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BanPearson

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Everything posted by BanPearson

  1. Sage was my 2nd char ever, in January 2012, and these are the two most insane tricks I ever found myself: Revivification / Salvation: When you are RECEIVING the healing, and you can stay in it (e. g. MM OP, stack & heal situation), click the Revivification / Salvation HOT off right before it expires! You will receive a fresh, full-duration buff! This requires an additional click, but increases healing received by roughly 80 %. If the whole team does it, in theory, that buffs this heal by 80 %. In many situations where max DPS is NOT required (e. g. most content except MM OP), the best set & tactical for DPS is Endless Offensive + Storm's Successor! You lose about 15 % DPS, but you have the same burst heal (for 4 GCDs) as a FULL SPEC HEALER! That way, you can carry a bad healer through VM OPs, MM FPs, get an insane edge in solo ranked etc. Almost always the best set, except MM OP and team ranked, where max DPS is more valuable. In solo ranked, consider to switch to a different set if you get a tank & healer in your team.
  2. hello, talking about worst-case pvp and pve situations where people are dying anyway and I'm just delaying. What I'm trying to do is this: High priorities, always use on CD: Revivification / Salvation, with buff from Resurgence (replaced Dark Infusion for a 1/2 target scenario, but is a high priority every 10 seconds only for the Dark Concentration buff) Roaming / Wandering Mend, usually is ok with or without buff when everybody is taking catastrophic damage anyway (no matter if 1 or more targets) Don't let Volt Rush cap at 3 charges for too long; use them, and use them in succession to stack up the buff to 3. Force speed might be needed tactically, but otherwise, use on CD if 1 or 0 charges remaining. Best results seem to be with 4xvolt rush, so the 4th is the strongest? Then if possible regenerate back to 3 instead of using a 5th time; e. g. innervate could be used instead after the 4th if there is a single-target emergency. Not highest priority, can stay off CD for a while: use Consuming Darkness when all of the above are on CD only; should usually have more Force Surge stacks than needed anyway Resurgence, only high priority when the buff is needed for Revivification (or Dark Infusion) Innervate is also NOT an absolute priority anymore, especially when force surge stacks present already; is still a good single-target heal, and goes well without Resurgence buff, as it benefits less than other heals from it. (Of course Resurgence PLUS Innervate, if there is time for that extra GCD without violating principles above.) Don't misunderstand: It's a GREAT single-target heal, but would I really use it over Volt Rush or delay Revivification for it when the whole team is dying? I say no. always use Dark Concentration / Altruism buff for the free extra heal, but can delay for other priorities unless it's about to fall over. Always proc it ASAP, though! Should happen automatically with rule 1. Not sure where to put Static Barrier as a priority? I'd say it's pretty good, but not if directly followed up by e. g. Resurgence + Innervate, which would destroy the good stacks? It's too expensive now to be good without use of at least most Sustaining Darkness stacks. I'm sure a lot can be improved. Where am I going wrong?
  3. Thanks AwesomeTacoCat, that priority system makes sense!
  4. Thanks for sharing your experience! Especially when I have the tactical for the extra Wandering Mend stack, so the target is likely to get 3 heals from it (Target-?-Target-?-Target), wouldn't the triple-hit on the target beat deliverance + benevolence? With Conveyance, using numbers from some random short parse: Wandering Mend: 3*14,858 / 1.3 s, 45 force = 34,287 HPS Deliverance + Benevolence (buffed): (25,339 [unlucky crits 30 %] +27,246) / 2.6 s, 45 force = 20,225 HPS Worst-case calculation based on tooltip numbers, no crits: Wandering Mend: 3*9,128 / 1.3 s, 45 force = 21k HPS, 609 HPF Deliverance + Benevolence (buffed): (18,053+11,813*1.5) / 2.6 s, 45 force = 14k HPS, 795 HPF It still seems to me like Wandering Mend is a decent choice for single-target, even when all other targets have literally 100 % health? Deliverance + Benevolence seems like the way to go without Conveyance. Out of interest, comparison with Healing Trance, with Conveyance, crit chance 75 %, crit chance for comparison combos 50 %: Healing Trance: 29,026/2.34, 60 force = 12k HPS, 484 HPF; with crit 75 %: 21 HPS, 847 HPF Wandering Mend with crit 50 %: 32k HPS, 914 HPF Deliverance + Benevolence (buffed) with crit 50 %: 21k HPS, 1,193 HPF So Healing Trance only for stack building / mobile single-target healing is true; Wandering Mend for single-target seems pretty good, though, but if we factor in the GCD needed for Vindicate, Deliverance + Benevolence can score with its high HPF which translates long-term to more HPS than shown here due to less Vindicate.
