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JaerunSaway

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Everything posted by JaerunSaway

  1. <Warzone Junkies> I am terrified of them.
  2. That turned out to be the semis we won that one then they beat us in the longest Hypergates ever~
  3. That was a hell of a game. They capped ~1 sec before we did, and there was a long, intense battle in the middle, with occasional forays into the side. I'm just miffed I missed 2M by 5500~ . That one game had the 1 (Too'sexy), 3(Loretta) & 5(Amnesia) healers, the 3 (Avam) & 5 (Crypticus) damage., and the #2 prot (Greenmarksman) thus far~ They didn't forget to attack us, they did quite the number on us, we just had good peel & prot (as did they), and they had to play stop cap more than we did. Edit: As an aside, Loretta is in CE.
  4. A 300/300 damage/heals to kick off that category: http://i.imgur.com/IO5NJSo.jpg and a 10.3k heal: http://i.imgur.com/CUz5UMq.jpg
  5. That's not a rotation/priority list for full telekinetics. That's for the tele/balance hybrid. It's also missing the instruction to use disturbance to proc tidal force. 1) WM=Weaken Mind on target 2) FiB on C/D 3) PoM, MC on PoM on C/D 4) Disturbance on PoM [4.5) TKT on PP -- not really necessary since you will rarely miss a PP proc since tkt is your main attack, but you can keep this in if you want to keep track of a nother proc] 5) TKW=Telekinetic Wave on TF=Tidal Force Proc 6) TKT=Telekinetic Throw as filler Regarding proc relics, Conqueror/Partisan relics currently stack & occasionally clear each other's cool downs. Has anyone tested Underworld/Arkanian in this manner?
  6. The people I fear the most in warzones are all republic side. I don't know or recognize their names, usually haven't heard of their guilds, and they are on my side.
  7. Great job organizing the event, drawing a crowd and keeping the unruly people at bay. We had enough people present for another 4-5 teams. Hopefully next time they come out to play too . I had fun being the substitute punching bag when our regularly scheduled punching bag couldn't show up. Good times. Regarding the brackets. Things were hectic in the moment, but we got it figured out in the end. In an effort to help you with the next event I put together the attached spreadsheet based on yours to hopefully simplify the bracket for you. This is by no means intended to be a criticism of a great event. https://docs.google.com/spreadsheet/ccc?key=0AjokB76r4uMNdHhOelpVeDBVdVNQUmxyZE0zdUxkZlE#gid=0 For the winner's bracket, you want to run a just take the teams that participate (in this case 5) and plug them into the corresponding "seed" spot in the top bracket. For our 5 team bracket I believe you seeded them: 1. Immortal 2. EO 3. Dayfly(CE) 4. Megazord 5. CE First "round" everyone there are no matches because there are less than 8 teams. Second round, 1-3 get byes, 4 fights 5 . Semifinals is (a) 1 vs winner of 4vs5, and (b) 2vs3; Finals is the winners of the semifinals. (4 total matches). If you want to run a double-elimination match, plug the losing teams into where the match they lost falls. So the loser of 4vs5 enters the bracket first, but doesn't have anyone to fight against until the loser of 2vs3 (semifinal (b)). The winner of that fights the loser of semifinal (a). the winner of that fights the loser of the winner's bracket final . The winner's bracket winner and the losing bracket winner then fight until someone has lost twice. For more on double elimination tournament brackets, see: http://en.wikipedia.org/wiki/Double-elimination_tournament or http://www.printyourbrackets.com/pdfbrackets/8teamDoubleSeeded.pdf for what an 8 team bracket looks like.
