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Tabarro

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  1. PVP seems to go back and forth between pub and imp. There was a time when pubs dominated on Harbinger and then over time it swung over to imps dominating. I agree it now seems that it is swinging back to pub. You can certainly go pub side, if you do, my advice is find a pvp guild. Right now, when I see pubs dominating i usually see 4-6 of the same guild name. There is another option - group up or find an imp pvp guild. When I find that solo queing is resulting in bad groups with less experienced players, I turn to my guildies or those on my friends list that like to pvp and we do much better. If you just started pvping on Harbinger and don't have people to group up, then give it time. Look for the good players, get them on your friends list and whisper them to ask to group up. Most, not all, pvpers dont mind grouping up with other good pvpers, it improves chancing of winning.
  2. I think this comment demonstrates a narrow vision. There are already some pvp zones that have some environmental element, such as Huttball fire traps, Quest Huttball poison sludge, and Ancient Hypergate pylon detonation. They are certainly predictable environmental effects and because of that players can utilize those in combat. Even if you don't use them in combat, you certainly need to be aware of them at all times even when fighting another player. There certainly is no harm in adding another layer of complexity to your situation awareness. If you really want to improve combat in PVP, you need to take off the blinders and be open to exploring ideas and how those ideas could work. Adding dangerous effects to the environment is a legitimate way of improving game play. This is not PVP vs PVE. This is challenging ourselves to develop original ideas to enhance our enjoyment of game play.
  3. I applaud how you are thinking about how to improve PVP rather than just complaining and providing no ideas on how to make it better. Comments on your ideas: Increase in rewards - I disagree that this is necessary at this time. With the decrease in price to obtain PVP gear, the rewards seem reasonable compared to the price of the gear. Remove doors - Interesting idea and i think it might work in Ancient Hypergate and Novarre Coast and not work in Voidstar. Not relevant to Civil War. In Voidstar, it would give too much advantage to the defenders as they would just respawn at the doors and the attacking team would respawn much farther away. in AH and NC, both teams are equidistant from pylon/mid, or E/Mid or W/Mid so it could work. Shame icon - I would agree with a slight deserter debuff, maybe decreasing all stats by 10% for 5 or 10 min if someone leaves after the match has started. For those that backfill a zone already started, no deserter buff if they leave. Voidstar changes - I disagree with this. You have effectively removed the stealth class from the zone with the continuous DOT. I play an operative, merc and sorc in PVP and I am very well aware of how annoying stealth can be. When making an improvement to a zone, we should not make an entire class or two ineffective for that entire zone. Maybe as an alternative, implement a change that make the bombs on the doors dangerous. For example, when they explode, it is a massive explosion that does a knock back and massive damage (15-20K) unless you are out of line of sight from the bomb. Huttball - I like the idea of promoting teamwork and disagree with implementing boots on all participants. Some classes have abilities that proc when they utilize a leap, force speed, roll or what have you. I think we should still allow them to have those abilities to fight. When carrying the ball, having those abilities disabled, like a merc/commando electro net, i think is a good idea. Novarre Coast - I disagree with this idea. Novarre capping is the most unique in that you can can from various distances at various angles and if more than 1 from your team is capping, it speeds the cap. This capping appears reasonable in my opinion given you can can slowly cap a node over time even if a massive battle is taking place at the node. Civil War - Interesting idea. I really like the idea of bombardment. I would like to tweak it just a bit and have the ships bombard a turret controlled by the enemy and the bombard is localized to the node area. I disagree with one fatal blow on a 3 cap. The ship goes down fast enough with a 3 cap. Stealth generator I think is unnecessary. There are alternative ways to get to a node than just jumping into a crowd of enemies and we do need to leave some consequence of players not thinking clearly by jumping into 1 on 5 situation. Ancient Hypergate - I like the idea of buffing the player with an orb and disagree with 150% to stats and 500% increase in points. That buff is too strong. It seems you want to make the orb kinda of like a huttball. Not bad. If you increase the points on orbs slightly, make them once per round as you indicated, and have the orb switch to an enemy player upon defeat, I think it would add a new mechanic to the zone. Whether or not the developers read any of this, I enjoy reading what other PVPers ideas are. Please keep them coming.
