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BountyFodder

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  1. I must agree, I play with a friend of mine in a sage/sage combo. We always stand near each other and offer up some pain to the imps. Whenever an Operative comes and hits one of us. The other immediately does a knockback. Essentially screwing the ops/smug opener. With the bind for 5 seconds talent on the knockback, they are even more screwed. Although the knockback alone is enough to bugger up the opener without the 5 second immobilise. We can then tag team and nuke him in a matter of seconds, If he uses vanish, we both just pop up our bubbles and continue onto someone else. Also I have my bubble talented to blind, so if an ops gets an opener on me, I usually blind them long enough to stand up from the initial faceplant. Giving enough time to bubble and start kiting in most cases. 1on1 they have a chance in some cases. but mostly, all I do is get out of range of them ASAP and kite past my teammates to grab their attention. Pretty soon he is either dead or using his vanish cooldown. Any class with a knockback can quite easily create a >10m gap on a scoundrel/ops. The ones without, will often have enough armour to survive even a double opener burst anyway.
  2. Pull is not a CC. CC equals crowd control. Think of the counter exploits that would happen if you made pull effect resolve. Suddenly all I need to do to the ball carrier with half a resolve bar, is pull him from 10 yrds away. No ground gained or lost, simply pull him and he cannot be CC'd again. Thus eliminating the tactics that the opposing team could have used or set up around their own CC. If pull needs to be fixed, then so does all the jug abilities, that provide movement. What about vanguard harpoons. I have played a match where 2 vanguards spent most of their time pulling me and others into the fire whenever we went near their side. 1 on the bottom and 1 on the top means that there is no way you can LoS them effectively. After a few fire deaths, I resigned myself to playing defense on my side. Completely cutting my attacking capabilities out. I would attempt to support the ball carrier, but the amount of pressure that the Vanguards created were too much. Having them there ready to pull people into the fire creates a large amount of LoS requirement and doubt. Allowing the other 6 players to zerg the daylights out of all of you. Taking away these abilities is pointless. People need to learn to counter them.
  3. I think that most people also underestimate how much co-ordination is actually required to even get 2 Sages to co-ordinate a chain pull without being a premade on TS. In many ways, it is more of "game breaking" for a guardian/jugg to be able to leapt to friendly, leap to enemy. push to reset, and leap. Usually this can put him on or a few meters from the line. With that cooldown that prevents knockbacks and immobilize. They are a one man capping machine. Whereas the sage problem only occurs when 2 or more sages can be co-ordinated together. The leaping problem is compounded when you have a ball carrier and a few enemies in your pit, you have a few friendlies getting attacked. You respawn and run towards the pit to help them out. As a ranged class you are tempted to stand on the top and nuke down. But the Jugg will simply leap to you. So you have to jump down. But even that is not safe, because a good jugg will be watching the respawn barrier. and target someone and get the jumping leap off before you get down into the pit. Thus that one ability locks you from approaching the edge at all. So the only viable tactic is to stand back and not give him a target to leap to. Eventually everyone is outnumbered and everyone has respawned. all holding back gives the enemies time to get people onto the top rafters and provide leap targets, without you being able to head forwards because you give a more juicy leap target anyway. To me that is far more "broken" than chain sage pulls. And I get on with it. In principal I would support a debuff that would stop the sages from chain pulling more than twice or something. But then you need to stop the jugg from being able to chain leap, which breaks much of their utility and mobility in WZ's. WHen looking at the bigger picture, people just need to get on with it and L2P. If you let more than 1 sage get into a good pulling position, then you are playing badly as a team.
  4. This I can relate to. While leveling up, I very often capped a door or gun, got 300+k on Alderaan and 400+k on voidstar. With 75K+ healing done, which was not all on myself alone. The next closest being around 60% of my dmg done. I would then leave the warzone with not a single MVP vote. Its not the lost valor and commendations that bug me about it. It is the principle of it all. Purposely not voting for someone that quite obviously contributed a lot to the warzone, simply because they are a sage. Seems a bit silly to me. So I have now started only voting MVP for other sages that play decently. Or for some WZ buddies that I have accumulated through my many WZ's, that will always vote fairly.
