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JeremyDale

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Everything posted by JeremyDale

  1. Qyzen is awesome. He looks bad ***, has a cool and original personality, tanks better than most players - and I love his storylines. I can honestly say I have no complaints with Qyzen, outside the bug-related issues which affects all companions. The only thing "not very interesting" is your taste in characters In fact Qyzen is so well-acted and scripted he could have his own movie. I haven't gotten Nadia Grell yet (I'm level 40) but from what I've seen so far she is the one who looks un-interesting. She has been very generic so far in all of her cutscenes, and might as well have been air-lifted from one of those annoying teenager movies that pollute my television from time to time. Maybe she gets better...but as of now, comparing her to qyzen is like comparing the newer Star Wars movies to the old Trilogy that began in the 70s. In terms of depth, originality, and just plain awesomness, there is no contest. Qyzen > Nadia.
  2. Removing them isn't going to hurt, though I don't think the lightsaber as as worthless as a lot of sages make out. Double Strike does respectable damage and cost very little force. So it's not a bad move to toss in there against single targets while you are waiting for your telekentic throw to go off cool-down. So basically if you are wanting to play very conservatively and need to save all of your extra force for heals, it's not a bad idea to break out your lightsabre for double strike and even the free auto attack.
  3. Don't worry about prolonging leveling on this game. You level up at the speed of light, no matter what spec you are lol
  4. many Sages, I'm sure, but hardly a big deal for me. Of the dozen abilities I use most often, only two have cast times, and the one of issue is a damage ability that teams aren't out to maximize. (You never hear, 'Need 1 more, Healer With MIND CRUSH!'). Really, aren't I getting more by adding Power to all my abilities? One teammate also argued that high End made this a Shadow item, and I certainly agree a Shadow can use this, too. But minutes later, everyone passed to give me a minor upgrade with an Implant of stats +47 End, +39 Wil, roughly the same proportion as the item above. Many good Sage items have Endurance close to or exceeding the Willpower boost. Wah, wah, QQ. The item doesn't matter. But group dynamics do, and I want them to be as smooth as possible in the future. Should I really not roll on Willpower/Power items? You didn't specify what type of Sage you are - and it wasn't a Willpower/Power item. It was a Willpower/Power/Accuracy item. If you are a Seer and specialize in healing, I would think it's bad form to roll on accuracy items personally, even if it's an increase to your willpower - unless no one else in the group wanted it and you really had crap gear in that slot and desperately needed an upgrade.
  5. No. I'm sorry but it is you who is incorrect. The only thing you are correct about is this is pretty simple stuff, and should be common sense. Even if I abide by your example, and even if both tanks take 95,000 damage in 5 minutes - the tank with the higher HP pool (assuming both tanks have equal mitigation statistics) will require less healing due to the fact he/she can live longer before needing heals and dying. So the healer will not have to heal the tank with higher HP as often or as quickly as he does the tank with lower HP. Therefore having more HP actually DOES mean the healer will not have to heal you as much. I have no idea why this is so hard for a lot of you tanks on here to understand. It's almost as if this is the first time you've ever been exposed to the concept of hit points and why they are good for tank classes. It is boggling my mind seeing tanks say things like "Higher HP is just there to look pretty" and "Your endurance has no effect on how much the healer needs to heal over the course of a fight". These statements are very odd to say the least. It's akin to making the argument that you won't have to refill a car with a small gas tank more than a car with a huge gas tank because they both use gas. It's a very weird and nonsensical argument that defies even elmentary-level logic.
  6. No. You need to reread the debate, because this is not about endurance vs mitigation, where a fair argument can be made. This is a debate between Endurance vs Willpower. If you want to defend her point, you need to actually use her point. You also may want to reread the title of this thread. And these are her words: "additional hit points will not magically allow your healers to heal less over the course of a fight." This is simply an incorrect statement. They do, and I've already explained why. Reread my earlier example using very simplistic numbers and it SHOULD become clear to you. Also you are looking at HP all wrong. High HP does not just dissapear after they are used up during a fight. That's like saying all anyone needs is enough HP to live through one hit, because getting any more is worthless because a "non-lazy healer" can just quickly heal you back up before you get hit again. It's just a misguided way of looking at it. Having a higher HP pool is always there. It allows to take more damage before you need another heal, so it will consistently reduce the amount of healing you will need for the rest of the fight, as once the healer heals you back up you can take MORE damage before you need another round of healing. This is tank 101 and I really can't believe I'm having to explain the importance of having higher HP pools as a tank. I"m beginning to think this is a lot of people's first MMO or something. Yes, me and everyone else agrees mitgation stats should be your top priority. No one is even arguing that. But increasing your endurance should take priority over increasing your willpower, as it actually improves your performance at your role as tank, enabling you to live longer before needing heals. That is what tanks are there for, and why people do not use DPS classes to tank - because tank classes can live longer before needing another heal. That is the entire concept behind a tank class.