  8. Looking for the +41 Power Magenta Crystal schematic. PM with offers if you have it
  9. Banefire Hard Mode TFB Kephess down 2:28 AM EDT 9/30/12 (11:28 PDT 9/29/12) SS: http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/828432.jpg
  10. Banefire Hard Mode TFB Dread Guards down 2:59 AM EDT 09/28/2012 (11:59 PM PDT 9/27/12) SS: http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/825109.jpg http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/825110.jpg Operator IX down 1:49 AM EDT 09/29/12 (10:49 PDT 9/28/12) SS http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/826612.jpg -J/L
  11. In PVE perhaps, but in PvP dps sages are getting the better end of this.
  12. X-post: I understand the changes, and the desire for them. Playing both my sage and other classes, the root off of force wave is one of the largest sources of rage for me (much like the same effect on snipers/slingers, who get to keep it as far as I read, and who can actually kill someone during the root~...) It can't be cleansed and leaves you sitting there for 3 seconds doing nothing, unless you are a ranged dps that laughs, and keeps shooting all 3 seconds). Nevertheless, I think it's pretty impressive to see how they are simultaneously breaking us in opposite directions for PVE and PVP. You will recall that the initial nerf to Resplendence was to preclude our never ending force pool obtained from free Noble Sacrifices every 15 seconds. Now they introduce a no-cost self heal for a "moderate amount", which I am guessing puts it somewhere between Benevolence & Deliverance. In PVE that's the 2k-4k range + bonus healing, 30% talents, and 80% crit (virtually guaranteed every third use, because what else does a pve healer use force potency for?) and you've got a free noble sacrifice double tap every 30 seconds. (AKA no more oop sages). They could manage this by reducing the strength of the self-heal a little more, but then it would be useless in pvp. Now turn to pvp -- The change to 20seconds on Force sprint is great for dps pvp sages. more mobility to move from point to point is always great. It's use as a getaway tool? great 1v1 (which aside from ops & shadows isn't a problem) and useless where we are really hurting -- the focused healer. How often do we really get away from a snaring/stunning/rooting/knockdown/mezzing assist train using force sprint? If this is supposed to replace Force Wave as our survivability ability, it needs to ignore/break the root/snare components of all ccs, including stuns, mezzes and knockdowns (i.e. leave us stunned/mezzed/whatever but able to move). On to Force Wave -- the change to insta-effect is nice, but not a big deal -- we've adjusted and timed our casts now as is, insta effect makes it a little easier to aim people, I guess. With the change to resolve, making it harder for them to fill our resolve bar when spamming cc, it's even harder to actually get away with force sprint assuming that. we aren't dead before the cc wears off. The change to 120% frontal screws us. How often do people who leap to us land next to us rather than in front of us? how often does client/server lag not show where some one actually is? This has become an offensive ability, to be used in void stars and civil wars to protect cap as people leave the gate/land off the speeder rather than as the defensive ability it appears to be intended to be. A lesser version of force push with an ae component. On the bright side, dps sages can use it to peel the crowd off the healing scoundrel next to them. /sigh
  13. What you miss is that it says roots and snares, but nothing about stuns & knockdowns. So , no you won't be getting away quite as much as you think you will be. I understand the changes, and the desire for them. Playing both my sage and other classes, the root off of force wave is one of the largest sources of rage for me (much like the same effect on snipers/slingers, who get to keep it as far as I read, and who can actually kill someone during the root~...) It can't be cleansed and leaves you sitting there for 3 seconds doing nothing, unless you are a ranged dps that laughs, and keeps shooting all 3 seconds). Nevertheless, I think it's pretty impressive to see how they are simultaneously breaking us in opposite directions for PVE and PVP. You will recall that the initial nerf to Resplendence was to preclude our never ending force pool obtained from free Noble Sacrifices every 15 seconds. Now they introduce a no-cost self heal for a "moderate amount", which I am guessing puts it somewhere between Benevolence & Deliverance. In PVE that's the 2k-4k range + bonus healing, 30% talents, and 80% crit (virtually guaranteed every third use, because what else does a pve healer use force potency for?) and you've got a free noble sacrifice double tap every 30 seconds. (AKA no more oop sages). They could manage this by reducing the strength of the self-heal a little more, but then it would be useless in pvp. Now turn to pvp -- The change to 20seconds on Force sprint is great for dps pvp sages. more mobility to move from point to point is always great. It's use as a getaway tool? great 1v1 (which aside from ops & shadows isn't a problem) and useless where we are really hurting -- the focused healer. How often do we really get away from a snaring/stunning/rooting/knockdown/mezzing assist train using force sprint? If this is supposed to replace Force Wave as our survivability ability, it needs to ignore/break the root component of mez, stun & knockdowns as well (i.e. leave us stunned/mezzed/whatever but able to move). On to Force Wave -- the change to insta-effect is nice, but not a big deal -- we've adjusted and timed our casts now as is, insta effect makes it a little easier to aim people, I guess. With the change to resolve, making it harder for them to fill our resolve bar when spamming cc, it's even harder to actually get away with force sprint assuming that. we aren't dead before the cc wears off. The change to 120% frontal screws us. How often do people who leap to us land next to us rather than in front of us? how often does client/server lag not show where some one actually is? This has become an offensive ability, to be used in void stars and civil wars to protect cap as people leave the gate/land off the speeder rather than as the defensive ability it appears to be intended to be. A lesser version of force push with an ae component. On the bright side, dps sages can use it to peel the crowd off the healing scoundrel next to them. /sigh
  14. Ranked Warzones failed because they were not implemented in 1.2 and as cross-server from the start. An ELO rating system works only if you have a sufficient population to support it. I don't know that any server has this at the moment. Maybe you think yours does. The life span of a PVP guild in any game is to show up, dominate for a time, declare they've won the game, and move on to another game. I'm not judging here, a PvPer looks for a challenge, and when he no longer finds one, he moves on -- why stay if it isn't fun anymore. This game had a healthy population pre-1.2, with a good buzz about the new operation and the ranked warzones coming. Then ranked warzones get dropped from the patch, the operaton doesn't come in nightmare mode, within 2 days hardmode EC had been beat in both 8 & 16man settings, within three weeks most servers had at least one guild doing so, and in the intervening 2.5 months -- as summer starts and people begin traveling -- people got bored, tried out new games (D3, etc.), moved on. By the time 1.3 rolled around a significant chunk of the population had moved on. Using Jung Ma as an example, by the time 1.3 launched we had 1 good guild in its prime left. A second popped on for a bit with server transfers, but then transferred back out to Bastion. A few republic folks made a go of forming a team, but whether due to gear gaps, communication or class composition, they didn't cut it, and what was left was several decent teams who could manage against one another, but didn't hold a candle to the big boys. You're left with one team in the 2k-2200 range going up in rankings painfully slowly. a bunch of teams in the 1200-1600 rankings that can't get higher because they eventually draw the 2200 team and get beat down. For ranked warzones to have worked, Bioware needed to pool the entire talent pool and make it a world-wide cross-server competition. Rankings would have had meaning, the best teams would have other best teams to face, the pugs would have other pugs to face, and decent guilds would have similarly situated teams to face. Why don't I play ranked warzones? as a sage, 1) operative healers and vanguard/shadow/sentinel dps are preferred; 2) any guild I join to do ranked wzs will have at least 5 other sages competing for 1-2 spots on a ranked team, and 3) by the time i level and gear a vanguard/shadow the game will have changed. Put another way: My PVP friends quit. my PVE friends don't PVP competitively, and it's too much effort to start over~ In fairness I did try to start over a couple of times only to have people quit or transfer to Bastion. So now I'm waiting for the next round of server merges, until the inevitable loss of my character names, which at this point may be the deathknell to my interest in this game.
