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Ycoga

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  1. An interesting read. I typically prioritise: [WM > MA > FPotency > TKT > TKT > TKT > [MC > FiB > SF] ] And then fill with [TKT > D] until the next [MC > FiB > SF] window. The use of mental alacrity and that I don't clip TKT means that my force lasts a long time... P.S. I used to get up to 45% alacrity in 1.7. Nowadays I use base 7% alac which, with MA and balance procs, can total 31% - which is near enough a third off the GCD. The benefits are akin to the sentinel's Zen ability.
  2. Hi Master Nala. I'm very keen to have zero redundancy in this round of questions. I've analysed the possible questions and reduced duplication, eliminated questions that have already been asked, and questions that can be dodged by BW. Please have a look through my suggestions and consider using them in your preparations. The following spoiler section contains a long list of pros and cons about the list of questions you proposed. A summary section follows: This is a duplicate of the '23-0-23' question above. As two people have mentioned it, it's probably worth asking. Please don't ask this - it's too specific and too open to a simple 'no' response. Please don't ask these, they're already looking into pushback and these will definitely be affected by it. This is worth asking about because sages have no abilities off the GCD. This is worth asking. This is a suggestion, not a question. Please don't ask it. I guess this is worth asking, but I'd rather not have Equipment questions in a Class thread... Set Bonii augment a class, they don't define it. Another suggestion, quite narrow in scope and based on an assumption that static barrier is 'our proactive heal'. This question will simply be rebuffed if it's not our 'proactive heal'. Please don't ask it. Please don't ask; it's not directly Sage related. Please don't ask this, pushback is being looked into. What's the question? This question has been asked before and I see little benefit in digging it up again this time around. [ I'd suggest the following question: 'What is BW adding or changing, for Sage healers, that reduces the risk of them using Noble Sacrifice in PVP? If nothing; then why?' Good questions that have long been unanswered. Please ask. Subjective - please don't ask. (some people like the animation, others don't. No consensus). This is worth asking because we'd get a solid answer on why it was removed - the design intentions for the class. Summary: I think the following questions should be asked: The question will reveal: 1. What BW thinks about hybrids 2. What BW thinks about hybrids in arenas 3. What BW thinks about a healer/dps Sage, and how the capabilities of that build match their design parameters for the class 4. As this hybrid is the best able to both H2F and DPS, is it their perfect Sage build? You could rephrase the question to: 'The 23-0-23 hybrid build has great H2F and DPS capabilities. It can both heal up and do some damage - but it heals less than a full healer, and does less DPS than a full DPS. Is this the perfect Sage build, according to BW's original design for the Sage class?' This is a duplicate of the '23-0-23' question above. As two people have mentioned it, the above question is probably worth asking. This is worth asking about because sages have no abilities off the GCD. Might rephrase it to: 'What's the design decision to provide Sages no abilities that are off the GCD, in particular damage-mitigating and/or healing ones? A good example is Force Armor, which would be useful to have off the GCD. In your answer, please provide comparisons to the Sentinel's Pacify and Riposte abilities'. This is worth asking. Might rephrase to: 'Please could you change Force Armor so that, if we're specced for them, we receive the benefits of increased protection, Heal over time and Kinetic Collapse when someone else casts Force Armor on us? If not - why?' I'd suggest the following question: 'How highly does BW value the use of Noble Sacrifice as a means to regenerate Force in PVP, when caster is in full heal spec? Do you have any tips to players about the correct usage of this ability in PVP; or instructions on how to survive a co-ordinated assault by using Noble Sacrifice?' Interesting things that have long been unanswered. Please ask. Might rephrase to: 'Why was there a design decision to reduce the number of lightsaber animations in the Sage class, as compared to a class like Sentinel? The fact that it's ranged shouldn't factor in your answer, because of the existence of sentinel's Twin Saber throw, and the Guardian's Saber Throw; as well as Dispatch and Crippling Throw. Will you be adding or changing lightsaber animations for Sage so that they're more like a Jedi and less like a Wizard?' This is worth asking because we'd get a solid answer on why it was removed - the design intentions for the class.
  3. Agreed - tanks are actually very well balanced right now. Their abilities spin a solid mesh of survivability across the group they're in. The problem? They don't feel all that special. Tanks use taunts that, while vital, are not flashy, obvious, visceral or necessarily satisfying. The effects of Taunt are subtle. Other classes (typically DPS) can bring group speed and damage buffs. Even DPS classes like agents can deploy damage-reducing shields that can shelter an entire ops group. In order to magnify the importance of tank roles in pvp, they need to have an obvious impact on the group as a whole - I'm talking about abilities and animations, not just numbers and mitigation. Consider a guardian tank that's able to channel an acrobatic 'saber reflect' effect for 4 seconds that reflects all incoming ranged damage, and protects all his friends within 3m. Or consider a powertech tank that can deploy (channel) a mobile replenishment device that increases resource regen and adds damage mitigation in a 10m radius for the duration. Or, think of an assassin tank that, by using her phase walk, can pop into existence into an enemy group and slow them all and reduce their accuracy with a massive burst of purple lightning. In short, tanks need to become more than mitigation engines for the group. They need to FEEL as awesome as a carnage Mara. Take away their subtle-ness. Let them stand out clearly.
