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NoFishing

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Everything posted by NoFishing

  1. Incorrect. The patch came out weeks ago on the PTS and should have been balanced there before hitting the live servers. Players on live servers and not supposed to be test subjects. But overall, nice job whining about whiners.
  2. Sadly, these same proposals were made over and over again for the PTS, and BW didn't take any of them into account. Hopefully they start listening for 1.3. I didn't get a chance to try out my sage last night, but I know some in our guild also tried to run the Lost Island FP with our main sage healer, and got very very frustrated with it, and particularly the inability of the healer to keep up. Like you, they were in full or nearly full rakata gear.
  3. Um, no, that's wrong. Healing trance has always had the regen debuff and the health cost. Niether was added in this patch. What has changed is the seer tree skill that removed all negative effects from NS (made it not cost any health, or reduce force regen) on healing trance crits was changed. Now healing trance crits only allow the force regen debuff to be avoided, not the health cost.
  4. I'll start by saying thanks for posting this. One question...were you doing normal, hard, or nightmare EV? And for the first boss, does your group LoS behind the turrets, or stack and heal through the missle barrage? And I'd like to see what you think of KP, particularly the first boss, on hard mode or nightmare mode. He is probably the biggest concern right now for my sage, besides whatever the new FP and op throw at us. Yeah, that's about what I expect to have to re-program my fingers to do. In my mind, Rejuvenate and Noble Sacrifice are just ways to reduce the cost of Salvation, making it our most efficient heal by far. I might swap the healing trance and NS so I shouldn't have to worry about the regen debuff from NS. Did you find deliverance useful, with or without the lowered cost? I'm thinking the cast time is so long that I will prefer the HoT and channeled heals mostly, but I hate to think we now have two nearly useless heals.
  5. Whaaat? Field Training now increases critical chance by 1% per point. Nerf, was 2% per point Field Triage now reduces the cost of Medical Probe by 1 (down from 2). Nerf, MP costs more now. Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations. Buff to AoE. Kolto Residue now increases all healing received by 3% (down from 5%). Nerf to AoE. Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount. Not a nerf or buff, mostly just matches the equivalent sage clense. Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). Nerf. The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%). Nerf. Trauma Probe now costs 2 Energy Cells to activate. And Nerf. Seriously, I agree that sages got whacked hard, but commando medics got whacked at least as badly.
  6. Haven't logged on yet, but curious if anyone has done the daily Rattataki quest on Belsavis today, and if so, have the 2 bugged leaders that always "Evade" been fixed?
  7. Me too. In my mind, my trooper was always made fun of for his small size, but now that he wields an enormous cannon, nobody pokes fun anymore.
  8. Yeah, I could see that. My sense is that commandos and scoundrels are both great at single target heals, which makes times when you need AoE healing more difficult. Hopefully with the (albeit minor) enhancement to both AoEs, that gets better. Although I rarely see commando healers. I have a lvl 50 commando that I may re-spec to healing again if we are short a healer and my seer sage turns out to be as un-fun as I fear in 1.2. But there is something about hanging out in the rear radioing for medical probes and shooting green goo at friendlies that just doesn't feel right. The guy with the heavy armor and big gun should be up front, shooting the enemy!
  9. I'll admit up front, I don't play a scoundrel healer,...I play a sage healer and a commando DPS. That said, we regularly pair a scoundrel and sage healer on ops, and NOBODY in our guild has ever expressed a problem with the scoundrel healing, or that we should bring two sages, or really even require a sage for any content. I am sorry your server seems to be populated with idiots that don't respect scoundrel/operative healers. And I'm glad you guys are getting some nice buffs in 1.2.
  10. I think the only thing to add here is that Elara should have aim gear, not cunning. It is confusing, because her initial gear and a lot of "Requires Elara" drops have cunning in them. Never equip any of that!
  11. ^this. Crafted blades are the way to go. They let you get damage and other ratings that are 5-10 levels above what the greens from the vendors provide. If you can't find a blade you want at level, check the 49-50 blades and whisper the crafters to see if they can make something for you.
  12. ^^This. I just bought a pair of bracers last night for 800, when I would have gladly paid upwards of 50k. Still keeping an eye out for the belt though.
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