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truchaos

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Everything posted by truchaos

  1. Grenades are on a three minute cooldown (longer than your cc breaker's cd) that is shared between all types and in order to have the re-usable ones you have to be a cybertech (much like re-usable medpacks and stims are for biochem). They also have a noitcable delay between the toss and their effect being applied. *edit*- The stun from seismic grenades is fragile, so any damage to the stunned character will break the stun. What is truly op'ed is a sorc/sage stun bubbling his/her entire team for a massive clickable stun fest that doesn't add near enough resolve for the stun, absorbs a fair chunck of incoming damage, and can be re-applied far, FAR more often than grenades.
  2. That is false. Seismic grenades do indeed add to resolve and the knock-down has no effect upon players who are resolved (although they still take the minor damage that is tied to the grenade's effect).
  3. You can already spec into this effect as a merc/mando- or do you want to take away a unique facet of the healing tree?
  4. Just have the use of the /stuck command add a 30 second lockout timer to accepting a clone-revive in warzones. It would stop abuse and still be viable for those who are truly in need of the tool (being knocked from the bridge in voidstar and not dying is the only time I have ever had to use /stuck in a warzone).
  5. truchaos

    Merc is TERRIBLE

    I'm full heal spec on both my main (commando) and my main alt (merc) so I can fully understand the envy a dps spec would have of our anti-interrupt shield, though I doubt you would see much of a difference if unload/full auto was uninterruptable either- you would just be choked/knocked/cc'ed/etc instead of eating the actual interrupt skill (which I'm willing to bet makes up a vast majority of interrupts you see now). But I fully agree that our overall lack of dynamic utility is something that really should be addressed. We just don't bring anything special to the party as it stands right now unlike many of the other ac's. We really need something that would benefit the warzone team as a whole. As a healer my wish list is going to be somewhat different than a dps in this aspect. Personally, I would be happy to see some form of ae purge ability that removes all detrimental, incapacitation, and movement impairing effects on the merc/mando and his/her nearby allies. Also, I'd love to see them unlock the single-target limit to trauma probe/kolto shell- why these effects were Ever limited to a single target when sorcs/sages can bubble their whole team and ops/smugs can stack healing probes is beyond me!
  6. truchaos

    Merc is TERRIBLE

    Without the details of the match (what warfront it was in, how long the match was, what the team makeups were, etc) or a screencap of the final scoreboard to give a comparison to the other players' totals... merely saying he/she did 660k means nothing. That is the key to this debate- not that mercs/mandos are incapable of putting up numbers in a warfront, but how those numbers compare in effectiveness of role (dps/healing) to the other ac's in the game.
  7. truchaos

