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GoBeavs

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  1. +1 Sniper too. Look for weak players, use takedown to take 'em out. First time pvp'ing with this toon @ lv 17, had 49 kills in a voidstar match. As a healer that gets tired of being everybody's whipping boy sometimes, I just switch to my 'slinger and enjoy the mayhem. Even more fun, all 3 trees are viable for pvp. One final bonus, class quest storyline for operative is one of the best in the game.
  2. I've played both dps specs as commando. Here's my personal experience: Gunnery/Arsenal: If you play a team that doesn't know how to interrupt and treat you as a priority target, then you will find that you outdamage Assault/Pyro spec. The additional advantage of this spec is that you'll do terrific for pve. Assault/Pyro: If you face a top notch team, then gunnery is in trouble -- you're treated as a priority target that's easy to gang up on and kill. In cases like this, assault's dots will still deliver decent damage #'s over the course of a game. Honestly, learn both and decide which works for you better.
  3. I've done several warzones in dirty fighting at around lv 41-43 (switched from scrapper). Here seems to be the tradeoffs: - You do MUCH more damage overall in a warzone. - Conversely, you have much less raw stopping power since you have to wait for the DoTs to take shape. - It feels VERY different: Initiate your dots and then keep them preoccupied until they're dead. Very effective for capping a node against a single defender. -From an emotional standpoint, its kinda fun sitting in the rez chamber watching the guy that just wasted you tick down to zero heath. -Nice for taking out ball carriers in huttball since you don't have to be on top of the ball carrier for a lot of your damage. The biggest thing (to me) that you lose: -You lose a lot of stealth and vanish capabilities: when dots tick, it says you're in combat, so even if you break combat.... you can't break combat. The short of it, try it out, its certainly viable (and a good way to get top damage in a wz), its more a matter of if you like it or not. HTH!
  4. Hi Guys, I play a sage healer with mainly BM gear plus a couple of war hero pieces. Normally if attacked, I pop force armor, lay down hots to buy time, and/or run away screaming like a girl if no teammates are there to rescue me. But it seems like the one class that gives me the most grief since the 1.3 patch are the Assault Spec Vanguards and their Pyrotech counterparts. Force Armor seems to do next to nothing, once the attack begins, I can't run away fast enough (They have that slow debuff, and besides, they have harpoon anyway), and my HoT's can't slow down their burst dps. Now obviously.... 1 v 1, if not rescued or finding a way to escape, the healer is gonna bite it -- that's not the problem, but the fight is more like "lay over and die in 3-4 GCD's because they found my marked rear, rinse and repeat as soon as I rez" Has anybody found any tactics for dealing with these burst dps beasts? Thanks
  5. HI All, Is it possible to have guilds with multiple guild masters that can edit permissions, purchase vaults, etc? If it is possible, what do I tell my current GM to do to set it up? I was promoted to co-guild leader, but it seems that there's a lot of stuff that I don't get access to, and with the GM's work schedule, it would be REALLY nice to have multiple people that can do these sort of maintenance things. Thanks
  6. Hey guys, I tried to run new guild through HM FE tonight and was having trouble with HK-47. Now, I've healed through this encounter about 5-6 times now on Hard Mode on other servers and groups so its not something new to me, I know about the poison grenade and such. But about the time he's down to about 20%, suddenly his snipe starts 1-shot'ing everybody. (14K-20K damage per snipe) The combat logs prove that its not the poison grenade offing everybody. We're burning him down fairly quickly, and I'm never seeing any message about HK becoming enraged, so I don't THINK its the enrage timer? Has ANYBODY seen anything like this before? Any thoughts? Thanks so much.
  7. If the queues are small, set up a 4x4 or 5x5 warzone to reduce the number of aborted warzones.
  8. Right now late night pvp is pathetic on my server.... warzones just don't activate because not enough people interested in PVP. If by some miracle, the queue pops, the warzone is nearly guaranteed to shut down because ONE person didn't join or ONE person quit. So why not dynamically scale the size of warzones? If the queues are small make it a 4v4 or 5v5 warzone. (I think less than 4v4 wouldn't be much fun) This should reduce the # of aborted warzones and allow for later night gaming on less populated servers. Furthermore, if there is a faction imbalance, you could still pop a 4v4 in between those huttball matches and to allow play for those fearless "fewbies" on the less populated side. From a dev side, I wouldn't think it too difficult since you add code to decide which size warzone to activate based on the size of the queues on each side. WDYT?
