Jump to content

Bmilwip

Members
  • Posts

    52
  • Joined

Everything posted by Bmilwip

  1. Hello! I am doing a survey on massive multiplayer online role playing games behaviour for my third year project at university and I would greatly appreciate it if you could lend some time to fill it in for me and have a chance to win a £20 Amazon gift certificate. It should take 20 minutes at most. Thanks! Follow link to my survey: https://derby.qualtrics.com/SE/?SID=SV_6rIV4DRoHfq23UV
  2. Drop it like its Hoth If you have a good understanding of your class and always drive to be the best you can be while being relaxed and fun, feel free to apply! Recruitment is currently open for: A tank (Any class) A Ranged DPS (Merc/sniper) A Healer (Merc/op) Homepage: http://dilih.eu/ To apply, please visit: http://dilih.eu/recruitment all requirements stated at the start of the application should be met before applying unless applying as a social. Current Raid Progression: S&V NIM = 7/7 World first. TFB NIM = 5/5 World First. DF NIM 8 and 16 man = 5/5 Cleared with Gate Crasher timed run. Scum and Villany SM and HM 7/7. EC NIM = 4/4. TFB HM level 55 = 5/5. About the Guild: Drop it like its Hoth is a PVE and PVP orientated guild that strives to clear all content and PVPs at a causal yet ambitious level. We are a English speaking guild based in Europe. We are a long lasting guild from Frostclaw EU that as also resided on Nightmare Lands and now currently The Red Eclipse. We raid Wednesday, Thursday and Sunday but have additional raids throughout the week. We use DKP to distribute loot from scheduled raids. About Our Players: Our members have good knowledge of their class and are able to help better each others performance. Our members are laid-back, mature players who are dedicated to PVE and/or PVP and appreciate all aspects of the game. We interact in a friendly manner to players within and and outside the guild. We strive have fun as a team while remaining at our best during hard content. What we expect From you: To be friendly and polite to players in and out of the guild. All members to be equipped with stims. All members raiding to perform to their best of their ability during raids. What you can expect from us: To maintain a friendly active atmosphere. To provide assistance and help should it be needed. To provide many raids for both mains and alts throughout the week. To provide social raids including the old Nim content. Should you require more information please send a in game whisper or mail to: Lacedaemon, Barmy, fuyri, Maoulkreiger or Hawat. Thanks for considering Drop it Like its Hoth May The force be with you.
  3. I personally think we were always at a good spot in PVE, yes it was harder to play then than other healers, yes the resource is less forgiving but when played to correctly it was very strong. Our Strength was that we had supreme single target healing with support AOE healing. This remains the same now but with added AOE healing. In current content kolto shell has made the content even more mundane (healers don't like to heal with mercs). Hopefully come the nightmares there will be alot more damage going out that the change to kolto shell wont be as significant but at the moment it feels really strong. There is already one healing class that spends their time blanketing the raid with hots, i don't think there should be any need for a second healing class to blanket the raid. If there are any fights like pre pre dread guard nightmare nerf (fight where the healers needed to help with dps while doing crazy healing)i don't think there will be much issue with this change. For PVP, the change may make you look better on the scoreboard at the end, but kolto shell isn't going to help much against coordinated burst.
  4. Hello, It's been a few days since the patch now so i was wondering what your guy's opinions are on the new commando/mercenary changes in raids. Are you guys happy with the change, do you think it was the right move for Bioware to make etc. Personally, i am not happy with the change, i view the change to kolto shell (KS) being to strong and is one of the last things i would have wanted to be changed about this class. I think its a shame that we are able to use KS (arguably the most efficient/effective heal) on everyone, it feels gimmicky and over the top. Re-applying KS on everyone makes me feel like an operative with their kolto probes (KP). I participated in a hateful entity run the other day whereby i had KS on everyone for the entire duration of the fight and it felt just absurd. Especially on hateful entity where the whole raid is taking consistent raid damage i had a large EHPS lead over the other healers. I felt pride in myself during the time where mercenary healers were considered nonviable especially during the TFB and S&V NIM progression, there was not many of us around during that time. I think with this change the demand for a mercenary healer will be much greater than an operative. I have always thought the Merc/Sorc combo had always been the best, i think operatives are somewhat lackluster now in comparison to the merc and sorc (they have no armor buff, KS can do KP's job, less burst healing than merc). In my opinion I would have preferred them to have either not touched KS at all or limited the number of people it could be applied to and keep the heat cost the same. With the 10 heat cost and the 6/4 alac/surge stat distribution you can basically spam KS when you need to re apply it. As a side note, this change will not change much at all when it comes to PVP, we maybe be a tad higher on the scoreboard but we are still very limited and still sub par to mobility of an operative. Other news, i am happy with can now rapid/hammer shot ourselves but its a shame Bioware didn't listen to those who tested it when they reported that you have to target yourself to use it. In addition the animation looks like every other spell i cast on the merc, unimaginatively mundane.