    Merc is TERRIBLE

    I'm not sure of the thought of 'evading' attackers- it just feels wrong in the sense of concept for a class that wears heavy plate armour as a sacrifice to its mobility. Instead, how about something that is a unique defensive ability that plays on the tenacity of the class' 'tough enough to take it' concept- Ablative recoil/Thermal scald: The commando/merc activates their armour's internal defensive shielding to reflect the most ferocious attacks. 90% of all damage intended for the commando/merc while these abilities are active is re-directed back at his/her attacker. The shielding lasts 4 seconds and has a 1 minute cool down. This would force those attacking the commando/merc to pay attention rather than just smashing through their abilities without concern and be a unique defensive ability that follows the 'I wear heavy plate, I dare you to hit me!' concept of the classes.
  8. Fix things? So, I should also be able to lock out all damage abilities for the time period as well on the smashjugg/mara/pyro/instert dps speced anything here? Fair is fair right? It isn't like nearly every class in the game doesn't have a at least one interrupt and cc ability... The truth is there have been more times that I care to remember that every single heal I have WAS on cooldown (save my green beam of 'i'm a mando-healer, kill me now!' and remember I can't use it on myself) in a warzone due to well timed, focused interrupts by the enemy team. One of the biggest flaws in the mindset of many dps is the concept that they should be able to outright kill whatever they want. You make health bars go down, I make them go up- trust me, as a healer it is just as painful and frustrating (if not more so) to meet a really skilled WH+ dps. Watching your team mates just die and feeling like there is nothing you can do to stop it is the bane of the healer ac's. Most dps forget that many of your hard hitting abilities are instant and have a damage threshold that is higher than the top heals in the game not even taking into account the fact all healers recieve a debuff to our role in pvp. I'm not a free kill, no well played/geared healer should be- the same can be said for a well played/geared anything. If you want my death, you are going to have to earn it.
  9. The Belsavis patrol ended up being cut short after we encountered a zone bug where Republic players could not see text written in /say of Empire players (but they could see ours for some reason). Made it a bit hard to roleplay with the few Empire players we encountered We had the entire patrol put in a bug report and hopefully this issue will not happen again. We don't have a scheduled patrol tomorrow (Friday) however if any guilds would like to set up an encounter/event I'm sure we could work something out!
  10. And a thank you to <The Imperial Guard> as well for making our evening quite interesting! Watching my small squad of five troopers standing defiantly in front of Thorazan against a swath of red before back-up arrived was enjoyable indeed! We will be back on the sands of Tatooine tonight for patrol (8pm est) before the Speeder races. As I said after the battle died down- just let us know if you want to set up an organized event sometime. Besides RakeshZeal, don't forget you are still my 'willing hostage'! <edit> Something that I did want to note about our patrols/encounters- Even though Alpha Company currently has our cease fire orders... we cannot say the same for any other Republic guilds that might choose to join our patrols. We can ask them to honour our requests if/when we call for weapons to be held, but that is all we can do.
  11. Just to make everyone aware and to calm any fears- Alpha Company is currently working under somewhat tense general orders to cease fire- meaning all these patrols favour rp unless we come under direct attack and only then will we return fire. However, you can generally expect to be cc'ed for 'safety' (cryo'ed/concusive round). We want this to be enjoyable for all parties present and welcome anyone who wants to come play/interact with us regardless of level or gear. I am very, very happy to see interest in these patrols and if you are having trouble finding us or wish to set up a waypoint encounter- feel free to toss a whisper/message ingame! -Drill Sergeant Æris Morkai, Alpha Company, 203rd REL
  12. World pvp has died down, but we are very much still around and kicking sith backside on Jung Ma. I know that there is at least one new video in the works right now for Ghost Squad (our scouts) so keep an eye out! -Drill Sergeant Æris Morkai, Alpha Company, 203rd REL Commando Field Medicae
  13. There are guilds in the game that do respond to griefing/ganking reports on their servers as part of their guild concept/policies. Alpha Company on the Jung Ma server (RP-PVP) is one of those guilds. We are a rp/owpvp trooper-focused guild that stands in defense of the Republic and its allies. We commonly patrol planets- the community on Jung Ma knows that they can call on us if they are being threatened/ganked and we will respond in force. Just last night we received a report of several... shirtless... Sith running amuck in the Republic Black Hole daily area. We responded and, to our surprise, ended up in a back-street throw down brawl (no weapons- legacy punches only!) with members of the Empire guilds <Nihilistic> and <Nightmare Squadron> that lasted over an hour. We circled up and both sides cheered on their chosen fighters. Everyone seemed to have a good evening of fun and parted ways with laughs. A big thanks to all who attended!
  14. I think you would find out two important things very quickly- 1. You are not nearly as awesome as you think you are. 2. Teamwork exsists even in a 'free for all' setting. A 10 way free for all would mean that there are 9 other players in the warzone who can turn and focus fire on you.
  15. Combat Medic: 1. How do you think your Commando spec is perceived by other classes? Least desirable of the three healing advanced classes due to limited/underpowered multi-target healing, lack of mobility, difficult resource management, and lack of utility when compared to those of the other healing ac's. Slightly longer personal survivability under fire in a warfront that is mostly attributed to heavy armour, however exceptionally easy to identify and shut down in their role as a healer. 2. How do you perceive your own spec? Incomplete - like the rough draft of an unfinished story. The reasoning of our lack of an interrupt is something I have never fully understood seeing as it is an integral concept in the game and every other AC class (including the other healing specs) has the ability in their arsenal. This omission alone puts my Combat Medic at a short falling in desirability in both PvE and PvP settings. My overall mobility is very poor due to having no movement modifying/escape abilities such as those of the other healing ac's and my group utility is weak at best. My ability to focus heal a single target is fairly strong, but my multi-target healing is very weak and left too much to chance in the lack of smart targeting to be effective. There is basically nothing that my Combat Medic can do that isn't done better by the two other healing ac's. Suggestions to bring Combat Medics up to the level of the two other healing ac's- Give Commandos an interrupt ability useable in PvE and PvP just like every other class in the game. Make our ae heal (Kolto Bomb) effect eight targets or have a lingering 'cloud' healing effect in the targeted area. Allow Trauma Probe to be placed on multiple targets at one time (never understood the limit to a single target). Remove the instantly recognizable beam of the 'I'm a Healer!' effect on hammer shot- there is no need for it at all seeing as Combat Medics are already self-marked due to our need to be in combat support cell. Have Reactive Shield purge and give immunity to movement impairing effects for first five seconds of its duration or have it add a 75% movement bonus to the Combat Medic for three seconds (only half the speed boost of force sprint but a second longer in duration).
  16. I'm curious to know where in my full healing spec is this magical 'root' located?
  17. truchaos