  5. Currently, this is how I'm doing it. Suggestions? Switched to Empowered Restorer set (not really worth the money; both are mediocre) Use Rejuvinate, Healing Trance and Wandering Mend on CD When those 3 are on CD, Force Armor with high priority IF the target is likely to take significant damage. That's because it is a high ratio healing (protection) per force; or in other words: Cheaper to protect now than to heal later When those 3 are on CD, use Vindicate. Only if needed, Deliverance / Salvation Proc Altruism when possible (a bit hard to time?), but use the buff whenever it fits best Use Wandering Mend with Conveyance, unless many targets take (AOE-) damage. Otherwise, can't bothered adjusting rotation for best use of Conveyance; it does mediocre buffing to all heals anyway.
  6. Good point, but it always was a weakness of the original class stories that there was very little real choice. Only exception was the agent. It feels like they were intended to be a starting point for one possible play-through, and only for the agent they ever developed the "demo-version" to a story with choices. Even though they are pretty good.
  7. Awesome ideas, all of them! Especially with my smuggler, everything since KOTFE felt really wrong. I thought of him as a low-profile, out of the spotlight person. Even the introduction of strongholds didn't fit his image, since there was no "cheap rat hole" style stronghold.
  8. What an opportunity, and you see it as an obstacle??? The recording quality will probably not be super-terrible. A professional voice actor WITHOUT home recording studio probably doesn't have to literally record on his phone, but has something like a $ 100 PC microphone (or can order one with same/next-day shipping). And what lack of quality remains will become a monument of history, forever in this game, telling future generations about life with Corona. It reminds me of Chausseestraße 131 from Wolf Biermann: https://en.wikipedia.org/wiki/Chausseestra%C3%9Fe_131
  9. This may or may not have changed over time, but I am sure that "in some versions" (e. g. 1.0 and 1.1), sniper / gunslinger cover prevents pull from powertech / vanguard, and that is without entrench / hunker down. E. g. in 1.0, a typical move for my vanguard tank was cryo grenade + harpoon on snipers (back when cryo grenade had 30m range), since it didn't work without the stun that ended cover. And it has always, always, always been an issue that some NPCs respect this buff and others don't. Dozens of examples for either.
  10. I know about the puny 6.1 change but I got the feeling that Force Armor also got more viable, and so I checked by tooltip. As long as it is put on a target that actually takes damage before it expires, it has far better HPCT and HPF than most heals, so that should be a priority on such targets? On the other hand, I go by the rule to always keep Rejuvenate, Healing Trance and Wandering Mend on CD when max healing output is required. When all 3 are on CD, I have just enough time to do enough Vindicate to keep force up, and an occasional Salvation/Deliverance, as well as the free Benevolence before it falls off. If I would Force Armor 2 - 4 targets that almost certainly will take some decent hits soon, I'd either have to keep one of the top 3 on CD for a GCD, or use less Vindicate than required, or have no time to throw in Salvation/Deliverance once in a while. Which priority does Force Armor have over other heals / Vindicate? For short burst, obviously skip Vindicate entirely, sure.
  11. Good idea! The tactical could make it work like the old "Noble Sacrifice" in the "OP Sorc heal" days. In general it would be good to have tacticals that bring back one thing each that used to be OP, such as improving Resplendence effect for any following ability. Not necessarily to the full power of "OP Sorc heal" days, just enough to be on par with Rocket Fuel Vapors. More crit to Healing Trance/Innervate, less force consumed by Salvation etc.
