Jump to content

YavinResident

Members
  • Posts

    23
  • Joined

Everything posted by YavinResident

  1. Hey folks, I'm about to log in for some PvP. Hoping to get some games against the good Pub guilds. Especially Lethal-Dose. Have at it, rebel scum. In the meantime, lets have some good, clean discussion of PvP on this server.
  2. I would like to have some input from representatives of the following three guilds. Uncensored Teamluckyseven Try Hards United The questions I need answered are: How stacked is your guild on healers? How often and on what days do you run Ranked WZ groups? How good is your guild at having a sense of community and friendship? I would appreciate the chance to talk with leadership of these three guilds.
  3. Used to play a lot before the latest server consolidation. Quit for awhile, now i'm back. If you originally rolled on Canderous Ordo, my toon's name was Pete (the Pilot) there. Toon's name now is Koltohose. I also have a newly-50 Rage Juggernaut I'm trying to gear up. Her name is Astrelle. I would also be interested in joining Operations teams for the newer content. However PvP is my thing, and I need a Ranked WZ team.
  4. do you think it's a problem that there's NO CONTEST between a recruit and a war hero? NO CONTEST is never a good thing in a game that's more fun when its competitive. I think it is, and that something should be done about it. changing medpacs might be a good start. I dont subscribe to the whole, "i did the grind and got the gear therefore i deserve to be able to wreck everyone worse geared than me." and i think that attitude hurts the quality of the game. maybe I'm just bitter because my alt gets owned so hard.
  5. i just wanted you to see what it ends up looking like if you're only talking about expertise. You were trying to compare expertise damage/healing boost gap between full gear and WH gear to the medpac healing gap. the problem with that is expertise, as i just showed, is an equalizer, because its easy to get enough to make a big difference, and doesnt have much scaling between recruit and war hero. 1000 expertise is not so much different than 1300 expertise. the medpac is exactly the opposite. it scales crazily with your gear.
  6. I'm not saying that there shouldn't be a gap. I'm saying the gap is TOO big. 10k hp is too much to overcome. and your math sucks. FULL GEAR: 25% DPS BOOST, 20% DAMAGE REDUCTION RECRUIT GEAR: 18% DPS BOOST, 15% DAMAGE REDUCTION to make the math easy lets say both players hit eachother with a 1000 damage hit. FULL GEAR ATTACKING RECRUIT GEAR 1000 base+25%=1250 mitigated by 15%=1063 damage RECRUIT GEAR ATTACKING FULL GEAR 1000 base+18%=1180 mitigated by20%=944damage expertise normalizes, fool. thats the math. Which is not what the medpac does.
  7. I'm not saying that there shouldn't be a gap. I'm saying the gap is TOO big. 10k hp is too much to overcome.
  8. I don't see a problem with medpacs either. I only see a problem with the magnitude of their heal. Healers in swtor are very mobile, especially operatives, because we all have cleanse. The "2-3 hits" it takes to bring me back down from the 7k heal are not happening right away; any healer worth his salt uses the time the medpac buys to get the hell away from the focus fire. Thats the purpose of the medpac. the problem with the medpac is that it scales with gear Think of it this way. Medpacs extend your effective health pool by 35%. All my gear is auged, and its all war hero, My belt and bracers are orange with BiS mods. If my medpac is up, I have an effective health pool of 27k health, with expertise reducing around 20% of damage. This is so unfair to undergeared players. in summary, effective health pools with medpac are thus for these different levels of gear. FULL GEAR, 20k BASE HP effective 27k hp 20% reduction AVERAGE PLAYER,16k BASE HP effective 21k hp 17% reduction FULL RECRUIT, 3K BASE HP effective 17k hp 15% reduction In summary, a full geared player effectively has 10k more health than a new 50. Thats too much of a gap. Make medpacs heal for a static amount, between 3-4k
  9. I'm a fully geared pvp operative healer. I have 20k health. The medpack is a 7k heal on me. with HoT's and surgical probe spam accounting for about 3k HPS, i'm virtually impossible to kill. Takes 3 or 4 to bring me down usually, and that's if i get no help from my dps.
  10. I'd like to take the OP's original idea of force additives versus force multipliers and modify it slightly. I'm an operative healer with 77 valor and have seen my fair share op PvP, and this is the reality. The only true force multiplier in PvP is coordinated and focused damage on the right targets. In SWTOR's PvP (at least from a metagame prospective), the healer's role is to provide sustainability to a team of fighters who move through the map together, fighting more or less nonstop. I see my role as providing the DPS with uptime so they can get the kills and captures we need to win.
