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OldBehn

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Everything posted by OldBehn

  1. Voidstar: General: Theres no point doing DPS if you let them get the heal token in the corners. Attacking, dont waste your time fighting 6v6 and 2v2 on seperate doors, all get to the same side and you are likely to have an 8v6 advantage as two stay to defend the other door. Let two stealthers go and cc the second door and cap it, or kill them all and CC them coming out of their spawn. If you do go 2v1 on the other door, dont DPS, one of you cap and one of you CC. By the time you have dpsed them down they will have called for backup anyway and your chance is lost. When you open a door, stop killing the enemy, CC and snare and let your speeders go and cap the next bridge/forcefield/door with all the enemy in the previous zone. Defending, stop bloody DPSing the second they plant. Some decent CC will allow your team to defuse, breaking all the CC means you lose. Civil War: 1 versus 4 can work. I can hold middle as a smuggler healer whilst my team cap left and right, hide behind pillar, interrupt, hide, heal, interrupt, hide, insta stealth when it gets hairy, interrupt, hide, repeat until you get backup (or at least you've given your team a good headstart on points). ).
  2. Insight? 3 months ago: http://www.swtor.com/community/showthread.php?p=2225374#post2225374 Should generally be easier to play
  3. Only our AOE heal really becomes more powerful. The majority of the changes are playability changes that make the UH mechanic easier to work with. Decent sawbones (who can manage their UH stacks) will gain a reasonable boost to their AOE heal, and a bit more flexibility with their heals. There'll be more mid-ability scoundrels performing better post patch though.
  4. Hypocritical end to a post. Sounds like whatever you were working on was bodged from the ground up, didn't use modern development practices and was far too highly coupled.
  5. So basically the same way any development team approaches bugs except for one major issue. Not one match for 'test' in the whole article. Hence failures like Ilum.
  6. You wont be facing other people in real PVP gear in the 1-49 bracket, I think you can only get a weapon with a bit of expertise on it at those levels. When you hit 50 you'll probably be surrounded by people in much better gear and get your *** spanked and proably want to re-roll a new alt. When you get Emergency Med Pack will make a big difference.
  7. Adding a few more seconds to the duration of UH would make scoundrel healing easier without making us more powerful. Allowing it to stack to 3 would give us some more flexibility as well. UI wise as well as the buffs being bigger, change location of them on screen, filtering out castable buffs, it'd be nice to have a HUD of UH stacks.
  8. You now have to click 20 times to log in to windows.
  9. Falling down ramps on SOA I can keep 5 SRMP going which keeps everyone up and mobile. Other than that I've started using UWM a lot more often...
  10. 1 stack of SRMP, no UH, no homegrown: 317, 522 (crit), 522 (crit), 317, 317 1 stack of SRMP, no UH, homegrown: 571 crit, 571 crit, 571 crit, 571 crit, 347, 347 EMP, (1 UH consumed), no homegrown: 1555, 1596, 1464, 1462, 1707 = 1556.8 average EMP, (1 UH consumed), homegrown: 1298, 1749, 1307, 1269, 1460 = 1416 average (edit: bad math should have gone to bed). So looks like its doing SRMP 10% extra 347/1.1 = 315.5 EMP harder to tell as its only 6% and the range of EMP is quite large I guess you are going to need a larger sample size!
  11. Either upper hand procs, they've crit, or theres an extra stack on some of the numbers? Mine tick for the same amount too.
  12. I just found out that Guardians/Juggernaughts get a 4 second CC immunity on a 15s cooldown ability. I'm mostly angry because I dirty kicked this juggernaught 3 times during the fight with no resolve and nothing happened and I didn't have a clue why. Then I started thinking what do I get for 2 points? Oh 20% extra runspeed (which is barely noticable) on a 60s ability. Fleh.
  13. Fleh dont try it in raids if you still have a HoT on someone!
  14. It works both ways, I can hardly interrupt anything with the terrible ability delay.
  15. Hopefully interrupts are easier to get off after the next patch though... 1.6 wont be that difficult anymore if so.
  16. Its more the interrupt being 10 yards range I really have to have a sitdown and rethink my keybinds with the cover bar. Would be easier if I had some mouse click healing
  17. They might crit for 5-6k in PVE, but I fail to believe they often crit for 5-6k in PVP. I have only gotten the 5k heal medal once and I assume that was when someone was under the effects ofa heal increase ability, and I'm 4/5 Champion +441 bonus healing, 448 expertise, and a crit multiplier of 64% (bloody alacrity).
  18. Have a read through http://www.swtor.com/community/showthread.php?t=206943 The one thing that I find quite annoying at the moment playing a scoundrel healer is that I generally play as ranged, if I throw in some DPS whilst healing it will normally just be standard Flurry of Bolts, Vital Shot, and Thermal Grenade. But my interrupt is only 10 yards which is very frustrating when a sorc is casting lightning on you and you have to run to them to stop the hurt
  19. Aye, would prefer crit/surge or power than alacrity :\
  20. He hasn't been condescending to disabled gamers in the slightest. Argument is the lowest of the low
  21. I dont have an account there, and I am discussing an award SWTOR has received on a SWTOR forum. Lets keep this thread constructive shall we?
  22. I know my problem is with the people at AbleGamers, who may be disabled people, for awarding SWTOR this award. Is there something wrong with that?
  23. Of course he's not. Why are you debasing yourself to come up with such arguments? Look up patronising.
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