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Weeblie

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Everything posted by Weeblie

  1. Referral link baits. Report their posts and put them on your ignore list. Contact customer support at support@swtor.com in case you've accidentally clicked their link for the sake of your account security.
  2. 1. Name - Zaaran 2. Guild - Nightshade 3. Class - Sorcerer 4. Map - Civil War 5. Stat Category - Objectives (31750) 6. Screenshot - http://assets-cloud.enjin.com/users/1734550/pics/original/2461781.jpg Posted with Zaaran's blessings. That was a pretty darn good game!
  3. There seems to be a serious misconception here regarding how healers pull aggro. It doesn't matter if the tank is in BiS gear and scores a 10k AoE opener if he doesn't continue to build threat afterwards. A tank -will- lose aggro to a healer if the opener is all they do and the mobs stay alive for long enough. "Threat Per Second" will always beat "Fixed Amount of Threat"... eventually. Healing threat is generated based on the amount of healing that could have been done, not the amount of damage actually healed (i.e. overheal counts). It shouldn't be unusual for a healer who pre-casts AoE heals and HoTs to generate 1.5k TPS (~3k HPS) while looking fairly idle. That's less than 5 seconds to beat the threat generated by the smash in your example. You don't have to if you are experienced enough not to lose aggro to healers. But I see it happen far too often with PUGs and which has made me believe that the idea isn't as stupid as most veterans think it is. AoE taunt is on a pretty long cooldown and not everyone has mastered tab-targeting. Giving the tank 25% extra time before the healer aggros help reduce the stress.
  4. We did some minor tests back in the 1.x days. It turned out that running around in (mostly) high end PvE gear (and very little expertise) actually increased your HPS. The only problem was the decrease in survivability.
  5. Oh, my... that doesn't look like a very fun game at all for the other side.
  6. The adds are not un-attacked - they are just not sufficiently attacked. Healing threat may be low since it's spread out across all mobs, but it will still end up pulling unless the tank keep hitting them. This is especially visible on lowbie juggs/guardians without spammable AoE attacks. ps. Note that I'm primarily talking about trash pulls in FPs here.
  7. While playing a healer, I've come to realize that having average tanks guarding healers for trash pulls in PUG FPs is actually not a bad idea. It's very rare for a tanks, regardless of whether they are good or bad, to lose single target threat to DPS for any serious amount of time due to the easy access to taunts. But multi-target threat is a different beast. A screwup of your opener or being slow at tab-targetting (especially at the lower levels), along with your DPS not focusing the weak targets first, can easily send your healer into a downward "threat" spiral (more damage -> more healing -> more AoE threat -> even more damage -> ...). The threat reduction from guard does make a noticeable difference.
  8. You should practice the fine art of "tunneling" that many others seem to have mastered, and stop throwing those darn FiBs at us sneaky people who are merely trying to turn your Civil War turrets red. Sincerely, Failed Cap Attempts 2014
  9. Whether a spec is powerful or not is up for interpretation. People have complained about smash for a long time while I've never fully understood what the fuss was about (except that I concur with the sentiment it might be a bit too easy to play optimally). Deception isn't overpowered in the sense that they are always better than other DPS in all situations, unlike operative healers who beat the other two classes in all aspects for arenas. But they most definitively do provide an absurd amount of single target CC and burst damage, both which are serious threats against uncoordinated teams. No class could ever be named FotM if we had to reach a consensus of what's overpowered or not. When Tweepy's away, the mice will play?
  10. Being a "Flavor of the Month" class is merely a measure of its popularity and has nothing to do with the effectiveness of the said class, That is; besides the fact that the more powerful combos are usually more popular than the underpowered ones. There has been a huge increase in the number of assassins and shadows in unranked WZs lately, with anecdotal evidence showing a significant amount of matches having more than third of the participants being either. It's a drastic and sudden change compared to a few months back, so people are well within their rights to call these two classes FotM on TEH (it's not true on the other servers). Infiltration/Deception is in my opinion currently more popular than what smash ever was on our server (or I was merely lucky to be away when smash was at its peak).
