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chillinvillain

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Everything posted by chillinvillain

  1. word, I did misread that. Still though, seems to crit a lot (at least the 2 days I was heal specced ...maybe that's cause I was still in DPS gear). Hell, maybe I don't know what I'm talking about cause I don't play it. But judging by other healers in game, not using your AOE heal seems a tad dumb and completely taking a heal off your hot bar is just...sub par by any standard of healing in any game. I doubt I'd run ops w/ Selais.
  2. PVP server as well. Normally I'm the only concealment op. Sometimes 2 on my team. Most in a Huttball I've ever seen was 4 (2 per side). I've tend to see more lethality these days.
  3. I'm reading it in game right now. 3/3 increases crit chance of Kolto Infusion, Injection, and Recup by 30%.
  4. True. I don't drop into it for longer than it takes to through out E Probe most of the time, so I don't notice a whole lot.
  5. I don't think the random crouch negates leaps, pretty sure you have to actually have the cover buff.
  6. From what I've seen of good healing ops, they keep Nano up as much as possible (especially in tight fights). And getting Tac Advantage is so easy as a medic, I don't possibly see how you can say that a +15% on the lowest cost heal is a bad thing...not to mention just the gear + Accomplished Doctor 3/3 raises the crit of that ability to 45%.
  7. no you can't activate it from stealth I mean lol, thought that's what he was asking...thats what I get for not reading well.
  8. Current build that I use (Ops and PvP) http://www.torhead.com/skill-calc#4010cZGbGodkbffzZhR0z.1 I've specced out of a full 2 points in the debilitate CD in favor of the increase of Dart time for PVE exclusively just because it's a energy sink keeping it up (and keeping it up is a good thing in Ops). In Ops prepare to have energy issues...a lot. Maintain Stim Boost and appropriately using Energy Probe is a must, and keeping Rifle Shot in your rotation does help make your energy last longer. Take Overload Shot out of your rotation if you're still using it much. Generally I notice that I'll sink energy the fastest if Lacerate crits and gives you back Tac Advantage...which allows for another one very quick. The more it crits the bigger the sink. Normally also if it does crit you can do back-to-back lacerate and Shiv is off CD so you can then do it again. If you don't have Stim Boost up, I'd recommend using that extra Tac to activate it but if you do have it up...there really isn't a point in wasting the Tac Advantage. It's a bit of a Catch 22. I personally did not like Lethality, but below is from a lethality Op in my guild:
  9. We have energy problems already... And I'm not seeing that waylay thing in the patch notes. Loading game to check.
  10. Activating it pops you from stealth. Annoying, but understandable I guess. Having it on you does nothing to stealth.
  11. Going from custom gear to Columni is a massive drop in crit chance (and some surge for that matter). It's been replaced with Acc/Power. Now you gain some of it back when you hit Rakata, but it still doesn't really compare to how high you can get with custom gear. That being said, I do dearly miss having high 40ish crit (I think I'm down to low 30s when just rocking my personal buff), but all in all tacking on power over a long fight does help...I think. This of course is very hard to judge w/ no combat log, but one of the biggest things that did piss me off was losing crit/surge going from the Columi to Rakata offhand.
  12. ^----this. I actually had a guildy just the other day ask me what he was doing wrong in his Op build (he was 32) because both his PVE and PVP damage was "so low". Ops don't really come to fruition imo until the 40s. this is the entire reason I leveled with Vector.
  13. It's a good point. No matter what way you look at it, you will be speccing out of one stun in favor of...well wherever you put the other two points. I guess putting the two into Pin Down might help help "replace" it...but not really. As for Backstab CD...well then it's a spammable free ability basically (yeah there is a GCD, but c'mon, having it specced to make it no energy cost then no CD?)...though I guess Sorcs with madness or madness hybrid do kinda get this with lightning.
