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Lascero

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Everything posted by Lascero

  1. Well, I am 10k Dark side after all...
  2. I kind of want this to do something else PvE related. That or giving us a second ability that shares a cooldown with it. Even in PvP, it feels clunky to use because of the short duration and it requires coordination. Its uses are probably undiscovered at this point, but I feel it won't be anything special once we do figure out some nice things to do with it.
  3. I'm Ron Paul saying Operatives are fine.
  4. Hilarious because it's true. Although I like to interrupt it more so I can watch them flail about.
  5. Lascero

    Huttball made easy

    Here's a cute way to play a fairly easy match, so long as you aren't terribly flimsy. Group A is heavy armor and healers. Group B are sneakies and shadows / assassins. Group A runs the ball into the pit below the catwalks while tanking everything. Kill stuff, but you're otherwise done. You can stay clustered if you like AoE healing, or choose to spread out so that knockbacks stop being too effective. Group B sneaks or moves onto the score ledge. (Stay stealthed until you get the pass) Group A carrier passes to group B on the ledge. Priority to Shadows / Assassins. Turn around and Force speed or walk to an easy victory. By staying low to the ground, you make Knockbacks a small annoyance instead of allowing it to split your team apart. Enemies usually go to the higher ledges when they see a group up there, so this keeps them going down into the pit after the tanky character and healers. My group did this a few times last night, and while it may not always be effective, it eliminated the power of knock backs.
  6. Scumbag TOR Allows you to fly a ship capable of faster than light travel in the harshness of space for free Charges you for a floating scooter
  7. Although I want to get it fixed as well, try to get into the habit of circle strafing around someone immediately after you hit Back Blast - keep spamming the button until you see the animation, too. It's only a bandaid fix, but with practice, reduces the delay of sitting there going "Durr, why u no backblast scoundrel".
  8. Unless you've sat down and crunched numbers, or done a boat load of testing (which is basically what a combat logger does) with the people you run with, your evidence is anecdotal. But I guess you can just always ignore math and talk yourself into doing good DPS.
  9. We know this because of those awesome combat logs you have. Ah, wait...
  10. It's going to ramp up very similarly. Cosmetics, mounts, consumables, the next level of crafted gear, etc.
  11. Play EVE if you want an economy centric game, imo. WoW and TOR's economies will be superficial and lack anything other than basic supply and demand -- mostly governed by patches buffing or nerfing stuff.
  12. Shoot First and Tendon Blast. That's it!
  13. Geared healers need to be off-dpsing at times. No, you definitely don't do as much while Damage specced, but you can still pop some decent burst. The benefit comes when you tack that burst onto a target that's already being hit by a high damage class. Scoundrels in particular, have strong burst damage abilities despite being deep healing specced. Times when I off-DPS: Local teammate health is high We have the numbers advantage A very close fight could benefit from a potential 3-6k burst Big gear difference Keeping HoTs rolling as a Scoundrel is imperative, but there's plenty of opportunity to Pistol Whip / Back Blast / Quick Shot / Sabo Charge / Charged Burst. In fact, I've found it good to habitually put some burst on an enemy healer to divert some of his healing or attention.
  14. As a 50 Scoundrel, Corso still seems weak. Corso seemed weak the entire time I was leveling. This was made much more apparent when I played a Knight to 24 with T7. T7 is a droidbro and a stellar tank. Many golds are finished with T7 having 30% or higher HP. Corso was often sacrificed during those tough fights. Corso seems more flimsy, but it's hard to pin down what was causing it. I always kept Corso up to date from quest items, and the same was true for T7.
  15. It's bad because the damage in ops is so high, you're going to be doing spot healing while maintaining a tank. You simply can't afford to keep it going among everything else and even if you can fit it in, it doesn't end up being worth the cost because your healing on this skill doesn't scale well in regards to everyone elses' HP pools. I solo healed the first boss in HM EV (8man), our tank had 20k HP, the rest of us with 15k to 16k. Kolto Cloud ticks for 410 in my gear and crits for around 800 with 2x Upper Hand (add a bit more in to account for buffs). That is pennies with a max target of 4 people while being so constrained by energy, while I can cycle Underworld Medicine and E-medpac while sustaining a tank HoT indefinitely and still have comfortable breathing room to spot heal. The energy cost is TOO DAMN HIGH! Not to mention, the talent right below Kolto cloud is double on the imperial side (critical healing bonus), making it extra gimpy!
  16. Lascero

    Bounty hunter spam.

    As a scoundrel with 24 buttons, yes. I don't blame them for using something effective though.
  17. Weak healing, small range, expensive cost, cooldown, low target limit. This ability is, bluntly, terrible in PvP and PvE.
  18. They should just remove it. Better for lore, better for gameplay.
  19. Curious about the feelings of this ability. Seems to only see use in coordinated groups in PvP. Don't think there's anything useful for it PvE wise unless you just like skipping mobs during group quests. Any use in Ops or flashpoints?
  20. I didn't call you a troll, I simply asked you to provide evidence of these 'facts' you're claiming. Sadly, you crumbled under scrutiny despite having the opportunity to provide us with an enlightening conclusion.
  21. It's still in, so I'm doing a line of coke and loading the buckshot. ¯\_(ツ)_/¯
  22. How 'bout you learn me some of that population data you're hidin' then, cowboy?
  23. You're calling a trend without data. Lets avoid that because its anecdotal. The point was that BioWare had a large amount of power in population distribution to control the queue times and other things AS MUCH AS POSSIBLE by evenly spreading things out (and I think other things, such as surveys about what kind of guild you were, but I don't remember that). It also doesn't matter which side queues more often because of the size of the warzones. At present, general population ensures that warzones fill quickly. With each of them essentially on a timer, that ensures that no game stasis occurs. You have a high cycle of players requeueing, which keeps things flowing. People decide to leave, and people decide to start up. The fact that Empire queues more or less than the republic is moot with all of the other factors that have gone into the design of the game. That's a pretty huge step, but Huttball still completely blows, and the fact that it may have been added to buffer queue bias is irrelevant.
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