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IThrowRocks

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  1. Ya your numbers seem slightly low. I would work on full columi and then work into HM EV and KP. Gear is a big issue now. The new flashpoint is extremely hard on HM. I wouldnt recommend healing it as a sage unless you and the tank are well rakatad. We downed the first three flash bosses on HM and the first ops boss yesterday. Second ops boss on normal will go down but we started late and got tired. This website is pretty horrible as far as smart posters is concerned but you guys seem to care more than the average sage QQer so here are my best tips for post 1.2 sage healing. -Use salvation on CD. Place it so that it is between you and the tank so the outskirts of the circle hit and heal the tank and melee dps while also healing you from the opposite edge of the circle. This will also let you not be right on top of the tank. When you do this you NEED TO INFORM your dps about this so they can move to the circle location when heals are needed. Doing this allows you to sac freely, keeps a hot on tank and melee dps, and is a source of healing for injured dps to move to. -Use deliverance before you need to. Is your tank at 90-100% and things are relaxed? Start casting deliv on the tank. In 2 secs he will either need the heal or you stutter step forward.
  2. The changes are heavy handed but not as bad as people say. The consumption changes are not very noticable with a change in strategy. The biggest problem is deliverance not having a cut time. Preemptive deliverances will help though. The fact is that as far as pve is concerned our class is viable with new tweaks to strategy. I am happy with the class outside of the fact we have no emergency heals. I would love to see benevolence have its force cost reduced and made so that it is actually a viable spell. I will admit though... Sages are dead in pvp. I don't think anyone can argue against that. Do you play a sage?
  3. I would like to praise the BW staff for not blatently favoring Impierials. I love the professional and unbiased game design that went into creating equal factions.
  4. I've seen problems with it. I am republic but the vast majority of head columni tokens I've seen drop have been smuggler (70-80% easily).
  5. First off I am more of a casual player and I never got to experience the big 40 man raids before. I personally enjoy smaller raids. My favorite raid/group content in WoW was the ten man back in BC that dropped the bear mount. Sorry the name is not coming to me at the moment. I just feel small raids have a heavier focus on each player. If a dps drops in a 40 man its not a big deal. If a dps drops in a 8-10 man, then you will probably hit enrage etc. I just feel like smaller groups create a more "clean" game experience. But larger content can probably be made just as well with good designers. I just personally like the idea of making a larger difference rather than feeling like my death would barely affect the outcome of the encounter. Also the honest truth for the movement is that it is hard to get 40 people online at the same time. People have personal lives, work, and unexpected obligations. Having smaller raids makes it easier to get people raiding. The casual gamer is the new market for this type of game because the casual player market is a massive pie. WoW gets a lot of heat for degenerating but from a business standpoint, they are doing great. At the end of the day they are in it to make the business stronger and to make money, not create the most respected and high class game out there.
  6. There is already a thread where people are crying about enrage timers. Can we not spread this useless discussion to another thread?
  7. I am pretty sure MC wasn't even in WoW's initial release. Calm down people. Bioware is sure to bring some tougher encounters in march.
  8. I just don't know what you people want. The game implements mechanics. The game has timers so that you face the mechanics head on while still keeping a tight rotation. If you want the mechanics to be more difficult then complain for more difficult encounters but that argument is completely independant of an enrage timer. And what is all this about enrage timers limiting group composition? You are mad because tank/heal/dps/dps is the only viable group comp? This is the group composition that the game has because it makes sense. One guy needs to absorb the damage, another guy needs to keep the party alive, and the rest can focus on damage. So heals/heals/heals/tank isn't ok because it is too easy to just keep everyone alive. Tank/heals/dps/dps isn't ok because it's too contsricting? What do you want? 2tank/2heals? The ability to just pick up 4 people and run something without any care for composition? I mean what is your point with this crap? The game has an optimal composition and it's not restricting. It's just the way the game needs to be played. You don't see baseball teams running two catchers, 5 infielders and one outfielder.
  9. The game already implements mechanics to test dps. Don't complain because they use mechanics and a rage timer on everything.
  10. Valid point but too narrow and close minded. Just because you have the gear you should have walking into an encounter doesn't mean the dps can slack and still hit the timer.
  11. I am pretty sure his enrage missiles will one shot dps. Even if this is a possible exploit... Who would do it? The boss isn't that hard.
  12. I don't agree with needing on an item just for its mod when there is someone in the group that will actually use the entire item. I mean that is just not right. Now if nobody needs the item and its going to a vender or companion, then you have right to need it as it will improve your character. If your attitude is "It's better for me so I'm going to need it" then go for it. But don't get mad when you can't switch servers and you can't find a strong guild. And honestly mods and enhancements from HM's arent worth taking. Only things worth doing that for are the 56 crystals. Other than that why not just farm champion gear for mods?
  13. Surge was nerfed, but this doesn't mean surge needs to be stripped off of you. If you want to hit bigger crits then you will still need surge. If you want to min/max your character you still need to follow the same equation. Get surge/crit/ala to where returns drop and then stack will and power. The change of surge doesn't change anything. It will only affect the people who straight stacked surge for crazy crit %'s. And I don't think there is a reason for people to complain. Everyone has been nerfed so there should be no QQ. The raiding content has been considered too easy so now maybe this lower crit dmg/healing will allow for more difficult raid experiences.
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