  5. I am happy to leave the absorb component when attacked to be kept only to the arsenal tree, although i do think if our passive was something along the lines of Energy Rebounders it would help us a lot, each spec has a talent that buffs their energy shield and i think if we were able to reduce its cooldown by being hit it will increase our Survivability. It would obviously need balancing so i can not pop Energy shield once every 30 seconds- 1 minute. But by reducing its cooldown by 30 seconds it could help us alot. Operatives have a similar talent for their evasion that reduces it cooldown every time they are hit. The unique buffs depending on the tree could be: Bodyguard- Power shield - Grants Unshakable for the duration of the shield. Pyrotech- Pyro Shield - Reflects x amount of damage. Arsenal- Rebounder shield- absorbs x amount of damage very few seconds. I do like the idea that depending on the spec determines what our defensive cooldowns do. Each of them provide a 25% damage reduction but depending on the spec they add a little something extra.
  6. Consensus of the mercenary healing population seem to agree that we need some big buffs, my opinion maybe considered rather controversial as I do not agree we need “big buffs”, but rather a few minor tweaks. Having cleared the hardest content as a mercenary healer I can only say that we are strong and viable healers in PVE arguably more so than an operative healer, furthermore some of the suggestions proposed in this thread would make the class and bodyguard spec overpowered. PVE we are great, in PVP a few tweaks are needed in my opinion. Suggested changes:- Talent – Peacekeeper. I think this talent should be removed or re-designed. At the moment the two talent points needed for this are wasted as it brings nothing to PVE and to PVP yet mandatory for the “Bodyguard” talent. Its a nice idea on paper, but in practice it is useless. If I were to re-design the talent I would either have it reduce the heat cost of Kolto shell by 8 heat or allow certain heals a chance to replenish lost stacks of kolto shell (emergency scan and heal scan). I can see both benefiting PVE and PVP as it either allows you to swap kolto shell around more freely or reduce the amount of times you need to reapply it to a target. Ability- Hydraulic overrides. I think one of the biggest downfalls for a Mercenary of all specs in PVP is the ease at which they can be shut down. That is why I would like to see the ability to be able to cast on the move to be implemented. This could be ideally attached to hydraulic overrides or a new ability all together. I know this would greatly aid both bodyguard and Arsenal mercenaries in PVP as we are often found being bombarded by a melee train, clever positioning and line of sighting can save you for a while but in the long run there is not much else we can do, once energy shield and kolto overload are down we have very little. Talent-Energy Rebounder. I would like this talent to be a baseline for all Mercenary specs. We currently have missile salvo as our new passive ability although I do question the usefulness of that ability as I know two of out the three mercenary specs do not use missile blast at all ( maybe for interrupting a door cap but that’s about it). By having this as a baseline passive, it would increase pyrotech and bodyguards survivability and especially bodyguard as we also gain our interrupt immunity with energy shield so being able to reduce the cooldown of that would be a nice feature. In addition it would free up two talent points for Arsenal to maybe get a new talent, maybe a free railshot. I know so many are asking for it and by making it a very up talent would mean it would only benefit arsenal and not pyrotech as well. There is alot more i could say about the class, but beyond being a larger wall of text, very little would come of it.
  7. Updated: Currently recruiting: Mercenary or Operative healer Juggernaut or Powertech tank
  8. "The changes that are listed in the 2.5 blog are currently all of our planned Class changes for that Game Update. I realize that not all classes or specs received changes. Know that Class changes are something that we will be doing with more frequency moving forward and you should look for more blogs/information such as this when we do. I realize there is always frustration if your class does not receive changes (especially buffs) but this is something we will always be working on!" Frustration does not quite cut it. Just more Drivel we have to read. I am astounded by the impotence the devs are showing.
  9. Hey hey, Has anyone noticed the new changes to mercenary or lack of ? i am referring to the bodyguard tree more than anything else. It seems this time round Mercenary healers are not getting any changes again. At the moment we are under performing all the other healers in pvp, i take pride in that we require more skill to be competitive but its a joke in my eyes. We have been in this position for so long and from that game update 2.5 class changes post it seems we have just been ignored again. Furthermore i noticed each class and their sub classes has a sticky thread asking for the communities opinions on the changes. I personally feel disgusted and really put off by Bioware for the lack of thought to our class or the fact we were not mentioned once for why there was not a single change. I understand that pyro received some changes in 2.4 but i don't take that as a reason to ignore the Bodyguard tree or arsenal for that matter. In PVP there are a very few mercenary healers out there trying to compete against the army of operatives but i guess we are destined to be the tiny minority. At the moment i don't know what to do, i love my class i love healing as a Mercenary but i am very dejected from that class change post, 1.2 severely hurt the popularity of mercenary and commando healers and i just find it appalling that i have to remain this underdog in pvp.
  10. Recruitment open for the following: Ranged DPS or any class. Healers of any class.
