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Rettkar

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Everything posted by Rettkar

  1. Locked, as in they didn't come online for 2+ hours after the "healthy" servers did. Some of the dead servers are still down. P.S.: You can still create new toons on the servers. Edit: No clue what's going on w/ locked servers atm. My old server (along with a few other servers) went from locked to "Light" as did a few others. I thought the locked servers meant they were still down. *shrug*
  2. They're not inferior because they only require lvl 25 legacy, or because they "only" cost such and such creds, they're inferior because they're useless. Also, I'm fine with having lvl 25 legacy be the highest unlock, but then why not cap legacy xp at 25? It's almost like being able to level to 50 in game, but gain no new skills, talents, stats, or gear past 25. Seems a bit pointless.
  3. This is the bigger issue. There are too few useful perks, and way too much worthless stuff.
  4. BW really messed up with the server mergers. Not only did they try to pass it off as just transfers (for PR reasons), but the first come, first serve name conflict resolution must have been the only thing they could manage to implement. Having put in a /played priority for names (still implementable) would have been a much better way to go about it. I could care less about losing one of my alt's names for a player who's used that name for much longer, but I am very annoyed at having lost my main's name for a toon who's never played (he's on my friend's list). The above can be done for legacy names (based on legacy level or date the legacy was created), as well as guild names (date of creation, and maybe activity). All this can be done retroactively. And now, without any prior in-game notification, they keep the dead servers locked?
  5. And this is what a member of a premade rolling PUGs all day long will say, in order to make themselves feel superior.
  6. In our current state, I look at DPS sorcs as a majorly gimped version of assassins. Our best DPS tree (both in terms of damage, and mobility) needed to be augmented with melee attacks in order to be suitable for DPS assassins. What do we get in return? Useless heals, affliction, and a bubble that absorbs less than one hit. The main problem was with all the "good players" padding their parses, and not bothering with the team game. Getting affliction on every player you can see, and spamming chain lightning when wrath proc'd merely tickles the opponents. These are the same people you'd see away from the play, having their own deathmatches attacking random people from safe positions. They're also the same morons who'd be DPSing people in the pit from the goaline ledge, giving PTs / warriors a great jump target. The sorcs who played the team game very rarely did well on damage. They're the ones sprinting through fire to knock the carrier off, suiciding in to interrupt caps, going behind enemy lines to pull ball carrier up, focusing and interrupting healers, etc. Even with our CC breaker up, we don't stand a chance against a competent marauder, powertech, assassin, or operative, we don't really have enough burst to be able to kill healers, who aforementioned classes can just melt through. Those ACs are capable of parsing very high, and most of their damage is focused, not scattered like the sorc DPS is.
  7. If the opponents were unable to focus you as the ONLY healer in the ops, they're clearly not good. I'm used to taking 300-500k damage in some WZs, from the looks of it, you took around 100k.
  8. As a half Columi, half BM merc doing HM KP last night, healing the melee / tanks for Fabricator had me constantly overheating. Vent heat had to be used every time it popped, and I was back to overheating in very short order. Kolto shell became essentially useless, as I cannot affort to spend that much heat swapping it back and forth during tank switches, so I just kept it on myself to mitigate whatever damage I may take. Kolto missle's added heat cost, along with the limited number of targets effected, and the small amount of healing it provides also became a lot less desirable tool when trying to manage your heat. Whereas before, I tended to reserve Emergency scan as an "OH ****" quick heal, now it's been getting used pretty much every time it pops in an attempt to get my heat level back to a managable level. This meant if someone else was taking unexpected damage, I had to pray that they'd stay alive long enough until my regular heals land on them.
  9. As a Merc healer, I can't think of any case where I would prefer to have a Marauder in my face over a jugg doing 40% dmg on some fresh lvl 50s every 9 or so seconds. If someone takes 40% damage from a jugg smash, to put it bliuntly, they're not worth healing. Even so, those multiple targets can spread out, use medpacks, pick up the healing ground spawns, use defensive abilities etc. When I have a Marauder / Sentinel on me, all I can do is spam my heals to stay alive, and for however long I'm alive for, they've taken me out of the fight completely. Having said that, I'm not necessarily against a faceroll class who is a glass cannon, but when I see a Marauder/Sentinel, glass cannon isn't the phrase that comes to mind.
  10. First of all, thank you to OP for doing the research on this. As for the tranquilizer, I believe it to be a hard coded value in order to avoid chain sapping in PvP, since it has no CD.
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