  5. Ye Exactly that. It is a lack of defensive tactics that makes all the bad players run up the middle ramp and off onto the middle rafter platform without looking at me sitting on the top left or top right. They crowd around the ball carrier and stun him to full resolve. Then I just pull him out of the fray. Whether I pulled him or he managed a pass to me, makes no difference to the fact that I should have been an equal if not higher priority kill target, or at least knock off/controlled target, than the ball carrier at that point. I have said it before. The complainers are like 6 year old children playing soccer. Its all 20 players piled around the ball, swinging legs at it. Nobody is thinking of positioning and man marking, and opening yourself up for a pass etc...
  6. I completely agree with you. Why must those of us who are willing to be versatile be punished for offering our guilds or our server communities, a tank or healer on demand? I currently have a pvp spec on my sage. Hybrid dps 0/18/23. It works well enough for pve and flashpoints. It is not optimal dps, but then for HM flashpoints pugs you hardly need it to be optimal. I would love to be a healer, but I still pvp so much and with the WZ booting bug for Sage healers, I cannot justify healing in a WZ. With respec costs as they are, I also cannot justify switching back and forth as I tend to do 1 HM then 3 or 4 WZ's while searching for the next group for HM's. So often I sit in a group with 2 dps and a tank and we are looking for a healer. I know that I could respec, but with the costs as they are, and pugs being unreliable, it could simply end up being a waste of 100k. Footnotes. *1 Having lived through the dual spec discussions on a previous MMO's forums, I know the 'types' that are fighting against this. Type 1: Pure pvper's that dont ever PVE and so have no need for it. or visa versa. Type 2: PVE players that play a more pure dps class, with no tank or healer option. They fear that the lack of versatility in their class will make them a lower priority selection for OPS runs that will require different numbers of tanks and healers per each encounter. Type 1 needs to open their eyes and realise that there is more to the game than their little corner. Type 2 I have some sympathy for, but then they need to learn to make their spot a concrete selection by being amazing at the single role that they choose. Because honestly, if I am able to respec between healer and dps, as and when the guild needs it and I can still out dps you consistently, with your dps focus build (never needing to split your practice time and experience across multiple playstyles) then you dont deserve the damn spot anyway. There is a type 3. They are potentially people that still hold a grudge from falling into the type 2 category of another MMO's dual spec saga. To BW: Whether you are currently developing a dual spec type system or not, the cost for dual specs needs to be capped at a lower figure like yesterday. You are losing many people to the lack of endgame fluidity because too many people cannot respec and explore these new classes and roles in the MMO world. A cost cap is very easy to implement, minimal testing and development required, so it begs the question. Why have you not done it already?
  7. Yep this is a learn to play for sure. I have been on a team where we had 3 sages, all ready and willing to do some pulling. But every time we even thought of crossing the first fires into the other team's territory we were ripped to pieces, or knocked off, or pulled down, etc.... True we were not a premade, so did not have the full co-ordination of teamspeak and other teammates to protect the strategy, but our opponents were not a premade either. They were all simply decent players that were wise to the strategy that we were pulling. I have also been on teams where me and one other sage, combined with a good guard have scored 6 goals in around 2.5 mins. But who's fault is it, that I got a free run of the top rafters for all 2.5 minutes? All the kids crowding around the ball carrier like 6 year olds playing soccer. One pull and they are all left behind, with nothing to do but watch. Any decent player would make an effort to get me down from there. And yes we only scored 2 of the 6 goals with chain pulls. the other 4 were simply passing between the same 3 characters, in the same pulling positions, just left to their own devices.
