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Wintervoid

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Posts posted by Wintervoid

  1. As a Sawbones healer, a Good OP does worry me. They hit when I am at half health (Which I run at often since that generally gives me enough time to react to get getting focused) and can get me low enough HPS to draw others to finish me off, if they can't them selves. I have a healthy respect for Good OPs.

     

    With that said, I was jumped in HuttBall by 2 OPs while I was at full health. I ate the knockdown and the follow up stun since my breaker was on CD. I Flashed them ran off and healed up.

     

    My point being one Good Op is very dangerous, but two bad OPs are just an annoyance. Just like every class should be.

  2. One way I keep an eye on other nodes is watching the HPs of the character that is over there and greyed out. It's not perfect since they could be mezzed at full hps, but if I see their HPs start to drop, you know that there is at least one at the other node. As a healer, I am checking Health levels all the time anyway.
  3. New one from a game just 20 minutes or so ago:

     

    So they don't need to worry about you running the ball the wrong way in huttball...twice.

     

     

    I don't know about that. I saw a member of a premade do that, although only once.

  4. I mainly PuG and I rarely see these issues anymore in WZs. Of course, I do recognize most the players when we play, so sometimes it plays like a premade w/o Mumble.

     

    On the other hand, it was pretty annoying the other day to have a player w/ 12k HPs and no Expertise complaining that the team wasn't up to his standards in the game we barely lost vs a Imp premade. Compare that to the fresh player w/ 13k in Recruit gear who solo guarded a node for most the game and called out Incs way in advance.

     

    I have been invited to some of the better premades on our server, but I prefer the challenge of fitting in w/ different teams. I tried premades for a while, and it was kind of boring rolling PuGs. When rated comes out, and Premades are matched vs other premades, I may try them again.

  5. No, not what class, but what style of healer?

     

    Would you prefer a healer that focuses only on healing or a Hybrid that heals for less, but contributes more to Damage? Does it matter if it is a premade or PuG?

     

    I have played both, and I have settled on the Hybrid build for my Scoundrel. IMO, the loss of some healing is made up for by the added flexibility. The ability to help focus down a target is sometimes more valuable then added healing, and can actually save healing in the long run. With this build I also have the ability to keep opposing healers distracted from healing their group, or solo killing a single guard on a node. Basically, I try to find where the group is lacking, and fill the hole. Sometimes that does mean strictly healing and forgoing DPS.

     

    I will say that if I was running premades, I probably would prefer to play a dedicated healer as I would know we would have adequate DPS and I would have some support. It may be more boring, but it would be more efficient.

     

    What do other think? Does a hybrid playstyle help to fill in gaps for PuGs, or is it irritating that your healer is wasting energy on sub par damage?

  6. To be fair, the current system is incomplete. We dont currently have the "intended" method to generate Ranked commendations. I dont believe it was ever the intent for Daily/Weeklies and WZ 3:1 token conversions to be the primary method of obtaining War Hero gear. 1.2 simply gave us a way to get a head start on it until Ranked Warzones actually come out. Once we see what the payout of Ranked tokens is we can see a more fair comparison of the two systems.

     

    I agree. When rated comes out, I do think WH will be quicker then BM ever was.

     

    IMO, rated will solve alot of the current complaints about PvP.

  7. I'm talking fresh 50 -> full warhero.

     

    First of all, they removed 2 tiers of pvp gear. The fact you can buy a starter set with credits is a huge time saver. It also took you nearly 25 battlemaster tokens for a suit, at a 25% drop rate that meant you need roughly 100 dailies

     

    Lets do the math on the two systems making an assumption of 6 games played a day to complete your daily, earning an average of 75 coms per match.

     

    Pre 1.2 you would get .25 BM tokens a day from one daily and .125 from the other daily, and .1125 BM tokens from converting Comms to BM Tokens. That gives you 3.4125 BM Tokens a week + .5 from the two weeklies for an average of 3.9125 BM Tokens a week. Using these numbers, the average time to full BM was 6.39 weeks. This does not include the time to get to Champ gear or Valor rank 60.

