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Endusima

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Everything posted by Endusima

  1. Well, if you want to be a jedi and a healer you only got one choice, Consular. As of now Biochem is a good choice but it seems most crew skills will be on par with Biochem in 1.2 so I would not worry too much about that.
  2. And when you are "getting tunnelvisioned 24/7" as you say, what do you think will be most useful? The current version of Recuperative or the 1.2 version? If you can keep yourself up with Recup while getting "tunnelvisioned" then I got news for you son, you aint getting focused at all.
  3. And my point is that if you can use Recuperative Nanotech to "keep ppl topped of 24/7" they are not taking any significant damage, which also means that healing in itself is irrelevant in those scenarios. Also I don't understand why you need to "run into a group of friends" in order to cast it? It seems that you don't even know how the talent works. I'm a bit immature when it comes to things like this but it really bugs me when people like you who has no clue at all starts passing out judgement on things that you don't know **** about.
  4. I don't understand how you can have "mixed feelings" about the 31-talent for operatives. You state it will "affect your rotation" and how you prefer "mass healing on a regular basis" 1) You don't use rotations in PvP, you use the appropiate heal for the situation given. 2) The operative 31-talent is not "mass healing", it is a low hps heal at a high cost. 3) In PvP burst>sustained, this applies both for healing and damage, as such our 31-talent became alot stronger from a PvP point of view. Conclusion: The current Recuperative Nanotech is in inferior to the 1.2 version in all aspects from a PvP point-of-view. The fact that you do not see this as the obvious buff it is baffles me.
  5. I'm sorry m8, but if this is true then you got other things then patch notes to worry about. Alot of improvements to your overall gameplay can be made if you only broke 500k once.
  6. The 5 sec CD on my "dispel" is just laughable.
  7. It aint that hard as an operative atleast. If you still think its hard now then wait until the expertise buff in 1.2 kicks in, healing will get easier. Expertise increases damage done but also reduces damage taken, so the damage does not actually increase if you match equally geared opponents. The only thing that increases is the healing done which benefits us. I hate to be that guy but it seems like a dose of man-up and l2p would solve most issues.
  8. Yeah, acid blade is a pro ballcarrier dpser, one knockdown and he has to walk UNDER THE BRIDGE UP THE RAMP THROUGH THE MIDDLE UP THE BRIDGE OVER THE FIRE. Meanwhile you sit with the ball and touch yourself instead of scoring, right?
  9. Happened to my sorc sidekick on the Mercenary bosses on nightmare 8-man. Luckily for us it all happened when they were at 0.5%
  10. This is the healing forum, not the PvP forum. We stick together and try to help eachother. Some dude created a thread where he gloated over sorc nerfs and he got shot down by everyone in a matter of minutes. When operatives was the worst healer all the healing classes pushed for operative buffs. Now that mercs got hit by the bat you can expect the same support happening to them. I'd like to see Maras creating threads where they wish for dps buffs to other classes, that would be the day..
  11. Yes well, but as you stated noone does that (spams KI when at 0 energy that is)
  12. I meant when both hit 0 energy/force. A sorc with 0 force is useless for a longer period then the operative with 0 energy.
  13. You run out of resources much easier as a Commando/Operative healer but you also recover from it alot faster then a Sorc, atleast thats how I picture it. If I go down to 0 energy it still won't take too much time getting it up again, once a Sorc goes down to 0 force he is pretty much ****ed.
  14. My main is a Medicine spec Operative valor77, I am (without tooting my own horn) considered one of the best PvP healers on my server so I suppose I can give you some insight. We all know what operatives lack, but what do they bring to the table instead in terms of pvp? They are not very cooldown dependant, our defensive cds refreshes fast and this is somewhat reflected in the strenght of them. Nevertheless I prefer having abilities that I can count on instead of a 1.5-2 min "get-out-of-jail-card". As a Commando healer if you got focused you popped cds and threw heals, trying to survive like a boss. If you get focused as an Operative you try to get rid of any form of snare/slow and then you run like a *****, trying to break LOS while using hots and instants to keep you up. Operative is the hardest healer to shut down, I have had games with 2 fully tank specced juggers on me the entire game trying to interrupt/stun and still managed to heal my team for considerable amounts. Operatives have 0 utility when it comes to friendly target, we can not do _anything_ directly to help friendlies except for our heals. We don't have any sort of buff (except class buff) and none of our healing abilities has a secondary effect. As such Huttball can be very frustrating at times. We don't bring any utility to our allies but we outclass the other healer classes when it comes to utility (if you by utility mean blowing up, sticking knives in, stunning, blinding, shooting ppl in the face, poisoning and slowing people) against hostiles. The medicine operatives burst both at range and in melee is unrivaled among healers. In 1v1 there is no class I can't kill, I can easily assist a dps-class in taking down a healer or burst down a poorly geared opponent in seconds. As for the stealth, well you don't spend any time at all in stealth basically. You do it while you have the Cloaking Screen debuff or when you want to Hidden Strike someone. The actual healing output is on par with other healing classes, the single-target healing has never been an issue for Operatives and in PvP you either heal allout or not at all (dpsing instead) which means that energy managment is as good as non-existant. I could go on about how Operatives work and what they can do but that would be a (bigger) boatload. Feel free to check out it is a PvP movie I made to demonstrate a few of the advantages that we got.