  12. I fully agree, and suspect that was planned all along. (Imperial guard would also be an option.) But if it ever was planned, the idea was permanently abandoned in the mass-firing of 2012, when they decided to keep running the game with a minimum core team that focusses on endgame.
  13. I started an attempt to estimate which disciplines highly depend on other players' debuffs: https://i.postimg.cc/FF88YyFs/Discipline-debuff-dependencies.png The percentages are an estimation based on parsely top scorers of how much of the overall DPS benefits from that debuff. E. g. Arsenal does 39 % tech attacks, so if someone provides the 5 % debuff, that'd be ~ 2 % more DPS, or ~ 0.4 % more group DPS with 4 D 2 T. TLDR: One discipline with armor debuff required on any challenging operation (*) Pyrotech/Plasmatech, Engineering/Sabotage, Vengeance/Vigilance strongly benefit from additional debuffs Didn't know Assassins/Shadows well enough to estimate (*) Very few disciplines fare well without an armor debuff, so I didn't research in detail for that one group in the world that runs with 8xVirulence and just marked the whole Sundered column red.
  14. The short one from dipstik is the correct one, though :-)
  15. For PvE: Reaching 110 % accuracy, not overcapping too much, is crucial. Afford ONE BiS accuracy augment as your first expensive buy, newest accuracy stim, and get the rest with the correct mix of 306, 285 endurance, R-...-number enhancements (e. g. 1x 80R-4, 1x 80R-15, 1x 80R-19, but just fiddle with whatever you find). Must reach 1213 Alacrity! If a little lower, the GCD stays at 1.5 s; everything higher does not help the GCD and you have few cast/channels. (Exception: If you get alacrity boost from guild perk in certain, limited instances, then swap things around if you feel like optimising for that situation.) Use no augments for that, just the correct 306, 285 endurance R-...-number enhancements. Rest is probably crit, as much as possible. That means all crit augments, and as the previous poster pointed out, here it is fine to stick with the good, old 228s, saving a lot of money and losing very little. I recommend 3xcrit for implants & ear, because it is a little easier to balance alacrity & accuracy with enhancements only. Crit proc relic for all content. Other slot: Mastery proc for instances that don't cap mastery, e. g. Dxun OP, pvp, uprisings, latest FP. For everything else (e. g. old FPs, old OPs, planets) there is no great choice. Clicky Alacrity perhaps?
  16. Sadly, you might be right. Would have nothing to complain if it were the only set, but Tactician might just be too powerful to not use. Does it beat Tactician at least in a 6+ target situation? Maybe.
  17. I tried the aggressive treatment set (heal with bushwhack). Still very sceptical if it's worth as much as the awesome things from Tactician set, but ... PRO: does same healing as damage (~ 12k) costs upper hand, no energy PRO: instant, 1 GCD CON: healing per tick same as kolto waves, but only 3 instead of 4 ticks. CON: higher CD than kolto waves rather comparable to Kolto Cloud: Same CD, same healing, both instant; Bushwhack: more targets; Kolto Cloud: Buffs from Discipline Path I suspect it's a win for AOE heal for something like 4+ targets, and a significant loss for single-target heal (e. g. minus the ~15 % HPS that Tactician provides). I had only one semi-challenging fight with it so far (bonus boss Legacy of the Rakata without hiding). Bushwhack did 9.2 % there; however the AOE-healing phases are short and bursty in that fight. During the 3x15s burst phases, Bushwhack did 10 - 15 % of the HPS (Kolto Waves 10 - 25 %, Kolto Cloud 20 - 30 %, rest pre-cast slow-release & other single heals). So that does help in that specific situation, one extra area heal, great. But considering that the tactician set increases all HPS by something like 15 % all the time, I still have my doubts about the Bushwhack-heal. Call me crazy, but: It might be viable for Ruffian. Using Bushwhack almost on CD (when buff from either Sanguniary Shot or Point Blank Shot is up) doesn't decrease single-target DPS significantly, but would provide good team heals. Ruffian would go from already best off-healer to OP off-healer, possibly even in ranked? In that sense, it shares the benefit of Tactician set that it works for all specs.
