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MagicmanNC

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Everything posted by MagicmanNC

  1. "Thank you" to everyone in the thread for being so helpful in suggesting destinations for the OP. I really do hope the grass is greener for him elsewhere. He might be a really nice guy in RL, and I really do hope his play experience is more enjoyable elsewhere. However..... Good riddance, OP. Seriously. Of all the player's I've had as teammates in 75+ ranked matches across two servers, you are the one that makes me wish /ignore functions in pvp like it does in pve, and I only got stuck with you twice (I think). I do sincerely hope your play experience elsewhere is less frustrating.
  2. I'm not having fun when I'm winning arenas. I'm not having fun when I'm losing arenas. I'm not having fun when we're 4v2-ing in an arena. I'm not having fun when we're 2v4-ing in an arena. I'm not having fun when I'm healing, tanking, or dpsing in arenas. I'm not having fun waiting on the acid to pop a stealthie in arenas. I'm not having fun staring at the loading screen when I quit arena pops, which I admittedly haven't done in about a week. Just put an unlock in the Cartel Market already. While I can't promise I will buy it every week indefinitely before I say to hell with this game, I'm not sure how much longer I can handle this forced arena ********.
  3. I posted this in the bug report forum, I am putting it here to see if anyone else has noticed the exceptionally low damage on some of Yuun's abilities, even when in decent level 55 gear.
  4. Yuun is an Aim/Tech Power companion (as far as I can tell, with 3 trooper 55s).....however, two of his abilities exhibit exceptionally low damage, both in the tooltip and in combat. Yuun (level 55, artifact 66 barrell/offhand, Partisan/Conq mix on gear) Run Through: 695 damage over 12 seconds Whirling Force: 327-359 damage, 3 targets, 9 second cooldown Tracker's Strike also deals low damage (400ish), on a 30-sec cooldown comparable to Nadia Grell's aoe slow, but the damage is MUCH lower (didn't write it down). He shares two abilities with the Sith Warrior companion Jaesa Wilsaam (sp?), who is a Willpower/Force Power companion. Jaesa (level 55, artifact 66 hilt/offhand, blue/artifact 66 mods in all gear) Run Through: 1885 damage (12 seconds I think, or 15, doesn't matter; the difference in damage is significant) Whirling Force: 922-954 damage, 3 targets, 9 second cooldown Considering that both companions have comparable gear, I would expect that the shared abilities should do comparable damage. However, as you can see, it isn't even close. The best I can come up with is that Whirling Force and Run Through (and perhaps Tracker's Strike) are boosted by Force Power, which is not found on Aim gear or boosted by Aim. Regardless, the below-normal damage of 2 (or 3) of Yuun's abilities make him essentially useless in combat situations compared to the other companions. If this is intended, I would like to know how we should go about gearing Yuun, since Aim boosts his melee abilities, Strength doesn't boost his Force Power, and Willpower doesn't affect his melee abilities. Thanks!
  5. You may be a great dude in RL but your sig kinda makes me feel sorry for you
  6. I actually waited a day to download the patch, as I first read the new patch notes and browsed the forums, worried about this very issue. In fact, the only reason it is downloaded is because a sinus infection sent me home from work (couldn't keep me off SWTOR though ). However, this queue system might keep me off SWTOR, unfortunately First WZ pop: arena. Drat. "Sorry guys, GL" and drop. (Incidentally, it was the first WZ I've left early since release that wasn't a d/c....sigh...I'm not counting arenas as WZs though, regardless of what others say, so the streak is still alive.) Queue the immediate nasty /w from someone in the match, and immediately any regret I had over leaving is gone. Forever. So, with 8 55s on 2 servers that I do multiple PvP dailies with a week, plus 4 lowbies on 3 servers that I do the pvp daily for a couple times a week, plus a commando healer on Ebon Hawk that I'm leveling via pvp solely to get those poor Republic saps there a 55 healer, ALL regular solo queues (don't give a hoot about ranked).......the way I spend 85+% of my game time in SWTOR has been borked. Staying in an arena isn't going to happen on principle, and the extra loading screens per play session from leaving are annoying. This is not to say that I am against others that like arenas having the option to do them. In fact, if there was a regular arena-only button, I might be bothered to group up and do some from time to time (of course, if I was to be bothered enough to do that, it'd probably be for ranked, but refer to my above quote about ranked). However, being forced into arena pops isn't something I am going to stand for. What really sucks is that there are things about the patch that I like for pvp, especially the no respec thing and the mezz grenades change (using 'nades/respec from time to time and liking them are two different things). My recurring subscription has another six weeks left, and I hope they add the option to choose by then.
  7. *From a PvP perspective* I haven't read all 19 pages so I don't know if this has been suggested (if it has I apologize)... ...but I see a lot of posts wishing Trauma Probe could be cast on multiple targets simultaneously. While I could see that being an ammo-management nightmare, what if we could use Hammer Shot to transfer charges of Trauma Probe from ourselves to the target? 1 hammer shot could transfer maybe 3 charges? There would obviously have to be a max amount of charges (both on a single target and overall, I'd say 13 on a single player and 26 or 39 overall), and I would also think that you couldn't transfer if you were below a certain limit of charges on yourself (say 3-5). I'd reckon if you had 30 charges out already on multiple targets, then cast trauma probe, you would only get enough charges to get to the max of 39 (or whatever); alternatively, recasting it would remove the 13 "oldest" charges. To be clear, I'm OK with where commando heals are right now, but maybe tweaks like this would let us be a little more pro-active in PvP.