  9. I'm a commando healer and like it very much. Your numbers will always be significantly lower than that of a Sage because you don't have strong AoE heals. Your focus is healing single targets large chunks at a time. And trust me, people used to sages will be shocked at how much single-target healing you can put down. (Typically 4K crits on your 2 second heal). I came across a guy who said he normally PVP'ed on the IMP side and he knew me (I was about lv 30 at the time) because I could out heal his damage every time and it made him so mad. Additionally, the ability to pop your reactive shield and make your heals become uninterruptable is the most maddening skill to DPS'ers trying to kill you. It buys you a lot of time for team-mates to find you and rescue you. I think the biggest downside is the # of people that die before you can reach the scene and get off your first 1.5 second heal. This gets mitigated a lot once you get Bacta Infusion as your opener because that 1K insta-heal will keep them alive until you can get your main healing abilities off. The second biggest downside is your lack of mobility. I often find in huttball I end up with the choice of letting somebody die or I fail to keep up with the ball. Finally if you PVP with a lot of sage or scoundrel healers, you'll be the best complement to their heals. They tend to keep people alive until you can get your single target heals off. It really makes for terrific team. HTH!
  10. I think the real problem is that there's always X-many people that find their _1_ thing to constantly whine about and do it over and over and over and over. For Healers, it seems to be whining about MVPs. I'm a healer, MVP votes are cool but I'm not bummed if I don't get it, but I have seen other people whining away about how "healers never get mvp" But stop and look at other classes. DPSers complain about healers not healing them or tanks not protecting them. Others will rage about the blankety blank pugs on a regular basis. So I think its more like you've hit a whiner/rager that happens to be a healer, and welcome to the "Whine Healer Party Line".
  11. I agree that I don't use Kolto bomb in every situation, but I think it has its valid uses (I'm thinking PVP): -Out of LoS healing. I often find this on huttball when I'm up on a ramp and the guy I'm trying to heal runs under me. Drop the Kolto, and voila the guy out of LoS gets healed. Usually he'll pop out one side or another by then and I get my med probe + healing bonus at that point. -Combat Support Cell Supercharge Shield Shield Shield. It's wonderful that way. -Running away healing. Yeah it's not much, but frankly, when you're on the run, prior to bacta infusion, it's the only mobile heal you have. -Quickly top off my squadmates after a burst of combat. Saves time and ammo. Actually, in PVP, I find it WONDERFUL! How many times have I run an advance med probe and my target is dead by the time I get it off? I come running into a situation, bacta infuse the lowest guy, and that gives me time to launch off a medical probe. I don't worry about the cooldown because since I'm using it as the opening salvo, by the time I've moved on, it has reset. Furthermore, like Kolto Bomb, it can be done while I'm running away, or under severe fire. I can't tell you how many times I'm surrounded by lightening coming from two sorcs, and between a warzone medpack + a bacta infusion, I'm suddenly back up to high health. Again, it gives me time for Medical probe. So to re-cap, Kolto is good for edge-case situations, Bacta is awesome as a "save from certain doom" for PVP or group quests.
  12. I like the basic idea of what you're saying. One nitpick though to me (as a medic) is the savior medals. If you're healing a batch of people below 5% then you're not doing your job as a healer IMO. Maybe instead only have 1 medal instance since it is a life saver when they do it? Just thinkin' about it.
  13. LOL about your joke... yeah, it's true. I'd also like to voice that there seems to be a bug where a player's health is NOT represented correctly all the time on the "teammates" bar on the left of your window. I've more then once seen a person that is in dire peril yet their health bar on the left hand side of the window shows 100% full. I do ok enough just watching the health bars in the "teammates" bar and using it for selection, but it makes it hard to be effective if it isn't active.
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