  4. You don't use cyclone slash or awe? Interesting. Makes me look at the rest of your post in a certain way.
  5. Reasonably fixed on PTS. Turb pushback eliminated.
  6. My three questions: 1. PVP: What do you think about the 0/30/16 hybrid? 2. PVE: Will you consider buffing the bonus damage done by Mental Momentum (the proc'd Turbulence blast) by 20%, up to a total of 50%, to compensate for the longer ICD of TelekineticWave; and therefore the slightly reduced DPS output of telekinetics after 2.7? 3. PVP + PVE: Will you take another look at WP bonus damage being removed from melee attacks after 2.7, to see if your original rationale for removing it still applies?
  7. You may've been the first in TOFN ranked, but put credit where it's due - this spec is called YcoNiman and I've been telling people about it since early 2013. http://www.swtor.com/community/showpost.php?p=6181262&postcount=3
  8. The SWTOR team has never, ever implemented a pvp change as a result of a petition made in the forums.
  9. Guys the 10 second delay in being able to build charges for instant CL is a nerf. Tested it on PTS.
  10. 1. DPS PVP guardians have excellent survivability. Surely you can come up with a better question that that?! (A vigi guardian can defeat any class with ease 1v1; except perhaps for balance sages / shadows. It has tools to move out of AOE (intercede) and avoid getting ganked (awe). A focus guardian has an extra leap. The guardian's main weakness is that it takes full damage from DOTs - but seeing as it has to have some sort of weakness, that's hardly something to question. Focus is less survivable because it's so easy to use; and can put out damage with minimal effort. Forget asking about Focus survivability, it's getting nerfed and is subject to change: we all know that already). This is a similarly ridiculous statement; have you ever tried to just step out of the AOE circle? It's easy to do... heck the guardian can still damage enemies from a good range by using sabre throw, blade storm and Stasis; not to mention using taunts and push to help the team out at the time! A waste of a question as the 'evidence' above is lame. A proper question would be, 'What are the PVP design philosophies planned for the three distinct Guardian trees (that you will implement in 2.7 and beyond) and how should each of the three trees be used by players to their full potential in future wz's? List your answers against each opponent advanced class, to provide clear evaluation of strengths and weaknesses per guardian tree so that we get quantified data of where you want the class to be'. I urge you to reconsider your question.
  11. I urge you to consider scrapping this question because BW refute it handily. Ask them something else instead.
  12. I've been using YcoNiman since before March 2013 as my primary duelling spec. http://www.swtor.com/community/showthread.php?t=627384&highlight=hybrid If you have any questions about it, feel free to ask.
  13. http://www.swtor.com/community/showpost.php?p=6897747&postcount=39 15m is, I think, too OP. A couple metres is better, as it's enough to create a gap between the caster and a melee opponent. A root-immune Force Speed could then be used to escape.
  14. Another idea: Misdirect. Every non-dot critical hit a sage receives has an 8% chance to make him go into stealth for 3 seconds.
  15. This is a rather good idea as well: http://www.swtor.com/community/showpost.php?p=6895793&postcount=25
  16. Another one: increase Turbulence force cost by 15% and damage by 10%.
  17. Thanks. Interrupts and stuns, I think I wanted to say. There should be at least one way to disrupt their casts. Pushback makes sense because they're not universally available like stuns are.
  18. Telekinetics (the class needs 3 of the following four - you choose which ones you want to implement): 1. Make force armor break into an AOE stun instead of an AOEmezz 2. Give Barrier an AOE MEZZ effect (like force armour's is now) if it channels for the duration 3. Turbulence: knocks the target [2 to 6] metres back 4. Mental Alacrity provides immunity to interrupts and stuns for the duration of its effect Seer (Making both of these changes would bring valuable force cost reductions as well as slightly improved survivability in general without adding distinct abilities) 1. Preservation: From: 'Reduces the Force cost of Force Armor by [15 / 30] and reduces the duration of Force-imbalance by [1.5 / 3] seconds' To: 'Reduces the force cost of healing abilities by [4 / 8%] and reduces the duration of force imbalance by [1.5 / 3] seconds' 2. Serenity: From: 'Increases force Critical chance by [1 / 2%] and damage reduction by [1 / 2%]' To: 'Increases force Critical chance by [1 / 2%] and damage reduction by [2 / 4%]'
  19. What a charming lot you are.
  20. Ycoga

    Space PvP

    In other news, I recently downloaded and installed my Star Citizen hangar module.
  21. Just noticed this thread and thought I'd give the following 3 simple ideas: 1. Baseline egress to all trees 2. Turbulence/ThunderingBlast grants +25% defence for 6 seconds 3. Sever Force/CreepingTerror increases crit chance and surge of Force Mend by 25% for the duration (2) would result in Telekinetic sages that are squishy as they are now until they've commenced their turret rotation; which is fair. Its not OP for PVE because of said squishiness. It's not OP for PVP because they can still be interrupted, knocked or otherwise shutdown, but have a meaningful chance to parry incoming damage. The duration of 6 secs means the sage can enjoy the added protection as long as he's casting his turret rotation. (3) The extra surge for Force Mend will synchronise with the DOT heals from crits that this tree gets, capitalising on self-healing.
  22. Enhancer wrote, on the sorc thread,: So a good question for BW might be, 'could we please have more efficient / effective off-heals as Sage DPS to improve our survivability?' Interrupts easily shut self-healing down. Defensive CD's on the other hand, cant be interrupted.
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