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Nebelleron

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Everything posted by Nebelleron

  1. It would be nice to be able to go back and watch cutscenes from the story of my characters, as well as having a written summary of the story that I went through. Will either of these options be considered for the future?
  2. Bosses put a debuff on anyone attacking them similar to "Only the truly brave can attack!" This locks out all companions, so no, no way to get Risha out. Sorry.
  3. I miss the giggle. It is also horrifying that the new sound is the Harpoon sound, which I am trained to think is something terrifying because A) I just got pulled into a situation which results in my death or B) Corso just did something stupid or I will soon need to spam heal him or C) I need to look at who in my ops is going to be taking different damage because of a pull.
  4. The nerf to the Armor Pen of Flechette is a substantial hit to PVE, and not so noticable in PVP. I'm not really sure if they thought of that when doing the changes to be honest.
  5. Kolto Pack is worthless to a Sawbones. Kolto Pack is NOT worthless to a scrapper, who needs a quick heal on themself or someone else.
  6. As a sawbones I tend to only ever use Akaavi and Bowdaar. Akavi even in average gear hits like a mac truck, and due to sawbones being #1 single target healers, keeping her up is no issue. Bowdaar is a monster too, even though Corso can take more punishment Bowdaar can seriously lay out the hurt. Also, nothing stops Wookie Toss from being amusing.
  7. At 50 PVP gear counts for a lot, as it is very base-stat centric. That means there is a tonne of endurance, main class stat, endurance, expertise, and endurance. Everyone has a lot of health, everyone hits like trucks, and most people have really good damage reduction. Also, at 50, the calibre of players is much greater. You have people who have PVP'd together for a long time, so seeing a guarded sorc smashing the front line is not uncommon. The gear counts for quite a bit, but I think more than anything the fact that you will almost always be playing premades or people who at the very least know their limits, strengths, and those of the people around them. And if you are on the repub side and the empire vastly outnumbers you, expect the imps to know you by name, and target the hell out of you if you are a healer.
  8. Sadly they are nerfing us BECAUSE of the massive population gap. All the Sorcs are crying becuase there exists a class designed to counter them perfectly, which can drop and control them so well. Sadly, because they are all whining, Bioware can do nothing but "fix" that. Also, Smuggler is a very hard class to play, and Scoundrel especially. Combine that with being a late bloomer, our endgame gear looking terrible, and the fact that Trooper and Jedi seem much "cooler" and you have the perfect storm for not many smuggler players.
  9. Ooh, I love your diagnostic scan suggestion. I am torn between that and "Diagnostic scan gives you insight into target's wounds increasing healing on that target by X%" Kolto Cloud is just flawed in so many ways though. It needs A) more targets B) more output and/or C) lower cost. As it is, I regret having to take it for what limited use it is. Also, the lack of immunity on Triage is so frustrating. Even if it only gave immunity to snares, it would be fine since you could use it in conjunction with resolve in PVP situations.
  10. Power is a near-worthless stat. The only heals that gets a good benefit from it is Underworld Medicine, and slow-release medpack. Also, power gives a really terrible return on investment, power seems more geared for bonus tech damage as opposed to healing, and it shows. Stack an equal amount of power to your crit/surge, and you will have drastically different outcomes. Now, look at your talent tree: See the part that increases your crit bonus on heals? Also, look at the +5% crit you give yourself passively just for being a scoundrel. Seriously, stacking crit/surge/Cunning is the way to go. Alacrity ONLY affects Underworld medicine, since HoTs are not affected by alacrity and that is the better part of our toolkit. Oh, and prioritise your cunning. It will give you crit, bonus healing (which makes up for you not building power) and even boosts DPS for those times where you don't have much else to do. The Scoundrel kit is based around crit/surge, with getting massive bonuses for doing so. Currently my sawbones has about 40% crit, and 98% base crit bonus thanks to surge. Add in up to 30% more, and even if I am not critting all the time, I still have fantastic base stats and crits are life-savingly good. Also, crit makes your HoTs matter.
  11. The animation delay is a big issue, since yes you have to wait until it is over to do something else. Also, our dirty kick immobilizes us, whereas the op version does not.
  12. Hello, Not geared to the teeth, but a very experienced MMO healer (well ANY game I play I go as healer/support) with experience in every WoW heal class, FFXI, and Rift. Sawbones has one fatal flaw: the designers valued Mobility. Whereas the Trooper/BH has great heal with almost no mobility, and the Sage/Sorc has good of both, the Sawbones as amazing mobility but nothing to do with it. We have 2 HoT (one of which isn't even useful until you get the +15% output 2 piece PVP set bonus), 2 instants (One which requires UH and the other which does nominal healing), 1 channeled heal which is ONLY useful as a tool to rebuild energy, and 2 cast heals, one of which is completely worthless. I love Underworld medicine, it is a fantastic tool that lets you convert one resource (energy) into another (upper hand), has fantastic scaling and does great heal, and UWM into Emergency medpack healing is a great way to go (assuming you have the extra charge generated through either slow release or a previous underworld.) The problem is that Underworld medicine is our ONLY good heal with no "It's good but....." Really, we need an overhaul of our tools. I -love- the complexity of playing the class, managing UH stacks is fantastic, and I don't have a problem tracking what HoT is on my current target. But our gameplay falls apart on healing multiple targets (quick tell me who has how many stacks of slow release) and our energy costs are prohibitive to emergency burty heal (other than >30% medpack spam.) My Hard Mode flashpoints are not too bad except what I have to quickly bring someone up from eating a headshot, eye beam, whatever. If someone other than my main tank is quickly burst down, it takes me forever to get them back up and still keep the tank alive. And if I do burn through my energy bar I am stuck either praying I still have cool head up or sitting around hoping for diagnostic scan crits.