  11. I never understood why a lot of people keep using that against us sorc healers. We merely cleanse ourselves right after it hits and breaks the CC. It doesn't even force us to "burn" a GCD since we tend to have more than enough of those to spare while being chased by CC-machines like deception sins.
  12. Thanks! Me too! Although I would personally be content with just a minor quality-of-life improvement to Force Barrier. It should cancel whatever you are casting rather than get queued after. I've lost track how many times I would have survived had the bubble not waited for Dark Infusion to finish... Fully agree! Unnatural Preservation shouldn't have a cooldown at all.
  13. 1. Name - Tweepy 2. Guild - Malice in Wonderland 3. Class - Sorcerer 4. Map - Novare Coast 5. Stat Category - Healing Per Second (2490) 6. Screenshot - http://assets-cloud.enjin.com/users/1734550/pics/original/2393839.jpg Arrgghh... I forgot to pop a stim for this one. :-( ps. Could you also fix the miss-spelling of the guild name for my other entry?
  14. 1. Name - Tweepy 2. Guild - Malice in Wonderland 3. Class - Sorcerer 4. Map - TCA 5. Stat Category - Healing Per Second (1442) 6. Screenshot - http://assets-cloud.enjin.com/users/1734550/pics/original/2382481.jpg
  15. The increased/almost-guranteed crit from Force Potency/Recklessness only applies to force attacks (Project and Force Breach). Most of the damage from an Infiltration Shadow's burst opener comes from Shadow Strike/Infiltration Tactics/Clairvoyant Strike so we can all sleep well at night.
  16. 1. Name - Tweepy 2. Guild - Malice in Wonderland 3. Class - Sorcerer 4. Map - CW 5. Stat Category - Damage Taken (1049676) 6. Screenshot - http://assets-cloud.enjin.com/users/1734550/pics/original/2322105.jpg Yes, that's a single smash hit more damage taken than for Kloma!
  17. Why go for only 200 billion ISK when you can aim for 1 trillion instead? http://evenews24.com/2011/08/12/one-of-the-biggest-scam-in-eve-history-ponzi-scheme-empties-over-1-trillion-isk-from-players-wallets/
  18. I believe that the general consensus is that there's nothing stopping you from RP-ing in general chat. Just don't get upset if people interrupts your chat with OOC discussions.
  19. Are you certain? I'm fairly sure that the white color crystals were BoP up until the end or I would have stocked up on them. Only the purple and cyan crystals were BoE (and quite profitable ).
  20. The white color crystals were BoP on purchase and unfortunately not tradeable.
  21. I believe that the core idea of having the community gather together for special PvP events is sound, but that we do kid ourselves if we describe last night's event as "great". Group imbalance, some lag (even on the lowest settings on mid-end machines), and the amount of dead time between the 4v4 fights puts my opinion of the whole thing in between "interesting but mediocre" and "somewhat boring". 4v4 (along with 2v2 and 1v1?) arena style fights are really worthy to be explored in my book. A touch more organization in that area, perhaps with pre-supplied list of teams, and it could be a blast. Big kudos to Reckoned for trying to set things up! As for Iotasquared; that is some of the most childish behavior I've ever seen on this server to this date.
  22. People usually don't want to bother with the waiting time required to get all members for Heroic 4s since they are usually not very reward-per-time efficient. The only exception here is the one found in the Black Hole area.
  23. Not saying that this is a bad idea, but beware of that Ilum taught us there's a limit on how many people can be fighting each other in a small area before the game engine grinds to a halt.
  24. Oh, yes! You also used to have a sense of flashpoint progression and the associated feeling of accomplishment after beating them. Pre-nerf D7 in bad gear anyone?
  25. I would claim that this too is a skill issue. EV's puzzle boss is very much doable with no healers since the single threat in that encounter (i.e. one Acklay spawn per side) can be chain-stunned.
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