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Demarcc

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Everything posted by Demarcc

  1. Oh you class has no other stuns / Kbs / mezzs? Wow .. what class do you play again?
  2. Move out of the way .. its EASY to see this coming .. it requires 3-4 moves to build up the buff. Either Move or CC them / knock them back. Stop failing so much.
  3. Hes a terrible Assassin. People have been trying to help him on these forums and all he says is *healers are op i cant kill them* The fact that not all DPS classes are supposed to be able to 1v1 healers in a reasonable (<60s) time does not sink in. The fact that locking down a healer and forcing him to self heal is in a way *winning* Vs the healer does not sink in. He just believes that all DPS classes should kill healers in a few GCD's and healers should be totally useless unless they have a tank guarding / taunting for them and half thier team peeling. Over all hes just bad.
  4. If you roll assassins you have to remember to come to the forums and whine like a bit ch that you cant solo a good healer all day though. Seems to be what a majority of the assassins around here do.
  5. Tank+DPS. Attack the healer and rotate your CC'd / interrupts to keep him from healing. Only attack the tank when he taunts, but keep focus on the healer to interrupt/CC. There is no way a tank + Healer is gonna do enough damage to you through guard that you wont have already killed the healer. You got to stop his casting tho, that does not mean just Interrupt then let him free cast till its off CD. I would use Hard CC's first, his resolve bar will fill but pure interrupt skills are not mitigated by resolve so once he is white barred you can still stop casts with pure interrupts. Between the two of you even when hes white barred you should be able to stop 2/3rds of his main heal (Main heal depends on the healer) If the healer in question is a commando / BH .. thats the real kicker since they will let you white bar them then use thier shield to stop interrupts for 12s. BH / Commando healers you need to apply pressure to ASAP to force a shield use before they white bar, that way you can use hard counters insetad of interrupts to stop casts (Stuns / mezzs)
  6. Marking is fine, Being able to see the mark when you cant see the target is not. Marks should be tied to nameplates, you can see the nameplate you can see the mark, you cant .. you cant see it. Its silly that once a healer is marked you know exactly where he is through all objects at all times .. that needs addressing.
  7. Using skills / abilitys with Cool downs. IE Picking up a WZ enhancement. Using a WZ / Rakata Adrenal. Using your relic for its on use ability (Crit/surge/power whatever) Using your Tech over ride to burst. Combining these you can get some nasty burst, Pop adrenal > Pop relic > Grav round > tech Over ride another instant grav round .. this can result is quick burst damage. These CD abilitys on not on the GCD .. so you can basically hit them all very quickly to force great burst. They have longish CDs tho (1-2 mins) so timing them to get a kill is where practice comes in. GL !
  8. Healing is not OP. I can see, and agree with, peoples issues with games that involve 4 or 5 healers on one side. Trust me healers hate those games too, but thats NOT a healing issue. Thats an issue with the match making system Bioware are using. People ***** alot about not being able to lock down healers, mostly because they have an interrupt on a 6-12s CD and feel thats not enough. They fail to look at thier other skills. As a sawbones healer when I am trying to shut down another healer I use everything I have, Interrupt (12sCD) kick (45sCD) and Flash Bang (60sCD) ... So I'll use interrupt / stuns / mezzs the works to lock them down as best I can. I dont just hit my interrupt and when they start to cast again 5s later stand around confused. Every class has multiple abilitys that will interrupt a cast spell, just because it is'ent called *Inetrrupt* does not mean it does not function in that way. Sure your CC abilitys wont lock down that spell, but it will stop the cast. People saying that a good DPS cant kill a healer .. meh. There are good DPS on my server that kill me 1v1 all the time. Do they kill me in 10s? No. It involveds both of us running around and using CD's trying to counter the other. My aim as a healer is to get assistance asap .. I dont want to stand toe-toe with a good DPS. The bad DPS I can ignore, they wont stop my casts, they wont use CC's, Interrupts, knockbacks, chokes, Stuns .. hell theres SOOO many ways to stop a healers cast in this game and they use NONE of them. Bad DPS I can kite, stop and cast, re-kite somemore for awhile .. not because I am OP or uber skilled .. but because they are terribad. Guard + Taunt is an issue that I freely admit to as a Healer, I think its OP. I think its OP when tanks cross guard to carry the huttball. I think its OP when tanks guard high burst DPS to make them god-mode. (Guard on a good sent/marauder is very nasty) I think its OP when they guard healers. None of this is a healer issue though ... that hate should be directed at the tanks. Nerfing healers b/c of a mechanic another class gets is kinda silly. tl:dr ; 4 healer games are stupid and we healers hate them too, healers are not OP unless they are facing down stupid DPS. Guard / Taunt needs looking at.
  9. Demarcc