     

    Post 1.2 you need approx 29000 Ranked WZ Tokens (Not sure if that is exact number). You get 99 Ranked and 99 regular comms a day added to your 450 you won. That is 282 Rated Comms a day. This is 1974 a week + 133 from the weekly, or 2107 a week. By this system, you should be fully outfitted in 13.76 weeks. This does not include the time to get BM gear.

     

    I was in near full BM before 1.2, and it was about 4-5 weeks from being a fresh 50 to hit that. I played more then 6 WZs a day average, and I was not unlucky on BM tokens, but about a month+ matches up fairly closely to the math above.

     

    Since 1.2, I took most of a week to finish out the BM gear, and have gotten about 1/3 of my WH gear since then. At this rate, I will be fully outfitted in another 2 months give or take.

     

    I actually do not mind the grind since I enjoy PvPing, but I do agree that it is much more of a grind to WH then BM ever was.

     

    *Edited due to forgetting second Daily was 10 WZs played. Cut that Daily reward in 1/2*

  8. I have played with and against Taugrim in SWTOR and RIFT.

     

    In RIFT I met him while he was testing and working on a Cleric build that I had not seen before. A month or so later, his build was a FoTM for Clerics. He did not have the heal output of some of the other builds, but he had mobility, durability and a near endless mana supply.

     

    I think there were some other PvPers that were more skilled in Rift (Dissb for example) but Taugrim offers quite a bit to the community with the way he explores game mechanics. I would never want to discourage someone that puts that kind of effort into helping the community.

  9. I switched from a hybrid build to pure heals when 1.2 came out expecting a drop off in healers.

     

    Lately I have switched back to a Hybrid spec so I can add DPS when we have 3+ healers and can't kill anyone. It is not a common occurrence, but it is noticeable enough that I was willing to lose about 15% healing for the DPS gain.

  10. kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    o hai

    its even

    marked for u

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

    kill the healer

     

    kthnx

     

    Nothing to see here.

     

    ~A Healer

     

    (Truthfully, as a Healer I usually get top Damage taken, so it seems like most get it already.)

  11. When I read the title, I thought this would be a thread complaining that as a premade you have no real challenge.

     

    Instead, the thread is complaining that that you have it too hard because you can not double que your premades against

    imps on that server aren't good.
  12. Yes, it was. Homegrown Pharmacology now reduces the energy cost of Kolto Cloud 2 per rank. And any healer would take that talent for the increased healing to Slow Release Medpac and Emergency Medpac.

     

    And yes. Overall, the buffs weren't that significant. It's just the other healers were reduced in effectiveness. Scoundrel healers do have the best mobility while healing though.

     

    This thread isn't about healers however. It's about DPS spec scoundrels.

     

     

    Sawbones were also Nerfed, although really it was just a bug fix. Triage used to heal for 2x the amount that it is supposed to on the Scoundrel. It made it our most efficient heal, and helped our healing on the move.

     

    We also received an undocumented buff. We no longer are locked out of healing/receiving healing for 10 seconds after using Disappearing Act, just locked out while remaining in stealth. Now Disappearing act is a viable escape for a Sawbones.

     

    Overall, I feel we are about the same level as before, the bar has just been lowered.

  13. That is because, opening on people that are around 50% hp and busy doing something else, is the concealment operative niche. At least that's what they have been nerfed to.

     

    Problem is other classes can do it better, and from 30-35 yards away,

     

    [/color]

     

    The thing is vs most ranged DPS classes I can LoS before they can do enough damage to me to really worry me. When I see cross-hairs on me or hear tracer missiles, I hit Dodge and move to LoS. Melee I can generally pre-kite before they are on me.

     

    I think OPs could use a small buff, but they still have their niche, no matter how small it is.

     

    IMO, I think that the ScrapBones builds are the best balance of DPS and Utility for a PuG Scoundrel right now, while a pure Sawbones is probably better for a Premade.