  13. It's good that you are asking the question. Level 11 Scoundrels bring absolutely NOTHING to a team that a trooper doesn't do a hundred times better. Honestly, you won't find you are reaching your own until mid 30's, when you get a stealth opener and have your full toolkit. The lovely thing about a scoundrel is that they are late bloomers. The earliest I would consider going in would be the 20s, you have sprint, a good chunk of your kit and are filling out your slots with the chance to start getting relics, etc.
  14. Doesn't happen on my server, but I kind of wish it did. It's freaking hilarious!
  15. Diagnostic scan works fine, and the problem with the 4 talent points argument is a pure heal spec doesn't really have anything worthwhile to spend them on. Also, as it stands it is a purely PVE ability. Kolto Cloud would be significantly better if it didn't have the restriction of 4 people in the affected area. Between its cooldown and energy cost, and the fact that in almost NO situations does your entire team or group stack, it balances itself out. This would make our "Ultimate" heal actually ultimate. Also, some other suggestions I have posted before. - Allow Diagnostic scan to refresh the duration of all the Smuggler's existing HoT effects on the target. - Allow up to 3 stacks of Slow-release, since its energy cost is prohibitive to actual spamming and 2 stacks doesn't stand up to a lot of damage.
  16. Uh.... Confused? I vanish, and then lucky dodge to remove any lingering effects on me. If I dodge first then I have a GCD tick where I can be re-cc'd or targeted or have a dot reapplied. Going the other way I have never had the resulting stealth broken. Pretty much. Diagnostic scan has no place in pvp except where you are low on energy and have nothing to do but wait, or while you are keeping someone topped off but don't want to blow any energy yet. Hence the suggestions to make scan useful. In PVE though Diagnostic scan is amazing, since it gets you a good amount of energy back and without the PVP healing debuff doesn't hurt your overall heal/second in such a monumental fashion.
  17. A great way to farm up medals is a hybrid sawbones/dirty fighting build, with underworld medicine proccing upper hand and shrap bomb from the dirty fighting tree. It will give you lots of damage (2 or more enemies stacked? Shrap bomb!) and gives you a good amount of pvp healing. Just know that it isn't that potent and you aren't helping your team as much as doing either damage or healing focused. The exception being when you are at a high level and toss in emergency medpack spams, then you get to be quite a beast of the HoT and DoT.
  18. Your names are so much cooler... Bump for interesting thread.
  19. I like those ideas a lot, really. As it stands Diagnostic scan is a really great PVE or low-stress PVP ability, but just ends up a wasted button for most pvp situations. Standing still is the antithesis for our class, and yet our only reliable heal and our energey recoup are both "stand still for a while and be obviously healing." Another thing might be if Diagnostic scan refreshed the duration of all Heal-over-time effects on the target. It would make it a great tool for upkeep, as well as getting your energy back. The heal on it is fairly negligible, so I don't know if it would be OP with that change. Also, I think it would quite useful if Disappearing act (The Vanish ability, don't know what you guys call it) didn't apply the 10s healing done debuff. It's bad enough that it is on a massive timer, but when I get out of a bad situation with it I am just doing it so I don't die, and then want to turn around and heal someone else so they don't pay for my sins. It's great that I can cleanse -> Vanish or Vanish -> Dodge and have a get out of jail free card every couple mins, but the point of a healer is to heal, not just run away.
  20. The problem with Kolto pack is that emergency medpack is just BETTER. Kolto pack really strikes me as a non-healer heal to be honest. Something that you do after your burst a sorc down and are left needing a quick, but decent heal.
  21. To Rogun as he is pronouncing just how dead you are: "Wrong number." *Shoots console* I wish I could go back and re-live that moment so many times.
  22. The 2-set bonus from either PVP or PVE gear gives Kolto a required boost of 15%, which is basically a necessity. As far as AOE or even large group heals go, we are just not the right people for the job. You want a sage for that, but where we really shine is keeping one, maybe 2 targets up through ANYTHING. I've had tanks eat all the damage from 200% enraged bosses, huge unexpected pulls, and a Jedi Knight go 1v5 (well 2v5 including me) in PVP. Through careful management of your energy (seriously, get diagnostic scan. It seems like it sucks but it doesn't) and knowing WHEN to blow your big heals and when to spam medpacks (any time you have a charge to spare) you are possibly the best healer in the game.
  23. Also as an addendum. It doesn't matter what your title is. You can still enter the heat of battle, where Sith and Jedi fight for the fate of the universe, and walk up to a hulking Sith Lord who crushes planets with a mystical energy you can never hope to understand, and kick him straight in the balls.
  24. For those complaining about Coros's hair, I give you this: http://blindie.com/wp-content/uploads/2008/08/jason_momoa.jpg He's just so cute and genuine and -eee-!
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