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IThrowRocks

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Everything posted by IThrowRocks

  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.
  14. Do not listen to this person. Force power and power provide the same bonus so use the one that lets you hit stuff too. I'm running two atm. Power and alacrity... Power is a nice overall one to have and I like alacrity because it can help me get a tank out of the red zone quick.
  15. I personally come back when I have off time at work. I don't shift through the countless responses of people who say that there is a better way to test dps without a timer. Nobody has actually said anything about what this magical mechanic is. Any game that's worth a damn has some form of limiting its boss fight times. I've seen bosses that straight kill a player as part of the mechanic. Healers mana bars have acted like enrage bars. Add overwhelming acts as an enrage timer. Its like you guys want the wheel to be reinvented. There are only so many things that can be done and honestly looking at a lot of the fights I feel that bioware has created a lot of fights that bring what people are asking for. I've said this half a dozen times in this thread and none of you timer haters have adressed it because you can't. Enrage timers are not a mechanic they are a standard. If you want to cry about enrage timers being overused and boring then where is the thread saying threat tables and the tank and raid being hit by the boss are overused and unoriginal mechanics? This game implements adds that need to be killed. It implements prison mechanics where a node needs to be dpsed. It implements smart dps where two bosses need to be downed in a very short time frame. It has others too but what do you people want? The game implements mechanics to challenge the dps and sets an overall standard for every given fight. The dps letting the fight go to enrage is equivalent to the healers letting the tank drop or the tank losing agro. Edit: And Loendar Im not too lazy to read the thread. Im just smart enough not to read "I don't like enrage timers" over and over where the only argument being made is "they can do something better"
  16. You don’t need to “fill” the group with healers to make encounters stupidly easy. Currently for 8 man content, 2 healers are optimal. If there are no enrage timers then what’s stopping a group from taking 3 and coasting? Simply adding a third healer for content designed for 2 makes things much easier. Is your mob mechanic that requires not heal stacking going to be sophisticated enough to decipher between small differences like this?
  17. Ok you might not like my advice but honestly to put it simply, if you don’t like pvp, suck it up. If you do what I say you will be very well geared to hit hard modes and normal ops after one week. 1) Hit your armament dailys in ilum. Spend 20-30 minutes a day for a week and this will net you 10 champion bags. 2) Get 9 warzone wins. This will get you 3 dailys and 1 weekly quest. Nets you another 6 bags 3) From the warzone work you put in, you will probably get enough comms for another bag. So, 17 champion bags… -119 champion comms -255 centurion comms -Probably 1 to 3 unassembled champion pieces So after one week of minimal effort you will have a full centurion set with about 2-5 champion pieces mixed in. I really don’t care if it’s pvp gear, it’s great for HM’s and normal ops. From here work on getting columni from HM flashes. Centurion doesn’t match tionese but its so much easier to get. Champion does beat tionese. And if you have no desire for pvp get tionese and then put your champion mods/enhancements in them. You can farm a bunch of dailys and get mods for your oranges but this is just too easy to pass up. You have to be a pretty weak player to hate pvp so much you wouldn’t touch it even for a week.
  18. Not if the lower percentage makes it not worth your time.
  19. All the WZs should be made so that they can be same faction. I don't care if it makes sense. This is an mmo. Functionality trumps cute storylines.
  20. This is my experience with hardmodes Kaon is the easiest and best to farm imo. There is not a difficult boss in this FP. Honestly the trash is the hardest part about it but if you have some good cc you will be fine. Learn the trash and the flashpoint is by far the easiest. I personally think Maelstrom is the next best one to do. The cyborg boss is difficult but not really. If you have a skilled tank that knows what he is doing the fight is not that bad. Only mechanic he really has is the implant phase and if tank does his thing its a cake walk. Rest of the place is pretty simple really. False emperor was not too bad but my group seemed to hit enrage timers on HK-47 and last boss. HK-47 requires some quick thinking on aoe abilities but other than that this flashpoint was not too bad. The last boss has to be pushed off in a special way though that usually requires a guardian. Taral V is easy until you get to the last boss. Interupts need to be cycled through well and it is a pretty strong dps race. Good cc and coordiantion with adds and solid dps is what this fight needs. I havn't done Ilum or essless but I have heard they are the roughest of the HM FPs.
  21. Ok this fight is pretty rough until you get the hang of it... When he goes stealth you need to get some aoe skills going to pop him out of stealth. The best thing to do is have people group up very close to him during this stage of the fight. This way everyone is bundled and can hit aoe abilities surrounding the group. The backup plan to this is to have a good healer with a dispel. It is very possible to dispel the dot. Now I am not an elitist who thinks its easy and that people who can't do it in time are noobs. I am a sage and I must say you need to be very quick. I recommend everyone huddle up and that people zoom in their view so they can see the animations well. Also note that this boss does have an enrage timer. I was in a group with some undergeared dps and we wiped a dozen times. I thought I was the worst healer in the world until someone finally realized he was enraging and not hitting people with poison. So make sure your dps is getting the job done. Edit: I will also note that this is not a heal intensive fight. If you are hitting the enrage timer there is no reason the healer shouldnt be able to throw dps into the mix. The first half of the fight is nearly no damage and even when the turrets spawn they don't really stress the healer much. Keep dots refreshed and throw up your most efficient dmg spell when you can. The extra 20-40k damage a healer can put out over the course of the fight makes the difference when the dps can't pump it out.
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