  14. You must suck then really bad then. Concealment Ops, by design, CANNOT take down healing Scoundrels/Ops very efficiently. They work best using burst outside of stealth, taking someone down from 100% to 50% before they can react. After that, they hit for peanuts, which is a problem when the correct way to take down Sawbones is by bursting from 30% to 0%.

     

    That is why I said Mid Battle. I don't stand around w/ 100% HPs most the time. I have to manage my HPs against the HPs of the rest of the group. As long as I am 50%+ I am not too worried unless I have 2+ good people on me. If I get jumped by about any single class when I have 50% + HPs, I generally can LoS them and out heal them, even when they use CC. A Concealment Operative can take me from 50% to 0 very quickly, or at least put me in full flight mode where I will effectively be disengaging from the conflict.

     

    Of course, if I see a good Concealment Operative on the battlefield, I am going to be more mindful of keeping my HPs up, and probably use my End Stim instead of my Cunning Stim. The issue with that is less outgoing heals due to reduced Cunning and more of it going to me to keep myself topped off if I can not see the Operative. They have reduced my efficiency just by being a potential threat.

     

    Guarding a node solo, no one class worries me too much, because I am sitting at 100% when the fight starts with my HoTs rolling. Usually, no two classes can take me down before help arrives. If two Ops do pop out on me though, I am probably going down.

     

    All I am saying is that the strength of a Concealment Ops is that can drastically change battlefield calculations due to the surprise of stealth and their burst. If applied correctly, that can turn the tide of a battle. Of course, there are plenty of times that window just is not there, and an Ops is just DPS.

  15. I can get a full set of top tier PvP gear and never win a single match, but the same isn't true of PvE. If I never kill a single operation or flashpoint boss I don't get any loot at all. Why the difference?

     

    Because when you lose on an operation, the Boss does not get better gear that increases the difficulty of the operation you just lost.

  16. Right, switched to healing on my Operative. I am used to healing in PvP coming from a Disc Priest in WoW (which I appreciate won't mean a lot to those who never have played it!) Anyway my Op has 1164 Expertise and full BM gear with 15040hp unbuffed, no Hero gear yet.

     

    In PvP against some classes as a healer I can stay up, might dip low but spam heals usually solves the problem during those intense moments where I feel the DPS is blowing cd's to nuke me down. I dispel whenever I need to and use my cooldowns whenever I need to. Now my take on PvP healers is they should be able to stay up against any class 1 on 1. Because if they didn't there would never be healers in PvP such is the focus they get.

     

    The problem I have is Assassins/Shadows, Sents/Mara's, and some Trooper/BH specs utterly destroy me 1 on 1 when I am starting with full health, cc breaker free, and defensive cooldowns up and ready. No matter what I do I cannot last more than 8-10 secs before they completely overcome my HoT's, healing and escape tools. What gives?

     

    Is the burst or damage of these classes too high? This is when I end up on those 1 v 1 fights when I am singled out and chased across the entire warzone. Its not spammage from 3 diferent players focusing me down - I dont expect to live more thn 5 secs when that happens. Or is it L2P on my part? Quite happy to concede that fact, but what can I do against these classes 1 on 1 when I do nothing but spam heal and try to stay alive?

     

    If the burst of these classes is too high with 1164 Expertise then PvP is really F***** UP. I even have damage reducing talents (-4% from Chem-resistant Inlays) and +9% to self healing (Survival Training 3/3) plus 15% more healing on top of that when a defensive cooldown is up (Med Shield 2/2). What can I do?

     

    I think there are some things you could improve.

     

    First off, what is your build? I will tell you right off that you have made a mistake taking Med Shield. It rarely lasts long enough for the +15% to matter when you really need it.

     

    I had mainly run a Hybrid build before 1.2, and switched to a 31pt Sawbones build when 1.2 came out with the buffs to the AoE. Recently I have switched back to a Hybrid build for a bit extra survivability and damage.