  15. Figuring 21k hits for fully aug'd wh vs. 18k hits for BM -- 16.67% increase then 22.48% bonus vs. 19.3% mitigation -- 1.15% mitigation advantage Totals a 18.03 mitigation advantage: (21/18)/(1.2248*.807) PvP Dmg__18.20%___22.48%______23.91% PvP Red __15.40%___18.35%______19.30% Using your numbers (which seem to be a little off since you can hit 1330+ exp) 670.7 - 823.7 (747.2 avg) vs 826.1 - 988.1 (avg 907.1) 21.40% increase Then factor in pvp bonus 1.2391*.8165 = 1.17 Damage advantage Total is a 22.82 damage advantage. Putting these together. Assuming 21k hits for wh and 18k hits for bm (which you did not list in your numbers) and following your definitions of battlemaster vs fully augmented warhero, the difference between the two gives the toon in fully augmented warhero roughly a 44.97% advantage over the battlemaster toon.
  16. Your points in egress are better spent in confound. a 3s 20% speed "burst" that doesnt stack with other speed effects (sprint, force sprint, etc) loses to a spammable 20% 21s snare. If you really want egress, drop wisdom. Your points in concentration are better spent in disturb mind for the reasons set forth above. You don't have Telekinetic wave or turbulence, how often do you really use disturbance? -- when you are free to dps, and mind crush, telekinetic throw and project are down? You'll get more survivability with two points in force wake than you will with 2% passive decrease in damage taken. that means you have to choose between 3% wis (WotJ) or 2% healing(1pt clairvoyance) to get 2 in force wake. I think you'd be better off with something like this~ http://www.torhead.com/skill-calc#600GGMRMdbdbZfzMM0MZ0M.1 http://www.torhead.com/skill-calc#600GGMRMdozZfzMRbMbZ0M.1 -J
  17. Things you should be doing when healing as a sage/sorc: 1.) Positioning/pre-kiting -- the most effective healer is the one that cannot be reached/found/seen. Whenever possible find spots where you can duck behind so that any dps that attacks you is put in a bad place (i.e. out of los of their healers). Extra points if you have a ranged dps next to you who understands that if you die he's next, and will swap over to blow up the dps on you. Find spots where you can knock the dps on you away to bad places (i.e. behind the e/w huts in Novare). Good healing is 90% positioning. 2.) Learn to kite well. You have force speed. You have a lot of cc -- 50% snare, a 4s stun, a cast 8s lift (less useful), a knockback, a 10-20% snare, and you can have roots (in hybrid spec). Most of these are usable while moving (i.e. strafing to the side). buy some stun grenades, use them too. This goes back to point number 1 -- if dps wants to jump on you, take them somewhere they don't want to be (out of los of their healers and in the middle of a bunch of your teammates) 3.) Use your instants. Someone asked how to heal while moving? force armor. if you are getting focused chances are that you don't have to worry about healing your teammates at that time. A force armor should keep them alive until you/they deal with the dps on you. you have two other instants. use them as well. When you get a reprieve you can cast healing trance, deliverance or benevolence. If an assist train is on you, use your expertise adrenal & warzone medpacs. Buy time for your team to help you. 4.) Help dps. throw down weaken minds (now with more snare) and projects. you too can help kill people. 5.) Play with friends. Whether RL friends, guildies, or non-guild friends. SWTOR is a massively MULTIPLAYER online game. Quit whining about not wanting to have a perfect set-up before queuing, and meet people that you can play with together, discuss things and improve. The best part about this is that if you are a competent healer you don't have to make any effort to do this. People will find you, message you and ask to group with you. Who should you make friends with, in order: 1) a good tank -- he will guard you, ae taunt and single target taunt, and if he's really good, will do damage to boot; 2) a good dps -- all those bad things the big bad dps is doing to you, your dps friend will come do to the enemy dps on you, and since you've followed #1 above, the enemy dps will not be getting heals! 3) another healer, because 2dps/2healer groups can work well. Solo queuing can be rough (specially when you wind up with a bunch of people with 12k health), so minimize the amount of time you spend alone. 6.) Situational awareness. This is most important, but I put it last as its the skill that usually gets learned last. You need to learn when to kite, and when you can stand still for a bit. when you have to stop and heal, and when something else is more important than trying to keep someone alive. When you have time to heal yourself, or when it's more important to get a force armor, heal, project or cc off even if it means dying. Yes I die. Yes I get melted fast sometimes. But so do all the other healers. Do things to minimize the situations in which you can be melted fast, or at the very least that help your team win because of what they can do while you are getting melted.