  8. I have definitely done this before, not so much after the patch, but before the 4 medal limit. Only when I was sitting on defense and no action was coming my way. I would keep going because I wanted every medal possible, and because the MVP votes would make up for the lack of 75k 300k 10 kills 25 kills, killing blow etc...The only non noble sacrifice replacements were 1k defender and 3k defender. Now with 4 medal limit there is no point, so I rather just sit and twiddle my thumbs.
  9. Having a similar situation with my Logitech G500, a few of the buttons are not read when trying to bind them in game. Same happens to the Key to the left of 1. As far as a gaming mouse goes. I could never play any game without one again. I find that with movement and strafing on the left hand. You need to take a finger off of one of the buttons to press buttons around w,a,s,d. If you are strafing left and need to hit buttons on the left, it becomes a slight issue. Same with strafing right and hitting buttons to the right, like e,f,3,4,5. That is why those keys are assigned to static abilities with cast times or channel times. Anything instant goes on the mouse, and the same buttons with shift, ctrl and alt modifiers. I would love to get more of the buttons working. then less modifiers would need to be used.
  10. While this may be slightly anecdotal evidence. I have respecced back to my pvp hybrid played inabout 4 or 5 times as many WZ's at 50 as I did on my healer as I hit 50. I have not had a single DC of the type that I described in OP. So at least for me and potentially the sage, this particular DC is related to something to do with healing spells. Obviously the ones that you get out of the Seer skill tree. Most likely switching back to someone that has your hot on or something along those lines. Unfortunately I am not going to spend my time testing it. Quite happy to dps right now.
  11. I had a bad feeling that it had to do with being a healer. I guess the republic just lost a pvp healer then, back to dps for me.
  12. So this has been happening since I hit 50 2 days ago. It happens around about every 2nd or 3rd WZ. As Murphey's law would have it, it happens to be the ones that it seems like I might win. So I am sitting on 2 wins in 2 days, still need 1 more for the daily . Anyway, I cant quite pinpoint what is causing it, if it is anything specific at all. It has happened in all 3 WZ's. I simply get booted in the middle of the WZ and end up on the Republic Fleet station in the tython/ord hangar bay. Obviously super frustrating from a Commendations point of view, but also considering I am trying to quest on Ilum, I need to spend 10 minutes running back to my quest point each time this happens. Apart from the frustration of lasting about as long as a roll of toilet paper in an incinerator when more than one person even looks at me in WZ's. I can handle that because I need to struggle on and get some gear. But now with this in the way, I am quite put off of doing any pvp at all. Whine aside, anyone else experiencing this bug? Anyone with more of an idea what is causing it. Seems to be target switching of some kind for me. But tbh, I have not fully been paying attention to what I might have been doing at the time. All I know is that I have recently switched to healing to try to make an impact at 50 while my gear is too low to do any meaningful dps. Perhaps it is linked to the healing spec instead of the lvl 50 WZ. I am a Sage/consular if that helps.
  13. So I did some actual testing outside of pvp and number crunching. Seems that I was mistaken by being able to get 2 TK Waves out per MC cooldown. If it were 2, I have a feeling that a 16/25 would do really well, with its added utility and with the survivability increase. But with only being able to get 1 TKW out per MC cooldown, the dmg offered by 30% increased crits is larger and more consistent for sure. I know that it has all been theorycrafted up before me saying this, but I still feel that I need to say it anyway. The other added advantage of having to use TK wave less, instead of trying to squeeze more inside each MC CD, is that you have a PoM proc available the second MC comes off CD. I have gone 4 TKT spams without so much as a single PoM proc before, so less TKW usage means more consistent uptime of MC. Undoubtedly a dps increase. I do still like my 16/25 for the force efficiency. But that might be due to my leveling and pvp playstyle. I went for an 18/23 spec with all the survival bells and whistles, and one point in effusion to ensure that I could offheal and switch to dps without any worry about OOF. As much as people say that running out of force does not matter in pvp, it does if you happen to be lucky and not focus fired very often by the other team. I have had some lucky pvp rounds where I was only attacked on a few minor occasions by one or two at a time, and had support to get them off my back. Other than that, having free reign to chuck force potency enhanced TKW at 5 imps all clustered around a pillar in void star, makes for some amazing dmg. The point in Effusion keeps my force up for the whole 10 minutes of free nuking. Even with a few heals to top my health off.
