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TimmehSolo

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  1. This is actually pretty good. Most of the other posts suggest things that would make us ridiculously OP. Some of the BG might be a bit of a stretch, but not so much that it wouldn't be worth bringing a different healing class into an OP. Merc healers generally have a stigma that we are ****, or at least that has been my experience. Maybe being a litlle OP would help reverse that.
  2. It is most likely the server, seen as multiple people have the same problem. That being said, I'd try a computer restart just to be completely sure.
  3. Well, high velocity gas cylinder is the armor piercing cylinder. Hope that clears it up for you.
  4. Pre 2.0 I would have agreed with you, however going completely surge sends you into the cap, and it's just not worth it after a point. Since Acc does nothing for hesls, and a little Alac helps, you should be putting some tertiary stat into Alac. Surge is very important, don't get me wrong, but after the soft cap it's worth more to get the Alacrity.
  5. One other pretty important note is that you have to have a tracer missile stack (of your own) on your target to do any kind of reasonable damage with heatseekers.
  6. I think you hit on the major points. My opinion has always been that Merc/Mando healers are viable, but are just so outshined by the other healing classes that we seem bad. Our healing is more difficult for a sub-par result, but we don't get any significant buffs in other areas to counter balance this. You of course said it a lot better than me though, lol.
  7. Basically, the only thing Anni has over Carnage is the debuff they put on the boss that reduces the damage the boss does. That said, I still believe Carnage is much better in almost every situation.
  8. I'd be interested to see what you guys think of this spec. http://www.torhead.com/skill-calc#8000cZrcc0MZfhbrdRrccz.3 It's essentially the same as the OP, but it skips the CD reduction on RC/RP and the alacrity buff. It trades that for 3% more tech and ranged crit chance from the CM tree. I rarely have trouble with heat in an assault spec without AP, in fact I often find myself at 0% heat following a RS proc (countered by incendiary or PG). Essentially, I think that this will work better, but I can't test it because my gear is **** for dps. On another note, the HiB proc resets its cooldown when it procs, not when you use railshot. So the CB vs FA debate as far as this is not correct. You see, if you use FA the proc triggers at the beginning(when it procs), and can be procced again six seconds after the proc, not when you fired HiB. I feel like it would be better to use FA to proc every other HiB because it doesn't delay the procs, it is far cheaper (half) than 2 CBs, it does and it does in fact have a slightly better chance of procing HiB, and (I believe) it does more damage than CBs. I think FA may be why I don't have heat problems in this spec. Let me know what you think.
  9. I posted this in the Mercenary post, but it aplies here as well. As a merc healer since nearly launch, there are a few things I'd like to see changed, but I'll try to phrase them as a question. I also have experience with playing as an OP healer. First, I understand that Bodyguard healers can put out *okay* hps when compared to other healers. However there is a strong skill curve. Heat management is exceedingly punishing in fights with tight heal requirements, especially compared to other healing classes. Ops have a lot of procs as well as diagnostic scan to get them out of trouble. Sorcs have a large pool that only inexperienced healers can eat up. Another point is despite having heavy armor, mercenary healers have less survivability vs the other healers in pvp. we have cooldowns, but all but one (kolto shell) are very temporary. ops have stealth and self hots, and sorcs have speed/barrier/shield, making both able to be out of damage for a long amount of time. I guess the question could be "Why do mercenary healers vs other healers have much more difficult resource management and less survivability versus the other classes without there being a benefit to outweigh these downfalls? This question could be rephrased to include all mercs: PVE Why do mercenaries have exceedingly more difficult resource management than other advanced classes without a significant benefit in other areas? We have no significant utility abilities in a group setting. We have very slightly more survivability in some, but not many situations. We have very limited mobility in most situations. Our dps and hps is on-par, but difficult to achieve in most situations. I don't play pvp on my merc because I was tired of not being any use. Someone else would be better to ask this question. PVP Why do mercenaries have far less utility in a pvp setting when compared with other ACs? Open: Why do mercenaries/commandos have no significant advantage in any area when compared to all other Advanced Classes? We do not shine above the rest in any area at all, nor are we good enough in all areas to be a "Jack of All Trades" sort of class. We are left near the bottom in almost every field imaginable.
