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kcon

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  1. choices matter guys... but after completing the story line over 10 times on both factions the only people that seem to care are Ralo and Koth. And no matter what path you take they kill HK-55. More broken promises from Bioware.
  2. kcon

    Pub On Harbinger

    This is how it goes on pub side. Queue up with a premade of 3 DPS and a healer. When you zone into the WZ check the other 4 players. Any more than 2 scrubs you leave. Also if at the end of the match you see someone that is way under performing write their name down on a list and keep it by your computer. In the current state of the game you can't carry more than two bad players. The DPS required to kill healers is to high, so if over quarter of your team can't deal effective damage its best to save your self the time and frustration, just leave the match and re-queue. Currently this applies to both imp and pub, pub just has a smaller player base so you end up with the same scrubs over and over again.
  3. I think they shoud add role icons for PvP, kind of the same way they have the advanced class icon show up. They already have this for PvE and ranked to an extent. There should be some kind of visual queue to indicate spec for 8v8's like there is for 4v4. Just a suggestions. Feel free to tell me I'm too lazy to look at buff bars or saber stances in the comments below. Oh it would also be nice if we could optionally removed the legacy player icon.
  4. I also don't agree with this. If anything they should be raising the critical bonus back to 30% for the classes that got ninja nerfed in 4.0 . Giving a nerf to two of the only viable burst classes left in the game and not adjusting for sage/sorc heals is downright stupid. It goes to show that they don't care about quality of life for their PvP community. The evocii on hutta get better treatment than we do.
  5. agreed. Granted, you can always kill bad healers on just about any class if you know what your doing and he doesn't, the only class I can consistantly solo what I would call good healers on is my PT.
  6. You have to keep in mind that sorc bubbles absorb damage that doesn't count but the absorbed damage still counts as a heal.
  7. All I see is ****** fluff numbers and a sorc that has no idea how to play his class. You had 0 damage and had 0 objective points meaning all you did was sit on the south node healing tanks while to rest of your team rotated and tried to win the match. 0 damage kills me, cause even your knock back and stun deal damage. You are the worst kind of healer and it makes me sad.
  8. The difference between mastery augments and power augments is 2 bonus damage and .11 crit. So if times these values based on number of augments you get 28 additional bonus damage with power augs vs. 1.54% crit with master augs. Yes your bonus damage will be higher with power augs but the additional crit you get with mastery for me is more appealing.
  9. Strangest thing I've seen since the patch, I used the new holo traverse ability in queshball to move from the middle platform up to the top level, but when I activated the ability I flew about 400 meters in the air and fell back down and died to fall damage.
  10. As the person that capped the door I can say, yes. No one was watching. I stealthed right up capped it and re-stealthed. So many baddies on the Harb server allowing stealth caps right now. The bad thing is that it happens to teams I am on as well, only cause I can't watch 2 doors at the same time.
  11. I understand what he is saying. I noticed it last night when I was playing my Jugg the 4 meter range is fine when the target is standing still. But if the target is moving and you are having to chase them, even though you are showing within range on your screen and the distance indicator show less than 4 meters when you try to use the ability it says the target is out of range. I regularly play my Jugg and sent in PvP with about a 60ms server ping. I can honestly say I've never had that issue until after 4.0.
  12. There is no range restriction for focus targets. The only thing I can see that would be happening is that your focus target doesn't have a target selected for you to acquire of they are targeting a friendly player. It's not uncommon for a melee dps to target a healer for a defensive leap or AoE taunt.
  13. The first thing you have to do is set a focus target. To do this you have to know what the key bind is. I don't remember what the default was but mine was changed to shift+F. Once you have your focus target setup. You use anoth key index to acquire focus targets target. I set this to "F". It's usually best as a ranged class to focus off melee. In that case I would try to focus off a night burst melee class, like a PT or a Jugg. So set one of the melee on your team as your focus and hit your acquire target keybind. Now you can apply some major pew pew and make those healers sweat.
  14. It funny how you guys all state that Sorcs and Ops are OP and don't need a buff. The suggestion i made has nothing to do with buffing their damage of survive-ability. Its purely a team based need to reduce healing for the other team. I don't feel that the single target trauma debuffs and the 6 sec aoe debuffs that are brought by tanks are enough. When every match i play, i go up against three Sorc healers and a tank. I put out 4 million damage and get zero kills while feeding heal numbers. i can single target focus off a melee DPS but the single target burst healing is too strong. I'm not saying that Sorc dot damage needs a buff, But i am definitely saying that the AoE healing in this game needs to brought into check. My suggested change would have no effect on nerfing the Sorc heals that would also impact their PvE game-play, it would simply be a change that would benefit PvP. Healing classes should not have the best of both worlds with amazing single target burst healing and amazing AoE heals. At least if you want balanced game play. So if you guys don't feel that this in an appropriate solution, what idea's do you have to combat the issue?
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