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alanisUDL

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Everything posted by alanisUDL

  1. 27 April 2012 Guild Wars 2 Beta Weekend Event begins. Warzone queue times go through the roof.
  2. Reserves. I very rarely used Affliction. I very rarely used anything besides Bubble, Innervate, Resurgence, FL, CD, Shock, and our CC abilities.
  3. I've been getting used to the 21/2/18 build that we discussed a few days ago in another thread. It is quite fun and versatile. I had back to back games of 5+ MVP votes, the first I was 325k dmg (2nd) and 175k (3rd) healing, the next game was 180k (3rd) damage and 375k (1st) healing. Was pretty happy with the results.
  4. My thoughts-- 1. Without KP, you will have significantly less TAs, espeically in games that actually matter (i.e. vs non-awful teams that actually attack you and not let you free-cast). KP is still a good amount of healing on the target, and helps your own survivability well. 2. If you don't have energy managment issues, you are likely either on a team that is very healer heavy, or your opponent is DPS-lite, undergeared, or bad. Talented DS is necessary, imho, for PvP that matters. 3. RN is very strong now in 1.2. It doesn't have the raw healing of the Sorc AoE, but you don't have to stand in one spot to cast it or get the benefit of it. It will help you and your team surivive for sure. 4. The changes in TA from 1.2 has moved me from someone that never used and hated Infusion, to someone that uses it all the time. Any time I'm at 3 TA and the target it taking real damage (ie, SP isn't going to help much), I'll cast the 1.3 second Infusion that will crit for 4300-5k, and save 5 energy.
  5. These are features in poorly designed games. More people will stick with a game that is fun vs. a game that is a gear grind.
  6. At some point, you get to the point where there will be times that no amount of patches or fixes will enable bad players to do well.
  7. I do about the same amount of instant cast healing on my Operative and Sorc. Both classes require channeled/casted heals to keep anyone alive, including themselves.
  8. Having both an Operative and Sorc healer, I do similar amounts of "instant cast" healing in both classes, SP + HoTs vs. Bubble and Resurgence. In both cases, to actually keep people alive for any real length of time you will have to stand still and cast/channel something.
  9. People rerolling will continue to likely be mediocre/bad on whatever new class they choose. They feel it is because it is their class holding them back.
  10. All healers who have slightly above average pvp skills have no problem surviving while their cooldowns are available.
  11. You are overestimating how much healing SP actually does. It certain helps a bit, but it is far from I-win. I'd still trade it for the bubble any day of the week.
  12. How do I get my Kolto Infusion to be instant? Irony.
  13. No healer can consistently escape two DPS with similar gear/abilities as the healer. Operatives get their vanish on a 3 min cooldown, or their AoE mez (breakable on damage) on a 1 min CD. Sorc can spec into Electric bindings and Backlash if they choose to, as well Force speed. Mercs have heavy armor and their KB that slows, as well as their uninteruptable cooldown. None of these classes last alone vs two equally-geared and talented DPS when any of these escape mechanisms are on CD.
  14. As a Sorc and Operative that have played both rolls, I can talk a bit about this. For me on my Operative (2p WH, 6 augment slots, 18k buffed HP), Pyro's are bar-none-not-even-close the hardest class to survive against. Purge isn't awful, but it just doesn't really do as much as you'd expect. Their snare is reapplied so quickly its silly. I can dispel it 3 times in 5 seconds (two tox scans, one evasion) and its right back on the next GCD. As a Sorc healer, I actually far better vs them because of force speed and that I usually will be running with either elec bindings or WW. As a Sorc DPS, I actually kill Operatives a bit easier than Sorc healers. When I'm dps, I roll with CT which can help keep them in LOS. The biggest issue is that Sorc healers can interupt FL, while Operative healers are normally out of range for that. Overall, I've found in 1.2 that my sorc fares better in the Hybrid role (ie, put up 150k dmg/250k healing with more group CC and utility). While my Operative does a bit better in raw healing, especially on single targets. In groups, it can do well when your energy regen cd is available, otherwise you can fall behind and be energy starved in intensive fights.
  15. Not everyone has the same amount of "time" available. Therefore, it's not an even playing field. Casuals pay the same amount as those that play this game like a job. We should all want this game to succeed and have as many people PvPing as possible. The only people that really "lose out" when you have no/minimal gear gaps are those that feel that they require this gap to win.
  16. Players that are interested in competition would favor an even playing field.
  17. This is one of the many many reasons that GW2 is going to crush this game.
  18. Perhaps it is yourself then? I've battled the top players on my server, and by far the hardest to survive are well-played Pyros. Exceptional Marauders are a close second, with Mediocre Pyros 3rd.
  19. Are you having trouble killing healers as a Pyro? Perhaps you might consider that you are, actually, the bad player.
  20. Well torhead appears to list both, but they might not actually implimented in game. Either way, you want to use the Trapper Implant over the Mender Implant even if it is in the game.
  21. I'm pretty sure I saw a great one with 100 endurance, 65 or so cunning, and I believe a mix of crit, power, or alac. It didn't have any accuracy.
  22. The amount of power you'd have to stack to increase KP by 1.5-2k is not feasible to be achieved. Edit: To answer the OP, the correct answer for myself is Endurance, followed by Expertise.
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