  4. These are the most common problems and it could be a combination. A. You don't have expertise on ALL gear including your relics, earpiece and implant. Sometimes these items look the same as PVE items. Check to make sure you have them equipped. B. The main hand and offhand PVP items do not come with PVP expertise crystals. Buy crystals with 41 Expertise at the PVP vendor standing next to the PVP terminal on fleet and insert them into your main hand and off hand. Check back once you have done the items above.
  5. I originally posted this as its own thread, but it was suggested that I copy and paste my idea in this thread. Please see below. Hello all, As we were pvping, my guildies and I were tossing around ideas for a new warzone. I took some notes and then wrote out a description. I wanted to post this to get the community's thoughts on this proposal. I realize this is a long post and the design of this warzone would be a huge task and mostly likely a dream, but we had fun thinking up these ideas and I had fun writing it out and filling in some details. I welcome any constructive feedback on this post. Proposed Warzone: Invasion Pulling from the latest overall story line Invasion and combing elements from other warzones, this would be a 4 stage PVP battle. This is an 8 v 8 or possible 12 v 12 battle. There will be attackers and defenders. Attacker and defender roles to be determined at start of battle at random. That role will remain for the entire match. Empire Invasion of Tython or Republic Invasion of Korriban. The proposal below is told from the Imperial point of view. Phase 1: Engaging the Enemy Background: We have discovered and are launching an attack on the Jedi home world of Tython. We want to distract and disrupt the Jedi influence on Republic strategy and troop movement, what better way than to attack their home. Phase one of invasion is to simultaneously cut communications with the Republic while blinding the enemy on the ground. There are 5 key communication satellites in orbit around the planet which are guarded by an orbital platform of turrets. Take out the communication satellites so they cannot report the attack it will also cut of all but local communication on the ground. Once the satellites have been destroyed and the turrets’ taken out on the platform, a portion of our fleet will arrive to blockade the planet preventing anyone from escaping. Starfighter warzone. Using standard fighters provided by the Empire (not character star fighters with upgrades), the attackers engage the satellites and orbital platform with the object of destroying the 5 satellites. Defenders will man the turrets on the platform. The attackers can go straight for the satellites or choose to attack turrets. There is a time limit of 5 min. The attackers have the advantage of agility and speed with 6 missiles each that cause more damage, but require a missile lock to fire. Missile lock requires target in reticle for 3 seconds. The defenders, have advantage of shielding around the turrets which reduces damage by 50%, an auto-repair program that slowly fixes damage, and each have an EMP pulse on a 2.5 min cool down. The EMP pulse can disable fighters in range for 5 seconds preventing them from moving or firing missiles; however, disabled fighters can still fire laser cannons. If a fighter is destroyed, then another must be re-launched from the command ship and travel to the battlefield. If a defender turret is destroyed, the defender is out for the round. (Similar to the bridge section on Voidstar, if a defender falls, the defender now falls back to the next phase.) Points for the phase are based on the number of satellites destroyed. Once all are destroyed or 5 min timer runs out, move to phase 2. Phase 2: Ground Assault Background: We have control of the orbital platform and have blockaded the planet. The main command center on the ground is shielded. We have launched a ground assault team with walkers and landed them outside the main command base on the planet. We need to break the defense of the command center and turn their turrets on the command center to bring down the shield. Ground fight warzone similar to Novare Coast. The attackers deploy from the walkers and have to attack base defenses. The base has 2 turrets with a bunker at each turret. The defender turrets are programmed to attack the walkers which are just out of range of the turrets, the defenders must slice the turrets (like Novare Coast) and turn the turrets on the command center shield. There is a 5 min time limit for this phase. Points will be awarded based on how much the commend center shield has been damaged. Defenders can fight in the open or (advantage defender) 2 defenders can occupy a bunker and launch ranged attacks from bunker. While in the bunker, defenders are immune from pulls and interrupts (similar to sniper/gunslinger cover). Even if the defenders in the bunkers are defeated, attackers cannot use bunkers. The attackers must push past defenders to slice turrets at their base. Once sliced, the turret will turn and attacker the command center. The walker that was being targeted by the turret will move forward and also attack the commend center, the energy shield will take moderate damage, and because the walker moved forward, attacker reinforcements launched from that walker don’t have as far to run back into battle. If both turrets are turned, then both turrets and both walkers will attack and the energy shield will take heavy damage. If a defender is defeated, they will send reinforcements from the command center, but in order