  15. Go and play your premade huttballs and win allday erryday. You can claim that you use "teamplay" and "coordination" which is all good bro but we all know that huttball does not count for **** when it comes to actual skill in pvp. And the dilusional talk about how you need different forwards and midfielders and all other random gay terms from american ****football consider the following: A dps specced sorc can dominate midfield with ranged pewpew A dps specced sorc can sprint and pull in order to score/assist scoring A dps specced sorc can break an offensive by knocking down the ballcarrier or eliminate several opponents attacking his own ballcarrier by doing the same thing A dps specced operative can dominate midfield with melee stabstab
  16. "I talk about things I have never done but I don't see how that affects my arguments" -you C'mon man, your talk about how Kolto Infusion is gonna be good now is just downright derp.
  17. Comparing pure dmg reduction numbers from armor is simple but once you start considering certain skills as dmg reduction things quickly get out of control. If you consider only armor then yes, trooper is the strongest. If you consider a trooper with armor vs a sorc with bubble+hot then yes, sorc is the strongest. However bubble and hot are abilities, to make such a pararel comparison fair you would also need to account for the troopers abilities, let's say their reactive healing shield and the instant heal. You can go on and on and keep adding abilities until both classes are using every availabe ability in their arsenal, only then can you compare classes "fairly" and judging such a complex subject such as "survivability" is probably impossible when cross-comparing classes (especially in PvP). My personal opinion (in pvp) is that Troopers are the toughest to bring down in a straight out brawl, operatives are the most illusive healer while the sorc has the highest utility.
  18. It's a L2P issue. Guard does not reduce damage taken by 50% it simply distributes it evenly between you and your tank.
  19. The scenario described was 2x Scoundrels crosshealing eachother with a tank who was switching guard between them. The frustration came from the fact that they could not interrupt anything since the Scoundrels kept using hots. Tbh the scenario is almost a worst-case and will most likely never ever be encountered by any of us in a real WZ so I would not be bothered too much with it.
  20. I agree, when focused it is almost never worthwhile to try casting KI, you can fakecast or try to bait with DS but in the end you lose almost as much time trying to do that then just getting interrupted and then recast. As such my biggest issue in PvP is the somewhat RnG factor of TA procs from KP. I can have several of them rolling but still not get TA, if I get focused I need them in order to keep myself up. By upping the cap to 3 and increasing the duration before TA falls off it helps alot but from a PvE point of view these changes just makes it easier to heal -not better.
  21. To be fair, 500k is not that hard to pull off. The only reason why I don't hit +500k in every WZ I play is that people within my healing range does not take enough damage or there are other healers on the team. In a full-lenght Voidstar assuming being the only healer on your team you should break somewhere between 600-700k if you got the gear. This is ofc hard to prove but if it matters (which it don't) I have several SS:s in the 600-700k range. I do have a few PvP-movies I made to show some of the advantages we have over other healing classes: is my most recent. My statement does not equal "I think operatives are fine", especially in PvE the shortcomings are embarassingly obvious. I do believe that in our current state our PvP capabilities are on par if not slightly above mercs and sorcs (if you ignore the huttball scoring **** which has nothing to do with actual PvP).
  22. The reason why they do this is obvious. IF you can spam alot of consumables in encounters the devs has to balance the encounter keeping that in mind. This means that the encounter becomes alot harder without spamming said consumables Spamming consumables is expensive By limiting the number of consumables that can be used per encounter it becomes easier to balance aswell as cheaper for us and does not put poorer/more casual players at a serious disadvantage.
  23. Is it possible to get an SS of the actual stat changes so we know if we should swap in our old mods again?
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