  10. As a merc healer since nearly launch, there are a few things I'd like to see changed, but I'll try to phrase them as a question. I also have experience with playing as an OP healer. First, I understand that Bodyguard healers can put out *okay* hps when compared to other healers. However there is a strong skill curve. Heat management is exceedingly punishing in fights with tight heal requirements, especially compared to other healing classes. Ops have a lot of procs as well as diagnostic scan to get them out of trouble. Sorcs have a large pool that only inexperienced healers can eat up. Another point is despite having heavy armor, mercenary healers have less survivability vs the other healers in pvp. we have cooldowns, but all but one (kolto shell) are very temporary. ops have stealth and self hots, and sorcs have speed/barrier/shield, making both able to be out of damage for a long amount of time. I guess the question could be "Why do mercenary healers vs other healers have much more difficult resource management and less survivability versus the other classes without there being a benefit to outweigh these downfalls? This question could be rephrased to include all mercs: PVE Why do mercenaries have exceedingly more difficult resource management than other advanced classes without a significant benefit in other areas? We have no significant utility abilities in a group setting. We have very slightly more survivability in some, but not many situations. We have very limited mobility in most situations. Our dps and hps is on-par, but difficult to achieve in most situations. I don't play pvp on my merc because I was tired of not being any use. Someone else would be better to ask this question. PVP Why do mercenaries have far less utility in a pvp setting when compared with other ACs? Open: Why do mercenaries/commandos have no significant advantage in any area when compared to all other Advanced Classes? We do not shine above the rest in any area at all, nor are we good enough in all areas to be a "Jack of All Trades" sort of class. We are left near the bottom in almost every field imaginable.
  11. It's very possible it was resisted. In other words, post 2.0, you can miss with force attacks. It's likely it has nothing to do with your recklessness.
  12. This is my MM rotation: cover, shatter, laze target, snipe, follow-through(FT), series of shots(SoS), sniper volley(possibly CDs here), FT, SoS, FT, Orbital Strike, Snipe x2, FT, Ambush, FT, SoS, FT After that, everything happens pretty much on cool down. the shatter shot will be put in following either SoS FT, or Snipe x2 FT, because there is a slightly longer CD on ambush than SoS. Shatter will be used only enough to keep up armor pen. When shatter is unnecessary in that gap (because yours has enough time to last through another rotation, or there is another armor pen on the target), I use either corrosive dart or explosive probe based on my current energy level. my key bindings for the main rotation: shatter: shift+1, snipe: 2, laze target: shift+2, ambush: 3, SoS: 4, FT: r, OS: shift+r Sniper volley and my other very slightly used CDs are on my naga mouse. I believe this rotation is the best we can do, assuming no burn phases. Saving OS and cooldowns for burn phases is the way to go. If there is something that I could be doing better, please let me know.
  13. I wish I knew more about Anni, so I could help you out. One thing I would do is try parsing for a longer length of time, say 10 mins plus. This will give you a greater area to choose from. Another thing is I would save your CDs (BT, adrenals, relic) until you have all your annihilate stacks to give you the most utilization of the increased dps, then go 5+ minutes following that point. Those are the biggest things you can do. If you don't want to fork the cash over for a ton of adrenals, they only added about ~20 dps for me on average. Try your current rotation, but wait for the CDs and see what you get. If you're getting up where you want, add the adrenals and you'll get the most you can get. Also, as Beastfury said, luck helps. You got a bit unlucky in yours.
  14. Chew: http://www.torparse.com/a/164310/time/1363405991/1363406296/0/Overview 2148.15 dps Finally beat you opfotm.
  15. I think he was just trying to play it off like he was testing whether people pay attention to if parses are legit or not. Dodging the fact that he did it in the first place, if you will.
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