    Naked Huttball win

    To be fair, You guys were naked (after the first goal) but the rest of your team was'ent. Looked amusing, I'm sure it irritated the opposition no end.
  10. I'd say you had good luck. Took me till 72 to finish my battlemaster gear, although a fair amount of that was pre 1.1.5 so i could'ent buy comms until then (think i bought 2 to finish set?) The bags were really aweful to me I have 2 other 50's in the sub-60 valor ranks, just no great desire to gear them, I mostly only do Ops on those two.
  11. They are already addressing this with the new WZ. Its basically a 3 point control game too .. but you HAVE to hold 2 points to start to score (holding 1 point wont start the scoring) and you HAVE to hold 2 points to win. I figure they will eventually translate this model to CW too. So basically if you get the opposition to 5 / 400 and they take a second turret .. the score will tick down to 5 / 390 on next tick but you wont win .. you have to have the score at 0 AND hold two caps .. meaning it would be possible to come back in that situation by holding two caps until the 390 points ran down and they won. Better design IMO.
  12. Gear / talents. They dont *hit for 5K* .. thats BS. They can crit for 5K .. seldom, against under geared opponents, or when blowing CD's and have 5 vortex's stacks up. Dont be fooled though. If you have good gear and are building stacks then pop CD's you should hit hard .. its not an *every shot hits for 5K* situation tho.
  13. You'll be able to buy champ gear come 1.2. You wont be able to buy Battlemaster, so If your earning battlemaster then you wont be replacing that. If your still doing the champ grind (sub-60 valor) then yes I can see you point.
  14. I had that happen over a week ago, just relog your game and its usually fine. Some buggy code somewhere that gets stuck in a loop I suppose. Anyway .. relog and it should fix it.
  15. I've already just stopped PvPin. Rank 72 and I just decided it was not worth the irritation anymore. Hell these days I log on twice a week for raid nights and thats about it. Really hoping that 1.2 is the wonder patch that sorts all the issues I have with this game, If not .. well Tera hits in April
  16. IMO melee is mostly fine. Someone mentioned putting KB's on resolve .. err they already are. If you have a full resolve bar a KB / Pull wont work on you. The only thing I'd like to see changed really is 99-100% snares (ie roots) added to resolve immunity. I'm fine with having a 50% snare on me all game (at least it seems like all game) but the 100% roots make you a sitting target unable to avoid any of the big hits incoming. I say this as a healer and I can cleanse some of those roots !! I can see why 100% roots piss melee off so much, In effect they are another form of stun to them which I feel tips the CC balance. To stop a ranged / healer / caster a root wont cut it, You actually have to interrupt or stun them .. to stop a melee you root them and take 2 steps away effectively *stunning* them for the duration of the root. Not cool IMO. Add 100% snares to resolve and all good IMO, Would make people think about using roots as a CC rather than just spamming them on CD.
  17. Demarcc