  14. I originally looked at going the mental alacrity route. As it looks awesome, but when you factor in everything, you are gimping your overall dps doing this. Mental alacrity gives you 20% alacrity for 10 seconds. When stacked with other dps cooldowns it makes for some great burst dmg. but when considered over a long boss fight it is not that impressive other than its burst potential. To reach it you are sacrificing a flat 20% increase to all your dot ticks on that boss, for the whole fight. a 15% flat increase to WM and a 2 second duration increase to MC. I dont think the loss is worth the gain in this case. I still believe that one point into Effusion is worth while to maintain TK W casts off PoM procs throughout a long boss fight, but any higher than that is starting to seriously gimp your balance dps, for talents that are centered around disturbance hard casts.
  15. I think that most of the problems that people have with going up to T4 is the fact that you have to waste more talents in T2 and 3 to get there. There is no question that 1 point in TK effusion is certainly a dps increase, because you can maintain your PoM TK wave's. It is just about the sacrifice to get there. We have already had to waste 3 points in tier 2, to get to TK wave and Psychic Projection. But those are undoubtedly worth the 3 points. as you are sacrificing one dps ability (sever force) for another, but gaining 2 dps talents for no real loss as the 2 points that you would most likely apply in Balance to reach SF is Psychic Absorption, not really a dps increase. For me it is the comparison of being able to use your PoM procs on TK wave all the time, or gaining the 30% crit increase on FiB and dots I would go for 0/16/25 as my end game spec. You sacrifice Mental scarring for TK effusion. TK Throw procs this talent enough with only 1 point in it. You need to spend another 2 talent points above TK wave and PP to get there, You could opt for 2 points in cost reductions or perhaps some survival or ops utility in Force wake or Blockout. Without doing much number crunching outside of my head. I get the feel that TK waves on PoM procs do around about 30% more dmg in 1.5 seconds, than a TK Throw would do in that time. Assuming that you get on avg 2 of those off in between MC and FiB casts, you are getting a guaranteed increase in dmg every time. Mental scarring relies on your crit chance. If FiB happens to crit, then it makes up for one TK wave cast. The dots now have to make up for the others during the next 15 seconds. WIth mind crush and WM to tick some dmg down, it is possible to draw even or just overtake the extra TK wave cast. If FiB does not crit though, it seems a tall order for the dot ticks on MC and WM to crit enough to make up the loss in dmg incurred by needing to drop TK wave from your rotation to conserve force. It just seems more reliable to go with the Effusion option and keep TK wave in your rotation. Also freeing you up to use Force armour on yourself just before high ops dmg, or spamming a few expensive 1.5 second heals on yourself without worry over your Force. I think that the extra utility and peace of mind offered by this spec, coupled with no real lack of dps (Potentially an increase in sustained dps, although without hardcrafting I cannot say for sure) Makes this spec a more useful option over the 13/28 where you need to drop TK wave at some point in your rotation. I fully believe that tidal force is a waste of time talent. It is purely for the aoe'er to get high dps numbers. You should never be casting disturbance, even on a PoM proc. It does less dmg in those 1.5 seconds than TK Throw would do in that time channeling. So the only way it would help is if spamming forcequake. Far too situational to warrant putting a point in that over assertion or drain thoughts in the balance tree. Also anyone putting points into concentration with this hybrid spec has not fully understood the rotation or the fact that disturbance PoM procs are useless on dmg over simply casting another TK Throw.
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