to get through the shield they must wait for an opening to allow them to pass, which occurs once every 30 seconds. If an attacker is defeated, attackers will immediately send reinforcements from the walkers (advantage attackers). Once the shield is destroyed or 5 min timer runs out, move to phase 3. Phase 3: Command Center Background: We have broken through the command center outer shield. Get to the main control room and slice the controls to access the landing pad security turrets. Once those have been disabled we can plant a hyperspace beacon and bring in our occupying force that is waiting just outside the system directly to your position. There is a 5 min time limit and points will be based on how far the attacking team has advanced. Fight through each area of the complex similar to Voidstar. The command center is divided into 3 sections with 2 hallways connecting each section. (Main foyer, large interior room, and control room). It has been fitted with phase shielding at all hallway entrances. The phase shielding will only allow people to pass through from the interior of the complex to the exterior. The shielding is modulated, so when you pass through you have to pass through at a normal running pace, you cannot have your speed enhanced (exfiltration, force speed, hydraulic override, etc) or it will bounce you and cause significant damage. In addition, no weapon or force attacks can pass through the shield. Once passed through, you cannot return. Nothing from the exterior can pass through the shield. The attackers must deactivate it by slicing the control panel to the side of the door. Slicing the control panel will take about 8 seconds of uninterrupted time (similar to Voidstar). The command center has also been equipped with stealth detectors, therefore, no attackers or defenders can stealth in the command center. Both the hallway phase shields and the stealth detectors are controlled by 2 power generators. The power generators can either be destroyed by the attackers or voluntarily disabled by the defenders. Knocking out 1 power generator will disable stealth detectors on 1 side of the command center allowing attackers and defenders to stealth around the center where the detectors have been disabled. However, you must unstealth to pass through a phase shield. All control panels will need to switch partially to an emergency power unit within the panel, this will weaken the encryption and will require 6 seconds to slice instead of 8. If both generators are disabled, all stealth detectors throughout the center will be disabled and the panel encryption will be further compromised requiring only 4 seconds to slice. If an attacker is defeated, reinforcements are launched from the entrance to the main foyer, no matter how far they have advanced into the command center. If a defender is defeated, reinforcements are launched from just outside the control room. The power generators are located in separate small rooms on either side of the large interior room (second room) on the defender side of the room. As the battle starts the defenders start in the large interior room and the attackers start at the entrance of the main foyer. Defenders can disable power generators at any time. Once disabled or destroyed, they cannot be turned back on. In the beginning, there is an advantage to the attacker as the reinforcements are fairly immediate and the defenders have to run the entire length of the map; however, slicing a panel takes 8 seconds. As attackers pass through into the second room, the defenders will gain more of the advantage as reinforcements are able to respond more quickly and the attackers reinforcements have a longer run; however, the slicing time on the panels can be reduced by 2 seconds for each power generator disabled and stealth will be allow for both sides as the power generators are disabled. The defenders can either choose to defend the generators or the hallway shield or both. There are strategic decisions to be made here. As a defender you can allow the generators to be disable allowing you to stealth if you have the ability, or you can allow the attackers to gain access to the next room, but defend the generators so they can’t stealth and the slicing time on the panels is longer. After the second room, getting into the control room can be difficult, even if the slicing only requires 4 seconds, the defender reinforcements are fairly immediate, whereas attacker reinforcements now have to travel across the map. Once inside the control room, an attacker merely has to click the control panel which takes about 1 second. Once control panel is accessed or 5 min timer runs out, move to phase 4. Phase 4: Hyperspace beacon Background: The control room of the command center is ours and we have disabled the landing pads security. We must plant our hyperspace beacon. Although we have broken through their defense, there are still pockets of resistance. Their plan is to intercept our beacon and reprogram it for their fleet to bring in help. We must defend the beacon long enough for our star destroyers to arrive and deploy our occupying force. There is a 5 min time limit to this phase and points are awarded based a beacon being planted and charged on how long a team holds the beacon. Ground force fighting similar to Hypergate. The landing pad has 2 entrance ramps on either side with a platform. In middle is the pad to plant the beacon. The beacon must be planted and then charged. There are 4 charging stations on the platform, one in each corner. Attacker side of the platform has 2 positive charging stations