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steinsgate

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Everything posted by steinsgate

  1. This is one of the issues making healing the most difficult pvp role in the game by a longshot. I'd LIKE to heal our ball carrier, but I didn't get a chance to see his name and he now has 10 enemy players on top of him. Can't click on him, can't read his name.
  2. The class is not more complicated, nor is it harder. It is weaker.
  3. You're absolutely right, devs are NEVER wrong. Remember 3.0 Ret? Oh... Remember release Xin Xhao? Oh... Remember release Vayne? Oh... Remember pre-fix C'Thun? Oh...
  4. First, no we're not. Second, the last time I looked, there are two dps trees available to juggs.
  5. Hahahaha, to quote my Juggernaught, "Your ego is overinflated." I also suppose that, by your logic, since the developers use this god-tier math, every game ever must bebalanced and every class is viable in every aspect of the game, yes? After all, they used MATH to make this game, and not the opinions of good players. Take off all your gear, and look at your damage tooltips. Put a piece on, look at your tooltips again. Congratulations, you can now see how numbers scale via gear and level. You see, us good players use this RL skill called Regression Analysis to be able to come up with a model for how independant variables such as strength and power affect a dependent one, damage. Oh, but you surely know all about the various statistical methods used in analyzing class damage capability, after all, you're a good player. I'm just too lazy to do it, and already have enough of an idea what the results will be: we do considerably less damage than other specs. That, and I don't own/cannot program SAS or any similar software. But surely you could do it for me and prove me wrong, yes?
  6. This is a concept people seem to be unable to grasp. There is a substantial difference between priorities being easier and less clunky.
  7. Rotation and Priority are practically interchangeable. I've played WoW for four years, so I know how dps works. Get the idea that your definitions are the only definitions out of your head. And if it's not a rotation, why are skills listed multiple times? You also didn't address not keeping 100% uptime on Shatter. That's pretty damn important. All three ticks of ravage do more damage than impale, yes. Impale + anything else does more damage than Ravage. Ravage's DPET is pure, unadulterated garbage. Duh.
  8. Why on earth would you wait so long to use our second highest DPR ability? Also, following that rotation you would lose 1.5 seconds of uptime on the Shatter bleed, assuming you use Shatter after that last scream. Also also, that rotation is impossible, because rage costs exist.
  9. 1. EVERYONE knows immortal is our best tree. Everyone knows that Immortal is the closest thing to viable the class has. Everyone knows Immortal can solo things. Everyone knows all of this. 2. Maybe you haven't been around good players long enough, but once you become familiar with game mechanics and knowledgeable about video games, in general, you don't need to see a hard number to be able to say "Yes, this sucks." The perceptions of the best players are often correct. We may not be able at this point to put a number on "This is how much less DPS juggernaughts do than the rest of classes," but we absolutely can say that we are worse.
  10. Yesssss I'm so glad other people are finally catching on to this. I hated Ravage the moment I got the damn ability. The only reason I used it for a while was the feeling that I was supposed to use it. After a taking the talent that resets the cooldown, I thought "God dammit, now I have to use it even more." At that point I started to clip off the last tick, only using the first two ticks which come fairly quickly. I figured even if I was losing dps by doing that, I was at lest more mobile and enjoying myself more. Thanks you, above poster for actually testing that even those first two ticks are a dps loss. Now I have even more reason to hate that ability, and more hope that Bioware will realize how stupid giving a melee class two immobile three-second channels was.
  11. Strange, my opinion is in the exact opposite direction, just with pvp being 7/10 and pve being 9/10. The major major problem with pvp is our utility: we have none. There is absolutely zero incentive to not train an operative healer because there is basically nothing an op healer can do about it. Stun one, snare one, flashbomb which is useless against ranged, and a shield that may as well not even exist. The only way for us to do all right in an environment where the other team's dps aren't braindead is to have guard on us 24/7 (which, honestly, turns every healer into a God) and have ample obstacles to LoS ranged with. Not to mention, we're the only class with no position-altering (knockback/pull/charge) abilities. I mean, I still do all right in pvp, but I feel as though I have to vastly outplay the enemy team in order to survive, let alone be effective. Yeah, they really need to drop the 4-person limit on RN. That limitation is not very well justified considering the heal amount and energy cost.
