchito

    Bolster Update!

    they need to hire people to do the actual work not to post on the forums; ever since launch the devs biggest failure has been the insane amount of time it takes them to fix anything, be it pve or pvp.
  18. sanchito

    Bolster Update!

    and it only took you 4 months to notice this, good job...
  19. no i often queue pot5 rep side between 6 and 9pm, and it has issues even then. Queue times are often up to 10 -15 minutes, and quite a lot of 8man warzones take several minutes into the match to fully fill up. It is very similar to tofn after midnight...
  20. they could make the lowest bracket wider; there is already a huge gap between level 10 and level 29, but it doesn't really matter because you level really fast at the lowest levels. So might as well make it 10-39, 40-64
  21. it's really a misconception that premades run around stomping pugs all day; as a pug you get 50% good games against other pugs / mediocre premades and 50% getting stomped, as a premade you get 50% good games against other premades and 50% stomping pugs / bad premades. Imo only bioware can make it so we have more good games and less boring stomps, but if i have to suffer through a lot of totally unbalanced games i rather do it on the winning side. Why not group ranked, because it requires a totally different level of coordination and you just have to be on ts.
  22. nor will it very soon, for example i got 6 of my 16 toons from 55 to 60, and with legacy gear they all have pvp gear. Also the new gear is almost as good as old pvp gear, for some reason you get bolstered to ridiculous stats with the new 178 gear, and the small loss of expertise totally doesn't make up the difference. edit: the loss of expertise does make up the difference compared to the new level 60 pvp gear, but not compared to anything people in lowbies wear.
  23. i agree mostly, but then force storm is obviously too strong atm and should be fixed as soon as possible. If there is even a chance i can hit 2 people, i'm kinda forced to use force storm over anything else i have, and it's boring and overpowered. imho
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