and the defender side has 2 negative charging stations. In order for the beacon to function, the beacon must be first planted, then a positive charge activated and then a negative charged to complete the circuit/flow of the charge. It must be completed in this order, or the beacon will not be operational. Planting the beacon will take 6 seconds (similar to Hypergate) and each charging station will take 4 seconds. Once planted and the circuit complete in the correct order the beacon is operational. The beacon can be disrupted either through an interruption in the circuit (taking over a positive or negative station) or by slicing the beacon itself and gaining control of it. If the circuit is interrupted it must be reestablished again in the same positive to negative order. If the beacon is sliced, the power must be restored in the same order as well. In order to prevent just capping and camping a beacon (to get points and keep the other team at zero) or camping the 2 positive or negative charges (to just prevent a charging), points are awarded to a team that plants or slices a beacon, but the points are slowly removed over a 30 second period back to zero if the beacon is not connected to a charge. If one charge has been activated (positive or negative), the point reduction will stop, but no points will accumulate. If both the positive and the negative charges are activated (in the correct order) and the beacon is being charged and is operational, points will then accumulate. If a charge is interrupted (positive or negative) the point accumulation will stop. Minor points can also be awarded based on kills. If nothing is controlled – 1 kill equals .25 point If a beacon and 1 charge is controlled – 1 kill equals .50 point If a beacon and 2 charges is controlled and beacon is operational – 1 kill equals 1 point Once 5 min timer runs out, the phase and warzone is over. Points from each phase are added together to determine a winner. Maximum total time 20 min. Maximum total comms awarded 175. Proposed overall grouping, damage and healing limits. The thought behind this warzone is to bring PVE storyline elements into PVP, combine some popular PVP mechanics into 1 warzone, and promote teamwork and strategy. In order to prevent a stacking of the deck of an overpowered grouping (intentionally with pre-mades or unintentionally with group finder) the following limits are proposed. 1. For an 8 v 8 contest, maximum healers 2, maximum tanks 2. No limit on damage dealers. For 12 v 12, maximums would be increased to 3. 2. For damage dealers, when hitting a 2018 expertise target, max damage output per hit per player is 10k. That does not mean an AOE cannot hit for more than 10k total, but it will be limited to no more than 10k on each target. If a target has less than 2018 expertise, max damage may be increased by 10 points per 1 point expertise under 2018. 3. For healers, when healing a 2018 expertise target, max healing per ability per player is 10k. If target has less than 2018 expertise, healing may be increased by 10 points per 1 point expertise under 2018.
  6. Hello all, As we were pvping, my guildies and I were tossing around ideas for a new warzone. I took some notes and then wrote out a description. I wanted to post this to get the community's thoughts on this proposal. I realize this is a long post and the design of this warzone would be a huge task and mostly likely a dream, but we had fun thinking up these ideas and I had fun writing it out and filling in some details. I welcome any constructive feedback on this post. Proposed Warzone: Invasion Pulling from the latest overall story line Invasion and combing elements from other warzones, this would be a 4 stage PVP battle. This is an 8 v 8 or possible 12 v 12 battle. There will be attackers and defenders. Attacker and defender roles to be determined at start of battle at random. That role will remain for the entire match. Empire Invasion of Tython or Republic Invasion of Korriban. The proposal below is told from the Imperial point of view. Phase 1: Engaging the Enemy Background: We have discovered and are launching an attack on the Jedi home world of Tython. We want to distract and disrupt the Jedi influence on Republic strategy and troop movement, what better way than to attack their home. Phase one of invasion is to simultaneously cut communications with the Republic while blinding the enemy on the ground. There are 5 key communication satellites in orbit around the planet which are guarded by an orbital platform of turrets. Take out the communication satellites so they cannot report the attack it will also cut of all but local communication on the ground. Once the satellites have been destroyed and the turrets’ taken out on the platform, a portion of our fleet will arrive to blockade the planet preventing anyone from escaping. Starfighter warzone. Using standard fighters provided by the Empire (not character star fighters with upgrades), the attackers engage the satellites and orbital platform with the object of destroying the 5 satellites. Defenders will man the turrets on the platform. The attackers can go straight for the satellites or choose to attack turrets. There is a time limit of 5 min. The attackers have the advantage of agility and speed with 6 missiles each that cause more damage, but require a missile lock to fire. Missile lock requires target in reticle for 3 seconds. The defenders, have advantage of shielding around the turrets which reduces damage by 50%, an auto-repair program that slowly fixes damage, and each have an EMP pulse on a 2.5 min