  14. quick note though. Out of 31 points (Did the up to kolto probe in medic), I did tend to do more damage over a WZ, but my kills were nuked. SO he might be right about the damage boost, but my actual ability to kill seemed to drop. This could be attributed to not having AB though. I'm guessing that having up to the Kolto Prob just tended to up my survivability therefor more total damage over the course of the WZ. The main thing I can give as an example here is that on Alderaan, while I'm not worried being a solo defender on a turret due to being able to kill solo pretty easy with 31 (with JS) (I'd say 90% of the time I can solo defend in a 1v1 depending on what class shows up normally), that dropped a LOT when I specced out of 31 points and I'd say I was no good as a solo defender. (that spec: http://www.torhead.com/skill-calc#401bfzMzZGbGodkbfcZb.1)
  15. I've been saying it's not going to fix the problem, but not because of what he's saying; the nerf doesn't really fix crits which are the issue. To play devils advocate. Here is what I'd say below. Anyway, having already specced out of 31 points in Concealment for well over a week, I can tell you I doubt this is going to work the way this dude thinks. There are several reasons I noticed (though I must admit that I haven't tried it still 31 but not jarring strike). A) This is primarily a psychological response: People tend not to trinket out of JS (as quickly if at all), but will trinket out of Debilitate. As far as I can kinda track it is that you see stuns that look like Debilitate 10x more than than the animation for JS. Therefor people are more likely trained to have an automatic response to hit their keybind for Debilitate, but JS they at least hesitate for normally atleast a Shiv and Backstab to go off. I've seen it every JS I do compared to Debilitate and noticed when I face Operatives, I do what is described above. B) Without JS (due to what I described above) you run a gamble every time you attack a class that has a lot of control. Since our second hardest hit (BS) is a positional ability it can create just enough issue if once they are out of the stun to lead to the Op being chain stunned/slowed/knocked back (often with channeled spells that autoface the player (no BS)) = death if vanish is not up to regain some hits. C) (LOL. Ignore this one, realized it was r/t speccing [missing some lethality talents to get med **** instead]) I swear I noticed a drop in Crit when I specced out of 31 points, and I swear there might be a bug or something that affected crit related to JS D) I don't know what the **** he's talking about not being able to do Explosive Probe when you have JS. You have time, and resolve bar has nothing to do with it. E) This guy totally neglects to incorp our Poison Dart into his equation or his rotation. This is silly as we talent into doing more dmg to poisoned targets, having a longer DOT in there definitely continually increases damage of Shiv, LC, BS. More than likely accounting for this would cull his damage on the second build as energy would run out quicker. F) Use of Flash Bang in rotation. Negated if the above is incorped, but can be nice to use for a split second interrupt. If you are in an extended fight though, you will be burning up two incaps that will more than likely be able to be used when the resolve bar resets. Also if you are running through a group of people (not just running around 1v1ing...which I don't think most of us do in WZ), you'll burn these. In a chain you've sacrificed a incap that has no CD in favor of the assumed usefulness of only having 2 incaps + interrupt (only one combat stun). G) You've nuked the utility of having JS in PVE as an incap and interrupt on many mobs in Endgame (Including in Operations). Again, this is my devils advocate response. I might try it out keeping 31 points in Concealment but not taking JS...but I'll be testing out keeping JS first for sure.
  16. 1. Which Hardmode is your favorite? -The new one or Foundry 2. Which Hardmode is your least favorite? -Boarding Party or D7 3. Which do you think is the hardest? -New FP, there is a lot more to look out for, even in the trash. 4. Which is the easiest? -BT 5. Which boss do you consider to be the hardest? -Bonus boss in the New one is a pain, Bulkwark (D7), and BP final trio would be my personal banes. 6. Which boss fight is your favorite? -Final fight of Foundry orrrrrrr...I hate and love the first "boss" fight in new FP. 7. Do you feel challenged by the Hardmodes? -Normally by bugs, not by content. This has changed a bit since the new FP. 8. Do you think the fabled "Unassembled Columi Covert Tech Headgear" actually exists? -Guild got a drop of it yesterday, I was offline as were all the other ops... Went to a companion.