  11. Mercenary healers are very viable. In PVE i would place them actually more useful than operatives, but that is my personal preference. Those who bash merc healing in PVE lack knowledge of the class and what it can really bring to the table. I would recommend having a mercenary healer any day. The only limiting factor is that we are a bit more challenging to play and master. It was a shame after the big hit in 1.2 many dropped mercenary healing and re rolled to either sorcerer or operative and the population of merc healers has never really recovered. Saddens me how few merc healers i see around these days. I hope Bioware is able to do something to revitalize the merc healer population. But don't buff us to the ridiculous extent of operatives!
  12. I think the rapid scan cost is fine and along with the heat cost of all other abilities. I think with rapid scan being reduced to 20 heat it would make heat to easy as don't forget critical efficiency reduces the cost of your next rapid scan my 8. a Rapid scan cost 12 heat and while in your supercharged gas could be considered to powerful as you could basically spam the HS>RS rotation alot longer. However i would like to see something attached to the emergency scan heal. As it stands is just a free and instant rapid scan basically and as a end tier talent seems rather bland. I would like an additional component to be added to it maybe the following: Casting emergency scan also grants you X amount of supercharge gas stacks. Casting emergency scan makes your next rapid scan cast twice as fast. I would prefer option 1 because it would add a additional way for us to get our supercharge gas and we can use that to regulate our heat better and maybe push out more healing overall as Supercharged gas does dissipate 8 heat when activated. My reasoning behind the second option, is that while it does not help with heat to a great extent it provides us with a fast high heal every 18 seconds (dependent on 4 set). This could be useful in clutch situations where a tank drops really slow and you do the ES>HS>RS quick burst rotation. i did contemplate emergency scan leaving a hot on the target, however this would be a copy of the proactive medicine talent and could just lead to over healing.
  13. This skill is useful on operation bosses for multiple reasons: It can heal an unlimited amount of players. While it does not heal an absorbent amount its a nice quick AOE burst that can ease some of the pressure in operation encounters. It can cost 0 heat, and this means you have a free unlimited AOE heal that can be used every 30 seconds. For this reason i use this build in raids. http://www.torhead.com/skill-calc#300rfRRR0cdzfGzZMccZb.3 With this build, that Kolto jet aoe heal costs 0 heat and can help towards heat management. I take heat damping over Cure mind because in all nightmare encounters the debuffs can be removed with the standard cleanse, there is no mental only debuffs and i personally do not value the heal on cleanse that highly. Personally, i don't like the idea that a crowd control move has a heal attached to it but we have to take what we are given and use it to its best capabilities
  14. Update: Looking for world class tank. Requirements: Full 72+ BIS. Active and able to attend ALL Raids, if unable to do so will give appropriate warning prior. Exceptional knowledge of their own class and all raid encounters in nightmare mode. Need to be Incredibly sexy.
  15. Updated:: World first S&V NIM Clear. Still recruiting one more operative healer and sniper.
  16. Indeed mercs resource management is the worst of all the three healers, but at the same time it provides the challenge others simply lack
  17. We are completely viable, even in the hardest content.
  18. Crit is not better than power for commando healers. I have tested a crit high build and a power heavy build and my power heavy build way out performed my crit build. in my crit build i ran 33% crit chance.
  19. What makes you think this is BIS for merc and mando healers ? With these figures we would be running with 13% alacrity in combat which is to0 much, and the surge rating is to low, so much stat is being wasted into alacrity for so little. I prefer 73% surge rating and 6.48% alacrity as apposed to those figures.
  20. Hello. As a Chiss lover, i felt disheartened by the lack of a Chiss avatar on these forums. Therefore, i suggest that there should be a Chiss male and Chiss female avatar for these forums. There is a distinct lack of blue in these forums, this should be remedied. Thanks .
  21. Mercenary healing excels at tank healing and acts as a good AOE healing support. We have superior burst healing (useful for clutch situations) We have good AOE capability, not the best but still good. We are more challenging to master as our resource (heat or ammo) when used inefficiently is very punishing.
  22. Mercenary healer in PVE: We have a stigma attached to us that we are the least viable however i don't think that is the case. The class is very versatile at burst healing single targets up and excel at healing tanks. We are able to do some nice AOE healing with Kolto missile (Kolto pods) + Kolto jets. Our sustained healing is not as high as that of the operative and our AOE healing does not compare to that of the sorcerer, but we are very competent and viable . I really enjoy the challenge of this class, something i find lacking in other classes. I also like the play style of this class in PVP. I would recommend this build for pve merc healing: http://www.torhead.com/skill-calc#300rfMRR0cdkfGzZMccZb.3 Mercenary healer in PVP: We are viable, but operative and sorcerer are better, partly due to the ability to do more healing and partly due to their utility. Merc's can survive quite well but in a serious ranked environment we are not the best choice by far. I can see a merc healing in voidstar defense then switching DPS on the attack being the most likely place you would see a merc healer competitive ranked. In normal warzones we are fine. I would use this build: http://www.torhead.com/skill-calc#300rfMRRdsdkfhzZMcc.3
×
×
  • Create New...