  11. I'm still here because my team and I stomp the rest of you, and enjoy it too.
  12. I'd like to see another warzone, preferably with a desert or urban theme. So some more tatooine or nar shaada i guess.
  13. There is no excuse for this not being in the game. It shouldn't be that hard to implement and would dramatically improve high level PvP. This should be the priority, I don't care about this legacy crap.
  14. I take it in my spec, and I'm certain it works. It's great for running from melee in pvp. Just toss out a sever tendon or debilitate and run away.
  15. TA is not that random. if you have three 2x KP stacks out all the time (which you should) TA should pretty much proc whenever it's able to (not on the 6 second or whatever cooldown). Don't you know that kolto injection also generates TA? Additionaly, you should keep one stack of TA all the time for surgical probe spam (below 30% hp). That way you have all your heals available at all times. It just takes practice not letting your HoTs fall off. Eventually you'll find somewhat of a rotation (there are no cookie cutter healing rotations) that satisfies these conditions.
  16. anyone who thinks we're gimped is either a casual or a bad. I top heals on my operative every warzone. Infiltrate when warzones begin, especially voidstar. Stealthing those casters on your team really helps them out. and thats how i know the OP is either a casual or bad.
  17. I'm glad that we get charts at the end of warzones. You eventually learn who the mouth breathers are. If BW is okay with giving us those charts (thereby revealing who sucks in pvp), why not an honest to god meter or something like it for raids (thereby revealing who sucks, in raids) By the way nice job owning bob's face cataphract XD but your combat log missed Pete>Recuperative Nanotech>Cataphract>643 Pete>Recuperative Nanotech>Cataphract>412 might want to use a different parser hahah
  18. sorcs at least are supposed to be squishy. thats why your spells have 30 yard range
  19. If you give up, then you're a bad, a joke and you should unsub. Every game is winnable if you don't suck
  20. as I said, to each his own. I'm a big proponent of RN
  21. What stats you should stack depends on what you're going for. In PvE the best stat by far is power, if you're trying to get the most healing per energy point. However, i cannot overstate the importance of Crit. If you're healing tanks (which you should be), surgical probe spam crits when the tank's below 30% are raid savers. Crit also helps you more than it helps the other healers, as you are primarily a heal-over-time healer, and each tick has a chance to have a critical effect. now everyone is different, and i know some people swear by stacking alacrity, throwing very few HoTs and rotating kolto injection->surgical probe.However, that is not what I would suggest. Alacrity is a waste. -Cunning is the most important stat, stack as much as you can (it gives us everything) -As much power as you can manage without going below 250 crit and 100 surge. As a fully geared operative, I have tailored my gear to what I consider optimal levels. -around 1650 cunning -540 power (as much as I can get without mussing my other stats) -350 crit rating (about 40% crit chance all told, with our buff) 320 surge rating (about 75% increased critical effect) You'll end up having some alacrity, but I don't think its too important, as it doesn't effect the GCD. I'll end with a word to the wise. Use 2pc pve and 2pc pvp set bonuses. It makes RN godly, it heals a ton, and you can throw it almost without a second thought to your regen (learn to use diagnostic scan BEFORE you end up in an energy hole)
  22. Operative healers, at least on my server (canderous ordo) are very rare. Personally, i think we're the best pvp healers out there. This is because we are nearly impossible to kill, and its nearly impossible to kill someone we're healing. It works like this. when a warzone starts, I stealth to where i know the heaviest fighting will be. I wait for all parties to engage. After I'm pretty sure I won't be focus targeted, I throw HoTs on the players who have started to take damage. RN+ 2xKP works wonders to keep melee up. What people don't understand is that PVP is NOT about healing efficency, like PVE is. With that in mind, RN becomes not only an AOE heal, but an additional tool for keeping the guy who's getting focused up. Now, it has been mentioned previously that operatives lack burst healing. this is true. Happily, we don't need burst healing. period. you can heal virtually anyone through 2-3 enemies damage with full HoTs and surgical probe spam. I only use Injection when someone is above 30% but below 75% hitpoints the 1.2 buff is going to make the bad operatives into good operatives, and the good operatives unstoppable.
×
×
  • Create New...