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Rendynn

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  1. Bumpage for an awesome and much-needed thread for the 1.2 patch
  2. I haven't read all of the posts, and I'm afraid that I don't have time as I'm off to work. However, I felt like throwing in my 2 cents. As a tank, my Rakata Medpac heals me for around 15% of my HP and then increasing my total HP by 15%. That's a GREAT CD considering it's crafted and on a 90 sec CD. So yeah, I think it's fair to nerf the medpacs so they have less value in boss fights. HOWEVER! Take a fight like Soa, from what I've noticed he only does force attacks against the tank. That means I got a flat 23% reduction to his attacks, and a 2% chance to avoid them. If a healer is chucked in the air, and another is saving people from the lightning balls, then I can quickly end up in a poor situation as the only CD (besides medpacs) that I got is my Force Shroud that I tend to save for balls of lightning. So if this change goes through, I only have 1 backup CD in the form of a medpac in case things go awry, and that seems like a problem to me. So, another solution to this would be a "once per combat" use on normal medpacs, and then further reduce the health gained from the Rakata Medpacs but keep them on the 90 sec timer (but make a code so that once you've used a normal medpac, the Rakata Medpacs is locked out as well for the remaining fight). That way, non-biochemists wouldn't feel pressured to use a medpac every 90 seconds and biochemists would be able to choose between a once-per-fight high heal medpac and a once-per-90-seconds emergency CD. That's a change that I'd like to see instead of only giving us 1 medpac per fight which I think is too low. Just my 2 cents - Rendynn out
  3. I have to chime in on this, for the last 4 weeks or so, we've only seen 3 Inquisitor boots and 1 Inquisitor wrist tokens. Several of my guildies got way better geared companions than 4 of us main raiders (all inquisitors), and whenever we bring a new Bounty Hunter/Warrior/Imperial Agent to the operations they are usually nearly fully Rakata geared by the end of the night. It's getting really frustrating, and I'd really like the devs to take a look at the looting system for operations.
  4. Some quite valid points Shaclad, I'll keep them in mind when getting into the higher levels
  5. First off, I love the guide Second, Shaclad I read your post and I have to disagree. Assuming a lvl 50 Sith Assassin got 10.000 health, the 2 points in "Shroud of Darkness" you'd gain from removing the points in "Swelling Shadows" would equal to 200 health. That's not a lot of health gained, and I believe that (when doing the math) it's a bad tradeoff. Not sure about it though, just a hunch! "Force Speed" is on a 20 sec CD talented, the "Unbreakable Will" is on a 2 min CD, so the "Disjunction" talent aren't wasted. Furthermore, the "Force Shroud" aren't limited to stealth only as far as I could see on [Torhead, it just doesn't break stealth. You also mention removing the points from "Harnessed Darkness", a mistake in my mind. The "Force Lightning" ticks 3 times, and with the talent it can't be interrupted and heals for 3% for each tick, that's a 9% heal costing 30 force. Lastly, "Spike" is an ability with a 2 seconds duration, and a 30 seconds CD, so while the 9% increased damage from "Nerve Wracking" is amazing, then keep in mind that your teammates in the flashpoints/operations can only get 1 ability off in that period (or, with amazing timing, 2).
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