khouj
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Posts posted by khouj
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When the oceanic servers are merged into us servers I won't log in again. But I hope that never happens. I don't mind being forcibly moved to a pve server in the case of an oceanic merge, it's not like I leave the fleet. Latency is #1 for me.
I'm going to assume we're to be shut down with the launch of f2p and hope to be pleasantly surprised
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It'd be unusual to get an even spread of warzones in just one night's worth of matches.
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Every class can be hard to kill with very good situational awareness and positioning (i.e. recognising your death 5, 10, 20 seconds in the future and running away).
Ops and sins (maras?) have a large advantage with vanish. It gets you out of the mistake of getting into a bad situation, which can happen less often than the cooldown is up if you try hard. So it's really hard to die when you play those classes with the intention of never dying, and virtually impossible as a healing op.
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Tell me again why those 1-2 ops on my server can facetank 3 people unguarded?
is this what you meant?
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The depth is there, hiding behind the absence of any good players left in this game and/or small scale competitive pvp.
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After a million hours playtime I've settled into speccing this lately whenever I play conceal (not often I admit, med and lethality are just more powerful for the team and I'm always group q'ing).
http://www.torhead.com/skill-calc#4010cZGhModdRdGRZhMb.1
After playing with the new combat log parsers It turns out ~25% my damage is poison in a short burst damage scenario without using dart. Just from acid blade. It's more like a third when using dart (any medium or longer fights). Since concealment is pretty useless in situations where you need any kind of substantial healing anyway, I take imperial brew over survival training.
Corrosive microbes may be arguable, but in practice I rarely miss the 15s off debilitate. In return the 25% boost to dart, on top of imperial brew, is real nice. I just love seeing the numbers pop up when dart double crits while acid blade is going.
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My acid blade is shift+wheel up, hs is alt+wheel up. I always wanna let energy hit 100 before I use hs so I put it on in stealth way early. Backstab is wheel down and it works well for doing fast ab+bs though.
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The gear you want for conceal is the same as the gear you want for medic.Respeccing to healing might be an option, if you felt like regrinding for medic gear..... Actually grinding back through two tiers for medic gear, since you are locked in now. -
,,.
<22:40:18> "sanction": Its 49 hours till dibalo3 r u pump bro<22:40:24> "ukko/vanish": I honestly am too
<22:40:49> "sanction": Yy yuyayuhhh
<22:40:54> "ukko/vanish": I love u bro noh omo
,,.
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Ops should be what they are right now, plus a new 31pt melee dps talent. A mediocre gap closer of some kind (shadowstep).
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Playing operative, I like that it is both the traditional 'rogue' class and a healer. My two favorite roles in one class is just so so nice, I think it's the reason I'm still playing. Best 1v1 class by a mile (med/conc hybrid) is sweet too.
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I'm going to stay out of the epeen stroking just thought i would add a little about the ops part of this. an op has more than 3 30m options snipe and explosive probe are considered ia moves and not sniper/op moves both advanced classes have them and any op worth their salt will employ explosive probe when they attack.
most often its
(concealment)
acid blade+relic+stim+adrenail
hidden strike
back stab
after those moves usually have an option here either
sever tendon or debilitate
(i tend to go for sever tendon to root them for 2 sec it usaaly kills thier force speed as well)
shiv
lacerate
debilitate
backstab
ect ect ect.
now if they do get away or timming is off /mezzed ect
acid blade+relic+stim+adrenail
hidden strike
back stab
dart 30m
explosive probe 30m
frag 30m
snipe 30m
after the snipe i usually force cloak and either move on are come back at them depending on weather or not somebody decided to kill the mostly dead sage/sorc
Any half decent sorc will turn around and stun you when you don't immediately use debilitate after hidden strike. Assuming you aren't already mezzed from popping their shield.
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I have a pretty good fact to share. I can kite ops on my op (healer) super easily, and I don't even have force sprint. If you can't kite one effortlessly as a sorc idk what to say.
Think about this, if you stun the op and he doesn't break it he will never get in melee range again. If he does break it you can insta-whirlwind him (or root him or slow him or anything) and he will never get in melee range again. If you don't have the mechanical skill to kite an operative after playing a pile of warzones, then bl I guess. It's really not hard.
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Yea if you can dredge up a group to go sit on a town somewhere slaying lowbies eventually some 50's turn up and good times are had.
Yea nah but yeah wzs are all there is really.
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You cant be a novice player and then just decide, hey I'm going to pad my healing this void and do 800k. So it means something.
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Try bodyguard?
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I looked at some WH mods and enhs and they said bind on equip. Can I pay someone a fortune to spend their rated wz comms for me?
What I'm asking is can anyone confirm you can buy a WH item, pull the enh from it, then trade the enh?
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Drop jarring strike for real.
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If you increase my sustained damage or lower the healing output in this game to your formula, all healers will be screwed.
You have have no idea about the numbers in this game, sorry.
wat..
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Healers should do a bare minimum 110% a dps classes sustained damage as heals. More like 125% to be real. This is a pretty obvious and basic concept.
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He's probably insecure about his video game skills.
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How can you not take the root on tendon blast?
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From the perspective of an op healer:
1. Op healer/hybrid. Immortal. Takes 1.5 of the servers best to make me heal only myself, three to kill me <20s. In easy matches I sometimes forget I can die and wind up in a bad situation. I might have to use my cc break and vanish.
2. Pyrotech. Greater pressure than all others. Not strictly a melee class, hard to mitigate their damage by kiting. Spikey damage. Just on another level.
3. Tanksins. Mediocre damage compared to a true dps class, but can apply more pressure because they are able to stay on me very well/ are semi-ranged anyway. Great survivability. Can guard etc.
4. Maras. Decent pressure but kiteable, esp around a pole/using cover.
5. Juggs/Snipers? Snipers rarely los my casts, that's a plus right?
6. Sages. (Mercs too?) These guys struggle to hold on to life in situations I have to fall asleep to go below 50% health. To exaggerate slightly.
6.1 Melee dps operatives/smugglers. 9/10 these guys cease doing damage to me after they let me stun them right after their opener. The 1/10 guy can do decent pressure, for the first 8 seconds... Once every minute or two?
PLEASE FIX the LAG SPIKES on Prophecy of the Five
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