     

    ScrapBones

     

    I lose the AoE heal (Which is an Energy Hog, but useful for healing your group while getting focused) and +30% crit healing bonus for Underworld Medicine. The thing is, Underworld Medicine great...if you are allowed to freecast. Against the teams that are allowing you to freecast, you will probably win anyway. What you gain is decent damage and basically a 100+ hps self HoT in Suprise Comeback. I honestly feel like I can solo any class (except another healer), but not necessarily any player. I don't have many issues with Maraders and TankSins, but a Concealment Operative can wreck me when they catch me mid fight.

     

    The advise about LoS is very good. I never stop moving except to cast XS Flyby or Underworld Medicine if I can LoS /stun the DPS on me. Use Triage to clear most snares, keep HoTs rolling and spam Emergency Medpack. Keep Escape for when you are stunned at low health. When a Sniper or Bounty Hunter targets you, and you cant LoS right away, Dodge.

     

    Having Bio and reusable Medpacks help alot. You can use regular medpacks, but having a reusable means you do not have to decide if surviving is worth the cost of a medpack. Same thing with Stims and Adrenals. I have a Endurance Stim I use on Defense or if I am getting focused alot, and a Cunning Stim for Offense or if I am not being targeted as much.

     

    Don't be afraid to use your DPS. You have some okay DPS to help finish off a target. Don't forget Sabotage Charge and if at range Charged Burst. Charged Burst is pretty costly in energy, but more then a few times, Sabotage Charge/Charged Burst spamming have taken down a ball carrier that knocked me off the ramps. XS flyby can rack up some damage as well if they are stunned and can not move out of the field.

     

    In solo situations, starting with Shoot First, Blaster Whip and Backblast will put a bit of a dent in someone, while Sedatives will give you a window of reduced incoming damage. LoS and stun to stack HoTs or use Underworld Medicine.

     

    There was a great video of a Hybrid ranked 96? that shows how successful a Scrapbones can be one on one. If you can find it, check it out. Very good player.

     

    I normally end WZs taking about 25% more damage then the next highest person, but at a fairly low death to damage taken rate. The class is very survivable, although vs some teams you may spend more time tanking the enemies DPS then healing others. Still, that is damage your teammates are not taking. DPS output is not great, but a few GCDs of damage to help focus someone down may save many GCDs of healing.

     

    Sorry if I rambled a bit. I am not the best player out there, but hopefully something in here helped :)

  17. Scoundrel - Scrapper/Dirty Fighting.

     

    As a scoundrel healer I would say that the ScrapBones or pure Sawbones are the best specs for a Scoundrel.

     

    Ironically, although I don't sweat Marauders or Pyrotechs too much, a good Concealment Operative can wreck my day. Concealment Operatives are considered under powered, but they seem the most effective vs the most popular PvP healer right now.

  18. THEY ARE PLANTING THE BOMB WHILST IN STEALTH

     

    Wasnt so hard to understand was it? Thats what the problem is. He had no idea he was there despite looking at the door. It doesnt matter if he has "anti stealth abilities" or not, the fact is stealth is meant to be broken when you do something apart from run in stealth. Do you think the world is flat?

     

    Not in this case. It is a respawn bug.

  19. While stealth bugs exists (people remain stealthed even after death), this is not one of them.

    The door was armed from the other side - a known exploit. The player should be reported.

     

    On a different note all the stealth lovers out there - not all classes have stealth detection!

     

    I had this happen the other night. We were against our server's best premade that made it all the way when they attacked, and now we were defending the door. I died, and respawned in the bridge area. After figuring out that I was stuck there and would have to most likely sit there until time ran out, I tried to plant to see if it would work. (we were going to lose even if we did make the first door, I was just curious, not trying for a win) It did, but was defused quickly. Pretty soon most of the team had respawned on the bridge side. They started to plant, but by that time, they were getting defused almost immediately since they wiped most our team.

     

    Long story short, I quit that WZ w/ 4 mins left because neither side was going to get to PvP anymore unless they let the door blow.

     

    Although it sucks to have the Door blown w/o a way to stop planting, but its not much fun on the other side twiddling your thumbs either.

     

    No idea what caused the bug, but hopefully they fix it soon.

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