cool down. The EMP pulse can disable fighters in range for 5 seconds preventing them from moving or firing missiles; however, disabled fighters can still fire laser cannons. If a fighter is destroyed, then another must be re-launched from the command ship and travel to the battlefield. If a defender turret is destroyed, the defender is out for the round. (Similar to the bridge section on Voidstar, if a defender falls, the defender now falls back to the next phase.) Points for the phase are based on the number of satellites destroyed. Once all are destroyed or 5 min timer runs out, move to phase 2. Phase 2: Ground Assault Background: We have control of the orbital platform and have blockaded the planet. The main command center on the ground is shielded. We have launched a ground assault team with walkers and landed them outside the main command base on the planet. We need to break the defense of the command center and turn their turrets on the command center to bring down the shield. Ground fight warzone similar to Novare Coast. The attackers deploy from the walkers and have to attack base defenses. The base has 2 turrets with a bunker at each turret. The defender turrets are programmed to attack the walkers which are just out of range of the turrets, the defenders must slice the turrets (like Novare Coast) and turn the turrets on the command center shield. There is a 5 min time limit for this phase. Points will be awarded based on how much the commend center shield has been damaged. Defenders can fight in the open or (advantage defender) 2 defenders can occupy a bunker and launch ranged attacks from bunker. While in the bunker, defenders are immune from pulls and interrupts (similar to sniper/gunslinger cover). Even if the defenders in the bunkers are defeated, attackers cannot use bunkers. The attackers must push past defenders to slice turrets at their base. Once sliced, the turret will turn and attacker the command center. The walker that was being targeted by the turret will move forward and also attack the commend center, the energy shield will take moderate damage, and because the walker moved forward, attacker reinforcements launched from that walker don’t have as far to run back into battle. If both turrets are turned, then both turrets and both walkers will attack and the energy shield will take heavy damage. If a defender is defeated, they will send reinforcements from the command center, but in order to get through the shield they must wait for an opening to allow them to pass, which occurs once every 30 seconds. If an attacker is defeated, attackers will immediately send reinforcements from the walkers (advantage attackers). Once the shield is destroyed or 5 min timer runs out, move to phase 3. Phase 3: Command Center Background: We have broken through the command center outer shield. Get to the main control room and slice the controls to access the landing pad security turrets. Once those have been disabled we can plant a hyperspace beacon and bring in our occupying force that is waiting just outside the system directly to your position. There is a 5 min time limit and points will be based on how far the attacking team has advanced. Fight through each area of the complex similar to Voidstar. The command center is divided into 3 sections with 2 hallways connecting each section. (Main foyer, large interior room, and control room). It has been fitted with phase shielding at all hallway entrances. The phase shielding will only allow people to pass through from the interior of the complex to the exterior. The shielding is modulated, so when you pass through you have to pass through at a normal running pace, you cannot have your speed enhanced (exfiltration, force speed, hydraulic override, etc) or it will bounce you and cause significant damage. In addition, no weapon or force attacks can pass through the shield. Once passed through, you cannot return. Nothing from the exterior can pass through the shield. The attackers must deactivate it by slicing the control panel to the side of the door. Slicing the control panel will take about 8 seconds of uninterrupted time (similar to Voidstar). The command center has also been equipped with stealth detectors, therefore, no attackers or defenders can stealth in the command center. Both the hallway phase shields and the stealth detectors are controlled by 2 power generators. The power generators can either be destroyed by the attackers or voluntarily disabled by the defenders. Knocking out 1 power generator will disable stealth detectors on 1 side of the command center allowing attackers and defenders to stealth around the center where the detectors have been disabled. However, you must unstealth to pass through a phase shield. All control panels will need to switch partially to an emergency power unit within the panel, this will weaken the encryption and will require 6 seconds to slice instead of 8. If both generators are disabled, all stealth detectors throughout the center will be disabled and the panel encryption will be further compromised requiring only 4 seconds to slice. If an attacker is defeated, reinforcements are launched from the entrance to the main foyer, no matter how far they have advanced into the command center. If a defender is defeated, reinforcements are launched from just outside the control room. The power generators are located in separate small rooms on either side of the large interior room (second room) on the defender side of the room. As the battle starts the defenders start in the large interior room and the attackers start at