  7. What a novel idea! This is the only forum coummunity I've ever seen where there are actually tanks arguing that's it smarter to stack a DPS stat than HP. Pretty amusing stuff.
  8. And let me explain this again, because you apparantly haven't learned it; additional hit points (especially when combined with high mitigation bonuses) does prevent you from needing as much healing, because it increases the amount of time you can live without needing heals. I don't know why you have such a hard time understanding this. Let me give you a simple and easy to understand example, and for the sake of argument we will assume these facts: Tank1 has 10k HP and 50% chance to defelect attacks. Tank2 has 5k HP and 50% chance to deflect attacks. Ok tank1 fights a boss that hits for 1k damage. That means tank1 can take roughly 20k worth of damage before he needs healing and dies. Now tank2 fights the same boss. Now because he has 5kHP instead of 10K, he can only roughly take 10k worth of damage before he dies. So basically the healer is going to have to heal tank2 twice as much as he did tank1 - because Tank2 can only take 10k worth of damage before he needs healing, where as tank1 can take 20k worth of damage before he needs healing. This means tank2 will need twice the amount of healing as tank1, and take twice the amount of force to heal. Extra HP is not there just to "look pretty" like you said to me in that other thread. It significantly decreases the amount of healing you will need. Hopefully this very very simple and easy to understand example will help you understand the importance of higher HP pools, and why you are simply wrong when you say "hit points do not not magically allow your healers to heal less over the course of a fight" because actually it does magically do just that.
  9. I'm not going to argue this anymore with you. I've explained why you are wrong in detail. If you want to neglect your endurance for willpower go ahead. Play your Shadow like you want - but just know the ones who favor their endurance over willpower are going to be better tanks than you. They will live longer, require less healing, and put less strain on the group. I'm done here, and hopefully have given other Shadows looking to increase their potential as tanks a healer's perspective on how to do so. Endurance > Willpower for Shadow tanks. Period.
  10. You don't understand how healing works, that is your problem. You just don't spam hard hitting heals and therefore all a tank needs is enough hp to live through a couple of hits and everything will just be fine. Healing as a Sage on this game relies heavily on stringing together weaker heals to conserve force. The longer a Sage can keep this technique up the longer he can make his/her force lasts. So when a tank increases the length they can survive on their own without big heals it is increases dramatically how long a Sage can make his force lasts. So basically when a tank increases his endurance it is the same as increasing a sage's force bar. It has nothing to do with being lazy. It has to do with the fact you are just wrong and dont' undertand how tanking or healing works in the long-term.
  11. Nope. You are just wrong, and I already explained why so I'm not going to repeat myself. Higher health pools do a lot more than just look pretty, and any person who thinks this way has no business playing as a tank.
  12. OK first just let me say this is one reason a lot of Shadow Tanks are getting a bum rap right now, because of people who play like this. I'm a healer, and just let me say this is a very poor way to design your tank, and I would advice other Jedi Shadows NOT to play like this person. First - she is looking at endurance all wrong. Increasing your HP as a tank does a lot more than simply giving you a cushion to take a few extra hits. That's just not how it works. Tanks have mitigation stats and use shields, so increasing your HP is very effective because it widens your over-all window of survival - thus giving you more time and chances to deflect and absorb attacks. So in reality if you are adding like 3k to your health it's the same as adding 9k for other classes, because Tanks have greater mitigation stats and can therefore stretch their health out far longer than others. So the logic behind this post is missing the point and cleary doesn't understand the concept of tanking. Tanks should NEVER EVER favor damage over more health and mitigation. It is counter-productive, and doesn't play on their strengths - instead favoring a weakness. Also, with the way healing is designed on this game - I can tell you from experience as a Jedi Healer that a greater health bar makes things far easier on me than having a tank who does a little more damage, which is almost useless and doesn't help me at all. You can't just spam bomb heals on this game, because if you do you do you will run out force far too quickly and having a tank who deals 10% more damage because he/she decided to stack willpower instead of encdurance isn't going to change this. In fact, it's just goign to make it worse because I will have to throw out my big-expensive heal more often because the tank will be nearer to death quicker than other tanks who smartly increase their health bars. Healing on this game as a Sage revolves aroung stringing together your weaker heals for added effects which reduces force cost and only relying on your large heals for emergencies. This compliments very well tanks who increase their HP bars and surviviality to the highest possible level because it gives my weaker heals more room to work in. A tank with lower HP will need larger heals more quickly than a tank with higher hp, and therfore they become more of a burden on my force. So as a healer I can tell you straight up this person's logic is all wrong, and I would always choose a tank who stacks endurance rather willpower any day of the week.