  18. Pre 1.2 self buffed numbers In full BM gear (703 exp) I could run at 13ish% PVP bonus, 620ish bonus damage, 16500ish hits. In a mix of BM/Rakata/Columi gear (400 exp) I ran at 8ish% PVP bonus, 710ish bonus damage, 16500ish hits. Accordingly it was optimal to mix BM with PvE gear to get better damage or healing output. Now, in full BM gear I run at 23ish% PVP damage bonus, 18ish%damage reduction, 615ish bonus damage, 15700ish hits. (~5% loss). (as an aside, pre1.2, most people ran somewhere under 10% PVP bonus, and 1.1*.9 = .99, which slightly favored defense, while in 1.2, using BM as the benchmark, 1.23*.82 = 1.01, which slightly favors dps. If they were to allow dam.bon & dam.redux to scale the same, you'd be faced with 1.23*.77 = .95, which more strongly favors defense) While it is oversimplified (and somewhat wrong) I will base this analysis assuming that ability damage/healing scales the same as bonus damage/healing shown. I invite theory crafters to correct the analysis, but experience indicates that it is not too far off. Pre-1.2: For damage, using my "optimal" set as the base line and a full BM set as my target, I did X damage *1.08 (bonus)*.87(their bonus) = .94X Vs. an ungeared opponent, 1.08X Put me in a full BM set and I'm doing X * 620/710 (this is based off of my 1.1.5 gear, someone with a full Rakata set to pick and choose from would be dividing by a larger number) * 1.13 *.87 = .86X vs a full bm target, and X * 620/710 * 1.13 = .99X vs an ungeared opponent. Enter 1.2, where base damage on our main abilities (TK Wave/Dist) has been decreased 6%, and our burst damage (TKW+FIB -> DIST+FIB) has been reduced by about 10% against a single target and has lost the biggest chunk of its ae damage, and factor in the effects of decreased crits... we'll estimate the overall decrease in dps from ability changes to 7.5%, (which I think is fair, but is admittedly pulled out of a hat, so insert whatever you may believe to be better reflective of the dps loss). In full BM gear vs. full BM gear I'm doing X *.925 * 615/710 *1.23 *.82 = .81X. In full BM gear vs. ungeared I'm doing X *.925 * 615/710 *1.23 = .99X So what does this mean? The increase in effectiveness of expertise will mask the decrease to the Sage class' DPS -- a BM sees only an 8.3% loss of dps vs ungeared targets (1 - (.99/1.08)) Vs geared single targets we're now at least 13.8% less effective at dealing damage, while they are comparatively speaking more effective at dishing it out to us. Damage taken and healing: Pre 1.2 a class that dealt Y at 10% bonus (i'm not sure what the optimal setup was for other classes) while we mitigated with 8%, and healed back Z at 8% Bonus, roughly works out to 1.01Y (1.1*.92) vs. 1.08Z; In full BM instead of optimal gearing we have .99 Y vs .98Z (1.13*620/710) Post 1.2 a class deals Y at 1.23% bonus while we mitigate with 18%, our heal rotation has increased from 7.5 seconds (bubble, rej, del, ht) to 8.2 seconds losing an efficiency of ~12% (or subbing in the "improved" benevolence for roughly the same heal pct loss in the rotation). This gives us: 1.01Y (1.23*.82) vs. .86Z (615/710 *.88 * 1.13) This is where sages really take it in the pants. If you aren't in full BM (or close to it) the difference between the haves and the have-nots is much more pronounced in 1.2. Further compared to our pre-1.2 healing output, we have taken approximately a 20% loss in healing effectiveness (1-(.86/1.08)) before getting to power management issues (noble sacrifice, etc.)
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