the entrance of the main foyer. Defenders can disable power generators at any time. Once disabled or destroyed, they cannot be turned back on. In the beginning, there is an advantage to the attacker as the reinforcements are fairly immediate and the defenders have to run the entire length of the map; however, slicing a panel takes 8 seconds. As attackers pass through into the second room, the defenders will gain more of the advantage as reinforcements are able to respond more quickly and the attackers reinforcements have a longer run; however, the slicing time on the panels can be reduced by 2 seconds for each power generator disabled and stealth will be allow for both sides as the power generators are disabled. The defenders can either choose to defend the generators or the hallway shield or both. There are strategic decisions to be made here. As a defender you can allow the generators to be disable allowing you to stealth if you have the ability, or you can allow the attackers to gain access to the next room, but defend the generators so they can’t stealth and the slicing time on the panels is longer. After the second room, getting into the control room can be difficult, even if the slicing only requires 4 seconds, the defender reinforcements are fairly immediate, whereas attacker reinforcements now have to travel across the map. Once inside the control room, an attacker merely has to click the control panel which takes about 1 second. Once control panel is accessed or 5 min timer runs out, move to phase 4. Phase 4: Hyperspace beacon Background: The control room of the command center is ours and we have disabled the landing pads security. We must plant our hyperspace beacon. Although we have broken through their defense, there are still pockets of resistance. Their plan is to intercept our beacon and reprogram it for their fleet to bring in help. We must defend the beacon long enough for our star destroyers to arrive and deploy our occupying force. There is a 5 min time limit to this phase and points are awarded based a beacon being planted and charged on how long a team holds the beacon. Ground force fighting similar to Hypergate. The landing pad has 2 entrance ramps on either side with a platform. In middle is the pad to plant the beacon. The beacon must be planted and then charged. There are 4 charging stations on the platform, one in each corner. Attacker side of the platform has 2 positive charging stations and the defender side has 2 negative charging stations. In order for the beacon to function, the beacon must be first planted, then a positive charge activated and then a negative charged to complete the circuit/flow of the charge. It must be completed in this order, or the beacon will not be operational. Planting the beacon will take 6 seconds (similar to Hypergate) and each charging station will take 4 seconds. Once planted and the circuit complete in the correct order the beacon is operational. The beacon can be disrupted either through an interruption in the circuit (taking over a positive or negative station) or by slicing the beacon itself and gaining control of it. If the circuit is interrupted it must be reestablished again in the same positive to negative order. If the beacon is sliced, the power must be restored in the same order as well. In order to prevent just capping and camping a beacon (to get points and keep the other team at zero) or camping the 2 positive or negative charges (to just prevent a charging), points are awarded to a team that plants or slices a beacon, but the points are slowly removed over a 30 second period back to zero if the beacon is not connected to a charge. If one charge has been activated (positive or negative), the point reduction will stop, but no points will accumulate. If both the positive and the negative charges are activated (in the correct order) and the beacon is being charged and is operational, points will then accumulate. If a charge is interrupted (positive or negative) the point accumulation will stop. Minor points can also be awarded based on kills. If nothing is controlled – 1 kill equals .25 point If a beacon and 1 charge is controlled – 1 kill equals .50 point If a beacon and 2 charges is controlled and beacon is operational – 1 kill equals 1 point Once 5 min timer runs out, the phase and warzone is over. Points from each phase are added together to determine a winner. Maximum total time 20 min. Maximum total comms awarded 175. Proposed overall grouping, damage and healing limits. The thought behind this warzone is to bring PVE storyline elements into PVP, combine some popular PVP mechanics into 1 warzone, and promote teamwork and strategy. In order to prevent a stacking of the deck of an overpowered grouping (intentionally with pre-mades or unintentionally with group finder) the following limits are proposed. 1. For an 8 v 8 contest, maximum healers 2, maximum tanks 2. No limit on damage dealers. For 12 v 12, maximums would be increased to 3. 2. For damage dealers, when hitting a 2018 expertise target, max damage output per hit per player is 10k. That does not mean an AOE cannot hit for more than 10k total, but it will be limited to no more than 10k on each target. If a target has less than 2018 expertise, max damage may be increased by 10 points per 1 point expertise under 2018. 3. For healers, when healing a 2018 expertise target, max healing per ability per player is 10k. If target has less than 2018 expertise, healing may be increased by 10 points per 1 point expertise under 2018.
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