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Drunkasaurus

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  1. I think force users can cleanse force dots and ops/smugs can cleanse tech dots, so it makes sense. What doesn't make sense is why mind maze fills up 90% resolve, whereas tranquilize fills up 100% resolve.
  2. On Infinite Empire, Republic wins probably 75% of warzones
  3. Agree with this. Delaying the opponent and capping any 2 is worth more than being picky about which 2 you cap.
  4. I think the devs said they're fixing this with 1.2: Merc/Commando Kolto Missile/Kolto Bomb will be brought up to affect 8 targets. Kolto Cloud healing will be front loaded to act as an emergency heal Conveyance/Force Bending will be fixed so they can't double dip the effect Small buff for Merc Large buff for Scoundrel Nerf/Bug fix for Sages To bring all 3 healers into line. http://www.swtor.com/blog/community-qa-feb-17th-2012
  5. If nobody capped the middle turret, the game should have gone on for at least 2x the time of a normal game. So that'd be comparable to a 500k healing normal game.
  6. I second this. I play in Infinite Empire and I win at least 75% of my games solo queueing, and even more than that if I queue with my friend. I can see how some undergeared/bad players would lose the majority of their games, though.
  7. This is more of a problem with Guardians being incredibly underpowered, than scoundrel being OP. If you played a powertech or merc, you'd see a world of difference.
  8. THIS ALMOST NEVER HAPPENS THOUGH. I've only seen this happen once, which was yesterday around 9pm server time. Infinite Empire, too, btw. Is it me, or do you guys Imps to lose the majority of your WZs against Republic? My win rate is probably 75%. Imps seems more geared, but we always have at least 2 healers to your 1 or 0.
  9. Republic Smuggler. I probably have 70% win rate solo and 80% win rate when I play with my friends. Never leave. Usually takes 4 games to finish the daily. Kek. Sucks to be sith.
  10. Mythic wouldn't nerf sage/inquis. They are the bright wizards of SWTOR
  11. The only real problem is that Operative/Scoundrels don't really have much utility in Huttball. They don't have any knockbacks or pulls so they're pretty much useless in organized teams. On the other hand, scoundrels have such a short cooldown AOE, that I feel like they're above average in usefulness in the other 2 wzs for stopping node caps. So it's balance as long as they don't implement specific wz queues.
  12. this. vanish is garbage. they need to do what WOW did and put a 2 second damage immunity after you vanish. vanish fails 80% of the time i use it.
  13. If my guildies aren't playing, I always MVP the guy who stands at the door that isn't being attacked or at the empty alderaan node.
  14. I think sawbones only needs a large buff when compared to sage healing. In reality, we only need a few tweaks to a few talents: 1) Disappearing Act kinda sucks. I'm almost always knocked out of stealth immediately after I stealth and I'm useless for 10 seconds. I pretty much never disappearing act unless it's to stay alive for 5 seconds longer to interrupt a flag cap. 2) Kolto Cloud is really really bad. Like, really bad. Give us some better talents for it or have an insta-heal portion on it when applied? A lot of Sawbones don't even get it considering how little it heals for and how much it costs. I think if all healers got buffed to sage levels, nothing would ever die in WZ. It does suck to be a sawbones in Huttball. The utility of grenade in Voidstar and Alderaan kinda make up for it though.
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