  12. Excellent, got my daily dose of platitudes in before work. Thanks, OP!
  13. That's all you need to say. Everyone knows immortal is good. Everyone also knows that vengeance is awful and rage is slightly better.
  14. On the whole, I'm enjoying healing. I feel a little defenseless in pvp if I don't have guard on me, but I would assume the other healing specs would have similar complaints. I wouldn't really call us an 'unfinished class,' that award goes to the warrior/knight. I like the concept of RN, but the implementation could use some buffing. I was thinking maybe letting RN proc tactical advantage would be nice, along with a high-medic tree talent increasing the max number of TA stacks to three (with the %damage gain adjusted down accordingly). Either that or just increase its throughput and lower its energy cost.
  15. I didn't have to concern myself over the minor details of pulling a pack when I was that level. Not until later in the game (around 30 and beyond) does the benefit of carefully planning a pull come into fruition. When I pull, I stealth in, Sleep dart the strongest/highest health mob, then hidden strike the weakest one. If your gear is fairly up-to-date, you might crit for all or close to all of the health of a weak mob, or around a quarter to half health of a normal mob. After that, I just weave around shivs, backstabs, and carbine bursts until all but the sapped mob are dead. Then I eviscerate the strong mob, and go about my usual rotation. A trick that can be useful to get a backstab off on a mob attacking you is to grenade > run through it > turn and backstab while they're knocked down. This also allows the use of eviscerate. I usually save Debilitate for the strong mob, since grenade won't knock them down. I never really had much of an issue with incoming damage. I've used Vector as my companion ever since I've gotten him and have tanked most of the mobs most of the time. Keep kolto probe up on yourself. I usually save surgical probe for when I get to below 30% with the talent that makes it refund TA. All in all, I've had an extremely smooth and enjoyable leveling experience, which is far more than I can say for my warrior.
  16. I was going to insult you, but two others took care of that for me.
  17. I rolled a juggernaught first to dps, then to tank. "Shut up and tank" design philosophy has failed every single time it has been implemented. Players hate being forced into a spec/role they don't want to play.
  18. Like #1 and #4, LOVE #2. If they want to keep the sunder mechanic (God only knows why) they can make the bleed only trigger if there is a sunder present. I disagree with #6, though. I mean, I have heroic throw and execute bound on my warrior in WoW, and those skills are basically direct parallels. One's an execute, one's a ranged throw. I really, really like the range on vicious throw. Sure, some of them are useful. Then some are so ungodly situational that they're barely worth existing. I swear there are more "Only works on standard and weak mobs who are taller than 1 meter on Tuesdays when it's raining outside and your latency is between 60 and 70 and your lightsaber is green and force push is on cooldown and you're on Tatooine and etc. etc. etc." mechanics in the jugg trees than all the other classes put together.
  19. Thisssssssss. Why would they give us NOT ONE, BUT TWO abilities that force us to CC ourselves in order to use them? Why oh why oh why. Why. Just...just why. Not to mention, they seem to have forgotten that Imperial Agents lack any form of position-altering abilities, whatsoever.
  20. You get medals from using pots? That is ridiculous.
  21. Don't worry, if anyone else on your team is anywhere near you that operative will be dead before his own stun breaks.
  22. RN is God-Tier in Voidstar, usually awful in huttball, and ok in civil war in my experience.
  23. The problem I'm noticing in pvp is that the operative exists in a world where every single other class has a position-altering ability. Warriors have charge and push, sorcs have that aoe knockback, BH has a couple, etc. This I find to be the most limiting in Huttball. Being unable to do anything about being knocked around is...kinda brutal. The other problem is that enemy teams have zero incentive to not train you. If they leave you alone, you'll be able to put out massive numbers, yeah. But put basically any single dps class on you and you'll be forced to play reeeeeeally defensively. Really, our only utility lies in our throughput. I am having fun healing BGs, though, and I suppose that's what's important. As for PvE, I've had zero trouble keeping people up. Granted, I'm level 47 and that may change at level 50 with hardmodes. However, my friend, a sorc healer, has told me he's had several issues with attrition, running out of force. I suppose that's the main benefit of being an operative healer in PvE: Play your class right and you can heal forever.
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