    Ravage

    You mean you might actually have to perhaps plan out the use of skills and attacks beyond facerolling across your keybinds?
  18. Static barrier can, and will, get chewed through in a single hit. How many other CD's last only a single hit?
  19. I am going to put forth the argument that having the tiers of gear actually forces players to develop more skills than this mythical 'level playing field' notion. Here is why: 1. Harder, better, faster, stronger. -As a 'new' 50 coming into a warzone with recruit gear you have to employ cunning, learn the immeasurable value of teamwork, and outclass those who have 'better' gear and more experience than you. In short, you have to out skill your enemy. They have swords, you have a stick- learn to beat them with that stick and you will own them when you have earned your sword. 2. Tempering the blade. -This is the time that pot metal is being separated from steel. Endure it, learn, become better: true skill is noticed far more on 'lesser geared' or 'new' 50's than you might realize. Those of us who have been there, done that... take note when a new player shows that spark of greatness despite their gear level. Those at the top have run this gauntlet already, it is your turn now and how you face it will mark you out to us. 3. The nature of victory. -The manner in which a warrior deals with defeat is a truer mark of his mettle than his comportment in victory. You can chose to roll over and show your belly like a whipped dog OR step up and fight harder/better. That choice is yours and yours alone.
  20. I'm going to take a wild guess here and say that you have never played a sage/sorc healer in a 50 pvp wz with even partially competent players.
  21. I actually really like the interaction between a healer and a tank right now and, personally, I would like to think that I take good care of my tanks... to the point that there have been quite a few arguments over who gets to guard me in a warzone . I agree that it should be a 'Team Game'. Just, at the moment, the general feeling in warzones is that in order to do their job a healer is by far more heavily reliant on their teams makeup than a dps. Perhaps it is not the healers who are the keypoint in this regard- instead perhaps it would be better to find a way to also balance the need for teamwork on the side of the dps?
  22. I find it rather sad that dps (with all the gap closers/cc's/snares/roots/semi-ranged and ranged attacks) consider the only viable option of survivability for healing spec is to 'run away' or 'get a tank'. The main issue is the sheer amount of damage that can be put out by all other specs (even tanks) vs the ability of the healers to 'run away'. One of the things that I was surprised that healers, especially sorc/sage healers, do not have is a self-only heal. I would love to see a scaling heal over time coupled with a short period of some type of ward to movement impairing effects (there is nothing more frustrating than to knock back an attacker, purge, and blow force speed only to be rooted again two steps later). Something instant and with a fairly lengthy cooldown that we can hit while running like a wounded rabbit from the dps-wolves. Basically, something to aid in the 'run away!' factor and that rewards the healer the longer they can manage to stay out of reach of the dps. OR a channeled (uninterruptable), self-only, scaling heal... a healer's version of Ravage. Having it scale would make it so that a dps would have the choice to try and burst down a healer if they are already critically low or try to break the channel with a cc. The key here is that the heal needs to be self-only and back-end scaling to maintain balance.
  23. You are valour 90 and 'mostly' WH geared. I fail to see where your playstyle is hurting you overly much other than perhaps your ego at not getting mvp votes.
  24. Healers have been told that our squishieness is balanced around having a tank guarding us. If you remove guard from warzones you aren't really nerfing the tank in the end- but you are destroying the one thing that healers have left to keep from being outright fodder for the dps' egos.
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