  13. It's not "totally fine". The game is paced too quickly, and you outlevel the content long before you should - as evidenced by your post. You are already level 40 and you haven't even used up your 30 day free trial. I rest my case.
  14. The suggestion is to slow the pace down to where you can actually play the content without outgrowing it at the same time. I have to actively avoid getting exp while i'm playing simply because I don't want to ruin the rest of the planet for me by making all of the gear and rewards too low for me to actaully use. And even when I do this it's not enough. I haven't even made it past the Nikto sector in Nar Shaduur for example and I'm already almost ready for the next planet. It's just ridiculous. I suppose what I'll have to do is beat the first or second areas on each planet then move on the next - skipping over half of each planet because that is how the game is designed to play currently. I got over 11k exp from just a single quest today - and just farming for credits alone so I could level up my crafting got me two levels. The pace outraces the game and makes a lot of the game's content insignificant. I just hate to see it, as so much of a great game is going to waste for me.
  15. You should stop your ************ about us Pointing out flaws in a game and how to fix them is the purpose of a forum. And if you don't like reading opinions like our's and consider them "************" you should probably just avoid forums all together. And your argument avoids the whole point anyways. What good is having content that's "5x as dense and 2x as awesome" if your character levels at such a rapid rate you are forced to skip over the content. That's the issue. I had to completely skip the planet of Taris for example after Coruscant becaus the modifaction gear there began at level 13 - a level I had long ago reached probably before I even made it through Black Sun Territory. So I had to move on to Nar Shadur (however you spell it) just so I could make use out of the quest rewards and upgrade my gear appropriately to my character. They should at least give players the option to turn off their exp bars. That seems a very fair compromise to me, and would make it a lot easier for players like me who aren't in a hurry and dont' want to rush to the end of the game so we can then complain about how bored we are.
  16. I completely agree with you Trim, and you have it exactly right. By the time I finish just the first area of a new planet I'm already on par level-wise for the next planet, and by the time I actually finish the whole planet I pretty much have to skip entirely the next one if I want to get any use at all out of the commendations and equipment drops. The game moves way too quickly, and that's the bottom line. I too doubt the longevity and future of this game because of it - which is sad cause this game is really cool. But unless they adjust the leveling speed or have a ton of new content waiting in the works - this game is going to die a quick death and deffinitely isn't going to last no 10 years like the developers were hoping. They really need to add an option to turn off exp like I was asking for in my own post earlier. That way people who actually like to try and do everything instead of rush to the end in a week can enjoy the game.
  17. First, just let me say I really like this game. The combat, graphics, crafting, quests - all superb and a step above the other games out there. Gameplay is really addictive and fun .... BUT PLEASE ALLOW US THE OPTION TO TURN OFF OUR EXP BARS. The rate my character levels up is insanely fast. For a player like me who likes to take their time and explore all the areas and keep their crafting up to date and have the best equipment available as they advance, the leveling speed is impossible to keep up with. Quite literally by the time I"m finished with one planet I have completely outgrown the next. I constantly have to farm for credits in areas far lower than me just to avoid unwanted experience points. Otherwise by the time I get enough money and crafting-experience to buy and make my gear I'm already on the next tier of equipment, making it out-dated. It's very frustrating and really conflicts with my enjoyment of the game. I love all the content and lush quest-loaded environments - but what good is all the content if you make us level up at such a speed we have to skip over a lot of it to stay on level par. I know a lot of players are in a rush to get to the end and don't want to have any "grinding" but I do believe you should at least allow us the option to turn off our exp bars so players like me who are in no hurry and want to enjoy the game at an acceptable pace don't have to constantly be bothered with a frantic leveling pace forcing us to race ahead when we don't want to.
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