  17. I've seen the boss despawn 1 second after he enrages (when we had him at 2% no less). This is most likely not something you're doing incorrectly...though I haven't seen him despawn prior to enrage yet (knock on wood). Similarly, just getting his bubble down can be a nice RNG game to play on where exactly to position him...because apparently sometimes having the cone "right on top of him" will not work. Other bugs = random teleports of players to other levels of the instance, teleporting players to apparently an entirely unique instance, much of the floor missing after a wipe, etc. Jumping in the lava was what caused your death after the speeder ride. I noted in the compiled thread that I've tested this and in EV deaths in lava throughout EV will inevitably result in a death outside of combat after respawn (not just in Ghaj's).
  18. Did you try picking it up directly from the guy in front of the Illum entrance with no quest? I dono, I never did anything above Foundry in Normal mode and never had an issue getting into any instances.
  19. To tack onto this, in HM we had gotten the "instant waves when killing pylon guards" bug and then bugged the Pylons themselves. Post Pylon's bugging, we were unable to even reset the Operation. It would give the leader the option when he was in EV, but he would not have the option to reset phases when outside of the instance. (We rotated leaders and everything) We did end up getting the option back once (after disbanding and reforming), but it didn't fix anything and the reset bug reoccured the second we went back into the instance. Since we have not heard of anyone else having this issue I'll note that when we ran back after the first wipe and started (since only one of the consoles was bugged at that point and we wanted to test solving 1 side to see if it would unlock), we noticed it was still bugged and all used Exit Area while in combat. We had not tried to do any instance reset prior to this, but this is the only thing we can think of that might have bugged it out. I can confirm that this bug is NOT related specifically to Gharj lava, but will occur if you die in lava anywhere in the instance. I killed myself in the lava river of the Jungle (don't ask) and also had "insta death" about 3 minutes later after respawn.
  20. I went ahead and dropped out of 31 pts in Concealment when I read the patch notes to test out not having Jarring or Acid Blade. http://www.torhead.com/skill-calc#401bfzMzZGbGodkbfcZb.1 (11/28/2) So from what I've noticed: -Solo kill rate: Decreased (Getting the 25 kill medal in only about half the WZs now) -Medals per WZ: Decreased (Most I got as full conceal was ~11 medals, avg 8 per game; Now avg 6-7 per game, most so far is 9. Attribute this loss to the fact that you have to heal to replace medals with this build.) -Damage over entire WZ: increased slighly -Survivability: debatable increase (I'll say I do live longer if I'm not focused, but in 1v1 with the lack of the knockdown, trying to stay alive as well as kill them has not been easy...and actually having Kolto Probe might be a distractor and not worth using in 1v1 due to Global CD and Energy cost) -Crits: A little below previous average in damage, crit chance lower. -Energy Management: Nice to have the probe restore that chunk of energy right off the bat. Overall, I'm not sure I'm fully satisfied with the build. In PVP I'm not too stoked at what exactly I can accomplish in many situations where I'm faced a 1v1. This is primarily because I can no longer kill as quickly, and as most of you know, this was our advantage. The longer it takes, the more likely someone else is going to show up. As full concealment, I was able to normally finish someone off and either get away or maybe even kill the additional player if someone else showed up (basically if an enemy was 50% down and another enemy showed up, I considered this a 1.5v1, with this spec it's still a 2v1). In PVE I do like this build a good bit due to utility. As full concealment there were several times that I had to drop an top off a tank or a group mate (in pugs or operations mainly). This is a nice utility we bring to the table, but being able to only have to break for 2 seconds to get off two Kolto Probs per person is very nice. All-in-all I think the IA class still needs a lot of tuning, and I may spec back to full Concealment post patch to try it out. When I saw the nerf coming it was kinda the "straw that broke the camels back" in that, I was already thinking of speccing out of Acid Blade due to the energy cost, but gaining just 1 point wasn't really worth it. With the nerf to Jarring Strike it made it easier. Final thoughts are really that I fully under-appreciated the DOT from Acid Blade. Over the course of a 1v1 you miss ticking off a lot of HP without having this ability. Consider it before speccing out I'd say. I personally don't think many classes other than Sorcs have very many viable hybrid builds (attribute that to their Madness tree being...sick) in PVP.
  21. mental effects are basically Force User dots.
  22. woe, didn't actually watch the tutorial...yeah I probably wouldn't personally have put in 3 shotting a level 11 in the first 30 seconds of the video...sure as hell not helping our cause at all.
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