  18. There is one good idea to bring back Cybertech and Artifice in a way that works with the current, somewhat strange, gearing system! +1
  19. The game currently lacks well rewarded challenges for 4 players. "Well rewarded" meaning: When I do the hardest MM uprising, I'd expect at least THE SAME reward as someone who queues for random MM FP and gets Hammer Station. That is sad, because such challenges existed in the past, crafted and balanced with great skill, and now they are gone! Examples: Lost Island HM when it was released Blood Hunt HM at its peak (shortly after release, and after a - fortunate - rebalancing "issue" in the next major release) Reasons for becoming too easy: Nerfs after bad players complained (it is right to provide an easy mode so everybody can enjoy the story, but keep the challenge as well!) Terrible adjustment to changes in level, gear, DPS, HPS etc.. As of 6.0, obviously not taking into account a player with set bonus and TACTICAL. ? It will require some work to analyse their old difficulty in relation to player strength, and bring them back in the same way regarding enrage timer, DPS, HPS, tank mitigation, utility etc. On the other hand, the current class balance is better than it was back then, so the challenge of making it viable for all classes is not there anymore (some changes were probably to make it fair for melee DD, e. g. first boss LI HM nerf). It should not cap endurance, mastery or power and be for lvl 75 only. If it disadvantages some specs, e. g. hard to beat with melee or without AOE burst, that's fine. It should be challenging enough that at least for the first time, you think about how to assemble your team, like you do for a MM OP progression run. How to bring them back? I don't know. MM uprisings that are a "simulation based on intelligence analysis of mission logs from former encounters", where only some bosses occur in sequence, either of the same FP, or even a mix of several FP bosses? ? One last point: Reward this as well as a random MM FP. That avoids frustration for those who can't beat it, as well as for those who prefer a challenge.
  20. When you want at least a little bit of a challenge and only queue for the hardest MM FPs, full rewards should be provided as if you would queue for all. "Hardest" defined, for example, by your metrics of highest fail rate. Maybe it's only 5, e. g. Blood Hunt, Traitor among the Chiss, Objective Meridian, ... You should not be punished for having skill, investing more time and risking a higher rate of failure! Possible variation: Bonus boss required in this mode; in that case at least Traitor among the Chiss and Battle of Rishi would be an actual challenge, similar to a VM OP for 4 players.
  21. Didn't know that was a thing; sounds good!
  22. I think that among the healing classes, Sage (/Sorcerer) is currently the worst. One problem is that it has the worst tactical items. My suggestion is to give it the BEST tactical items, and otherwise NOT buff it. Ideas: Tactical brings back the old "Noble Sacrifice" instead of current Vindicate, e. g. health is lost on use, but if a Resplendence stack is available, it is off the GCD Tactical that brings Conveyance back to old strength, or almost (everything stronger buffed) Salvation becomes an activatable thing, like Stealth or Sprint, which constantly draws force and constantly does a little bit of area healing all around. Obviously not too powerful, maybe even weaker than Watchman/Annihilation group heal. Or "very" weak and not draw force at all. And make only one of the new good ones available for buy with tech fragments, one mostly dropping in ranked, one mostly in Dxun Veteran / Master.
  23. I helped another Knight during his class quest, in his instance. Since then I get the old "Cannot queue | You currently have a conflicting phase."; however resetting over my portrait did not work. Logging out, to another character, and then back also doesn't help. Anything else I can do? Edit: All chars were affected, even, not just that one! The whole account! A complete game restart fixed it for all of them, though.
  24. The possibly cheapest option to get those amplifiers (in case they ever fix them) is what I did when I thought they would work: Simply use the ones that are already purple or yellow without rolling from random drops and send them to the correct alt. Then make some "crafting gear" that you put on only for crafting. I figured from the tracked crit rates that they obviously do nothing (or very little).
  25. Thanks, that sounds right. Force Armor probably does good HPCT and HPF as it used to, although the exact amount is not documented. It won't be easy to add that while still using rejuvenate, healing trance and wandering mend on every cd!
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