    Healers in war zones

    Truth. Even before last weeks update i was getting 7-9 medals in a poor game (upto 11 in a CW where theres easy defense medals) These days you can heal away and get 4 healing medals pretty easy (2.5K 5K 75K and 300K) + everyone you heal whos involved in a kill adds to your kills .. so 10 and 25 kills is pretty easy. Toss out some occasionaly AoE and you should get 2.5K dam and KB fairly often. Since medals cap at 4 anything past that is cake and you can EASY get 4 in a game now. Like i say I was getting 7-9 (9-11 in CW) before the patch, now I can focus more on healing and not worry about medals .. win win for me and my team. You have NOTHING to complain about.
  18. Generally yes, and it lasts longer too. However, If your lining up an attack from stealth use the rakata adrenal .. the WZ one WILL pop you out of stealth .. the rakata one wont.
  19. If your bringing up talents be sure to factor the DPS additional talents to thier attacks in thier trees please. Dont just cherry pick the healers talents. EG as a scrapper you can get 16% to backblast / shoot first as a T1 talent .. that crap adds up ! As for the shield, yer that crap is OP, said that from day 1. However labeling healers OP b/c 1 archtype gets what I think we can all agree on is an instant OP shield is kinda lame. I dont get a shield as a smugg .. why nerf me?
  20. I have over 900 champ comms .. I've pretty much given up on the current PvP as a bad deal. Waiting to see if rateds fix the problems before I jump ship. Valor 72 atm, full BM gear .. and I just dont bother anymore.
  21. Yup. People around here seem to think that us healers just want to have 5 healer games so we can stand around and heal each other all the time. Thats not the case. We hate those game as much as you do. we have no DPS on our team and cant kill crap either. Hell In games like that I generally just forgo healing and try to DPS as much as I can .. for what its worth. To Clarify ... healers HATE 5 healer games too. Nerfing us wont fix that issue, its an issue with the way people are assigned to games and biowares total lack of understanding with thier *build random teams* crap. Its also really annoying to get a huttball game with 3 smugg, 3 commandos and maby a JK or two on your team when then other side has three sages, 3 vanguards and a couple of healers .. yes those games irk me too. Your team has squat for mobilty (You Jk leaps up to them and gets pwn'd .. joy) while thier team is charging around, pulling you and thier own team about and generally whooping your arse. If you want to ***** about 5 healer games, ***** about the queue system .. not the healers !!!
  22. The damage and defense WOULD cancel each other out if the two partys were doing the same damage to each other. Everyone know's healer (with the exception of BH/Troopers when at 30 stacks) do crap for damage. So in effect the net result is the DPS'r gets much more value from his 10% attack (10% of 2000 is greater than 10% of 500 .. trust me) Now you could argue that the healer gains more from the defense stat since mitigating 10% of 2000 is better than mitigating 10% of 500 based on raw numbers (Ie the DPS'r mitigates 50 and the healer mitigates 200) The simple case is though that at those rates without healing the healer will die. Healers would become valor-cows. So healers heal to offset incoming damage. Now this is a choice .. heal or DPS. Healers tend to heal and run away since its not helping our team standing there trading blows with a DPS, and will generally get you killed Vs a good DPS anyway. I do agree that healers get more powerful in a group situation, thats the archtype tho. Tanks also get more powerful in a group situation, as do DPS who can assist and work interrupt rotation. I am all for Bioware making the WZ's queues more balanced and adding a *Queue as* feature where you queue's as a healer / tank / DPS and the game tried to balance the groups. I hate 5 healer games as much as anyone else. Nerfing healers on an individual basis because of that is dumb though. As is nerfing healers b/c some other classes have trouble (or cant) take them down 1v1. There are several classes that can destroy healers 1V1, if your not playing one get some help on that healer, its a team game. If you are playing one .. well get better. I mean as a healer should I be calling for nerfs on marauders and sentinals b/c I cant solo a good one? Yet people feel its fine for them to call for a nerf on healers when they can solo one? /boggle. Bit of a one way street here no?
  23. They already released the numbers in the guild summit. Sumg / IA is by far the lowest pop class.
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