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YoDarrell

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  1. Seriously biochem is good for a reason, it gives you something that actually ENHANCES your characters output whether its a heal a damage boost or a stim, the problem is right now everyone and their nan is taking the skill because ITS THE ONLY VIABLE CRAFTING PROFESSION, sure you could nerf it but then what? youll have 4 crappy professions that no-one will ever want to waste time using, as it stands there is no point leveling say artiface because illum dailies give s better mod rewards etc. My Suggestion, rather than nerfing the only profession you got right spend time adding in BOP mods or give professions a a chance to crit on say mods (ie give 10 extra stats at the same level) I dont know what you could do, but nerfing biochem is a surefire way to mess up your whole crafting system rendering the whole system useless
  2. you also get a massive reduced chance to be knocked off, the speeder rank 3 means you can actually mount pasy ALOT of mobs, which is real timesaving
  3. Well every time i level up my crit % goes down dude to crit needing more rating to convert into percentages thought it maybe something similar.
  4. at level 50 the stat weight might be less than at level 49 ie 100 will power might give 20 less healing at 50 than 49, i dont know if this is the case or not tho so dont quote me on that, just a speculation
  5. anyone tried this build yet, im averaging 150k damage and 150k healing per game depending on what i focus i usually get both 75k medals too
  6. this is a pretty nice build just wondering if you'd like to compare it with mine and see what you think, my build is more pvp orientated http://www.torhead.com/skill-calc#201RGrRbZf00MZsMcRs0z.1
  7. After testing alot with this build ive noticed that when im under attack its pretty easy to get interrupted and spell cast time is knocked back enough for it to be an issue will be revising the build.
  8. in most pvp situations it is actually beneficial for your team if you can shield someone or if you can send out a quick heal, this can really turn the tide of a game especially in hutball where the flag carrier gets focused like nothing I just theorycrafted this build, testing it now, i feel like you dont lose too much damage from this build, you can still force lighting spam and dot your opponent dealing moderate damage your shields are buffed so in a 1v1 you absorb more damage and you can throw out and instant heal and proc a 1.4 second 2k-4k heal 18/7/16 http://www.torhead.com/skill-calc#201rMrRR0MZbc0MZsMcRR0z.1 Please tell me what you think id like to work on this together with other sorc players and get a discussion going After testing alot with this build ive noticed that when im under attack its pretty easy to get interrupted and spell cast time is knocked back enough for it to be an issue will be revising the build. Revised Build 17/7/17 http://www.torhead.com/skill-calc#201RGrRbZf00MZsMcRs0z.1 Change Log + Reasoning PLEASE NOTE: Damage absorbed by your Static barrier adds to your total healing count on Warzones, using only heals you can effectively get the 75k healing medal with no cast times. (I made these changes with this in mind aswell) Corruption: (17) - 2 Fadeout -2 Dark reslilence -1 Sleeping Darkness + 3 Lucidity + 1 Efficacious currents Although fadeout is a pretty nice perk to shields the movement speed provided by it doesnt last long enough to justify spending 4 talent points to get it, by removing these points you have space to get 3/3 in lucidity which means you can heal more under pressure and you can also decrease the cd and cost of your shield meaning you can spam it a bit more Lightning: (7) - 3 Convection + 3 Electric induction This one was a no brainer after i thought about it, of the 3 skills that Convection increases damage for i only use one. The force cost reduce will greatly help your ability to heal and dps during wz's and will keep you able to participate longer. Madness: (17) + 1 Sith efficacy Same reason as the lucidity addition, its annoying when you finish casting early etc. This point adds more force regen and less knockback, helps alot more than 1% crit chance imo.
  9. Ive read this guide and used the build quite alot, my only problem is that this guide focuses purely on damage when in most pvp situations is actually beneficial for your team if you can shield someone or if you can send out a quick heal, this can really turn the tide of a game especially in hutball where the flag carrier gets focused like nothing Ie just theorycrafted this build, not tested it out as of yet but i feel like you dont lose too much damage from this build, your shields are buffed so in a 1v1 you absorb more damage and you can throw out and instant heal and proc a 1.4 second 2k-4k heal, http://www.torhead.com/skill-calc#201rMrRR0MZbc0MZsMcRR0z.1 This build i feel would be more viable in a team situation than the build you use, what are your thoughts on this?
  10. "You won’t believe the last boss, so we’ve provided an image as a tease." It looks like a big mob ive already killed.
  11. This really helped me i hope you put up more videos in the future
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