  8. Since a large amount of forum and fleet whining focuses on these guys, they MUST be "OP" AMIRITE? OK then, I will fix all three for you at once. 1) Lose that annoying instant AoE cc, make it single-target if they must have an in-combat mezz; leave it instant, I don't even care, just put that AoE mezz business in the history books. 2) see above Hell, just for s--ts and gigs, put a skill way up in Watchman/Vigilance/dps Operative trees to make it AoE again. Yeah, this would be a "nerf" to three classes I play somewhat regularly (my Sweeper doesn't have his AoE cc yet, still in lowbies).....and I'm not even bothered. I think it would absolutely be a good change. I'm sure if it's a bad idea you guys will make it known, that's OK too. However, getting rid of that particular utility (on top of everything else they bring) makes other classes a less unattractive option, don't you think?
  9. Psych Aid removes mezzes like flash grenade. I use it almost on cooldown, so the little heal is nice to have.
  10. Actually there are a few differences in the specs we run, mine actually looks more like this: http://www.swtor-spy.com/skill-tree-calculator/vanguard/24/?build=023112302010012200100000000000000223122200102210210000000000000000000000000000000000000000000000&ver=20 My last 2 points vary, sometimes I put them in Heavy Stock, sometimes in the Gut snare, sometimes in the Harpoon root.....and while I do interrupt I'm not good enough at it to warrant the 2 points in Frontline Defense. I do recommend Supercharged Ion Cell, especially paired with the Ion Cell snare, and sticky + HIB/Ion Cell aoe + Pulse Cannon is pretty fun if they're grouped up for you. I do mix in Hammer Shot liberally, as energy management is a big issue for me with running this spec, and I use reserve powercell almost on CD (depending on the situation). However, we do bring a large measure of utility to the table, and the overall damage output isn't bad either. Sorry to cut things short, but I have to go to work
  11. That's the spec I run, lots of storming and harpooning and plenty of gut and ion cell fluff damage....storm + 10 seconds of hold the line is loads of fun Are you wearing tank gear? I'm doing it in dps gear with a shield.
  12. I've only played 4: 1. SWTOR 2. LOTRO 3. WoW 4. Ultima Online (free month back in 2000) I really enjoy(ed) the top 3. I know enjoying SWTOR the most has something to do with forcing myself to keybind and mouse-move/turn (yes, I clicked for 3 years in WoW and decided I was going to start fresh with the release of SWTOR).
  13. When I got to 435 I'm pretty sure I had to make adrenals to level it.
  14. Perhaps check with your credit card company. I'm on a 3-month recurring sub and the anti-fraud folks with my credit card held up my automatic payment two different times, which let my sub lapse. All it took was a quick call to let them know that it was legit.
  15. As much as I love this ability, too short a cooldown would just be unfair. There's a difference between "unbalanced" and "unfair", and this ability is powerful enough to fall on the "unfair" side if it is too readily available. I mean, what other abilities in the game are closer to "I WIN" buttons than Electro-net right now, if used properly? Guarded by the Force? The agent/smuggler's aoe mezz? The 'slinger/sniper aoe shield? Inspiration/blood-whatever (15% damage/healing boost)? Transcendence/predation?
  16. You still want 5 stacks of charged barrel (or whatever its called) to buff HIB, plus you want as many CoF procs as possible, so I would imagine you're still grav-rounding in between demo/FA....I haven't seen much of a change in my desired rotation besides mixing in a kolto bomb every now and again.
  17. I was only able to squeeze in 1 wz after hitting level 51 and training it. I used it 4 times in the match (AHG). 1) sap-cap nullification and a very confused operative after he burned his vanish to no avail and feebly tried to run off as I nuked his face 2) healer kill- led to wiping them mid 3) healer kill- led to us wiping them mid again 4) trolling a mara at the very end This ability is a game-changer, and after only 4 uses is now my favorite ability in the game.
  18. I learned this the hard way long ago, using force camo to break a root just shy of the enemy goal
  19. I did the same thing over the fall/winter with my first ever pvp healer. If you just hit 20 you likely just unlocked slow-release medpack, from there things get better, and it's somewhat easier to keep yourself up and help others as well. Once you get emergency medpack at 40ish it's gametime, I don't think any abilities on my other healers had nearly as big an impact as EMP did once unlocked. Edit: definitely stick with the heal tree. Learning to heal without EMP makes you that much better once you have it. Learn to manage your energy with Diagnostic Scan, and you will also eventually want to learn to manage Upper Hand stacks. Not having UH when you need that EMP to save someone is a bummer.
  20. ...you get smashed for literally half your health pool
  21. Infernixx, I would quote your post but it is massive and manipulating text is a pain on my phone. Allow me to borrow from your sig, instead. You nailed it. That is correct.
  22. THISTHISTHISTHISx100 I stopped at the exact same place.
  23. Yeah, because killing PvE bosses first is how WZ winners should be determined! Every AV I was ever in played out in one of two ways: 1) pve race 2) turtle Not that I disliked AV or that other one with the gunship/random objectives that weren't entirely necessary, but I don't miss them one bit.
  24. Yeah, commandos love the "focus me please" green beam of impending smash on our heals I do agree it looks cooler than the merc darts, though
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