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Gondolindhrim

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Everything posted by Gondolindhrim

  1. This, I'd love to have the option to only show buffs cast by myself (as well as debuffs of course).
  2. Congrats on the position Gudarzz! I'm confident that you will represent the class well, and you and KBN should compliment each other nicely, I think. Now, here's my feedback on the ideas presented so far (I participate in both HM/NiM Ops and rated warzones FWIW). I've added spoiler tags since this post is very long. Carnage Annihilation Rage There's my 2 credits.
  3. This has happened to me too, especially annoying in Huttball. It appears to be much less frequent if you don't leap in mid-air, FWIW.
  4. You'd be surprised how little it would take to bring Concealment PvE DPS back in line, should an auto-crit, non-stealth Hidden Strike be introduced. I'm pretty sure it'd be worth it in PvP, and more fun for the PvEers as well with a more varied rotation.
  5. Like I said, there are a ton of things you can adjust to avoid overpowering Concealment in PvE. Shiv, Lacerate, Corrosive Dart, Acid Blade... toning down one or a few of these abilities for Concealment ops would totally be worth it if we could gain Hidden Strike that way. Alternatively, give the proc that lets you use HS out of stealth a low proc chance or long internal cooldown, but let it be used on targets below 30% with or without the proc.
  6. I don't think it would be OP, honestly. Smash still hits harder on a 9s cooldown compared to 12s for Hidden Strike, and is AoE. Thundering Blast deals similar damage and has a 9s cooldown as well, but is ranged. Honestly, I think this would be pretty balanced in ranked PvP. I do run HM and NiM Ops on my Operative as well, so I am taking PvE implications into consideration. Truth is, Concealment is the lower DPS spec, so it wouldn't hurt to buff them a bit. Suddenly gaining access to an auto-crit Hidden Strike would be a massive buff for sure, but if Concealment would then turn out to overperform in PvE (and I still kind of doubt they'd be better than Marauders), it wouldn't be too hard to adjust the damage of for example Acid Blade or Corrosive Dart (increase its damage in Lethality to make up for it) to compensate.
  7. Yeah, I thought this would be common knowledge by now. Operative also has the better story and animations (best healing animations in the game IMO).
  8. 2 pieces of PvE armour is worth having for the set bonus. Beyond that, you definitely want PvP gear.
  9. 1. Lethality already has exactly this, I'd rather see something unique for Concealment (not to mention that it wouldn't be enough either way). Other than the obvious 30% AoE damage reduction, I'd like to see a substantial damage reduction buff (something like -40% damage taken) on Sneak or Shield Probe, and a Defense buff added to Calculated Frenzy (2% or 3% per point). 2. Agreed, not much more to say. 3. Like point one, I'd rather see something new than a mechanic that already exists. Perhaps a way to reset the cooldown on Shield Probe? "Using Evasion will instantly finish the cooldown of Shield Probe" or similar (could be interesting if the 1s Evasion attached to Exfiltrate worked as well). 4. Agreed, I'm thinking something along the lines of "Shiv has a 40% chance to make your Hidden Strike free and usable out of stealth". 5. Agreed, I'd start by either reducing the energy cost of Lacerate back to its original value, or reducing the internal cooldown of Culling.
  10. Morde_ http://www.swtor.com/community/showpost.php?p=6531826&postcount=17
  11. The +15% Recuperative Nanotech healing bonus is by far the best, and it's definitely worth stacking if you still have WH/EWH pieces. As for Evasion vs Shield probe, keep in mind that Evasion only works against Melee/Ranged attacks.
  12. MM Sniper is still easier, but everyone seems to hate Smash anyway. Not standing in a tight cluster when there are smashers on the enemy team is an outrageous concept, clearly.
  13. I agree with this. I switched to this spec at level 33, and it felt much more fluid (and effective) than the other trees at the time. Both Annihilation and Carnage feel incomplete to me without the capstone abilities.
  14. This is starting to sound like a regs vs rateds kind of thing, so I'm going to drop this now. I don't know if you play RWZs or play a healer, but I do heal in rateds and it's not uncommon for most of a team to be pretty well topped off until one player gets focused and takes massive burst damage, AoE DoTs or not. As for Huttball... I always have the most fun with Engineering, at least in regs. Few things are more fun than sitting Entrenched on the top ramp next to the first fire pit, overlooking the central arena where the ball spawns. Receive a pass, roll across the fire pit, run to the edge of the upper ramp where the second fire pit is located. Hit EMP Discharge, roll again across the pit and land on the edge, ~10m away from the finish line. Takes about ten seconds, they practically never see it coming. ;p
  15. Actually, I'm not advocating MM even though it may seem like it. MM is easy to play and can switch targets at any time with practically no penalty, but I personally find it the least fun spec out of the three, and don't play it much. Lethality is my main spec, and I think it's excellent for both regs and ranked. Not because of AoE DoT DPS however, but because it can produce fantastic burst damage with high frequency. I can't get over how amazing Cull is. I love it as much as I do Smash, truly. This sounds like a PvE mindset to me. Healers can put out up to 3k HPS thanks to tangential AoE healing and HoTs. What matters is how much damage you can do to a single target, preferably in a relatively short time window. Cull > Takedown (or Takedown > Cull > Takedown) does this very well, especially when Weakening Blast is up. The hybrid spec produces similar burst damage, but is more vulnerable to cleansing. I prefer pure Lethality, because it's safer and can produce the burst damage spikes with higher frequency (Weakening Blast has a shorter cooldown than Explosive Probe). That just means you've dealt damage to a target that dies. If you have DoTs on most of the enemy team, you're going to get credit for practically every kill your team makes. Yes, I do tend to assume at least one healer on the enemy team, and I won't disagree with AoE DoTs being useful if the opposing team has none. In fact I've played some hilarious games as Lethality spec in the 10-29 bracket, where healers are scarce and most don't even have access to a Cleanse. To be fair though, if the enemy team completely lacks healers, you can destroy people with any spec. Debating the merits of various specs only really matters when you've got at least somewhat competent teams on both sides, with a decent class/role composition (to me anyway).
  16. This. I've seen as many teams with no healers as I've seen teams with four or more. They should just let people select a role like when queuing for Flashpoints, and divide the roles as evenly as possible when generating teams. If there's an overabundance of healers queuing, then so be it, but at least you wouldn't see a team with 0-1 healer while another has 5.
  17. This is not really true. Revivification heals up to 8 targets. Ops have both Kolto Probe and Recuperative Nanotech. Mass DoTs only become threatening when you start stacking ridiculous amounts of them (like the 8 Lethality agent videos). CG/CD damage helps take down your primary target, no doubt, but on the rest of the enemy team, they're for regen and quicker target switching. Tossing out multiple CDs is a waste of time and energy except maybe one "decoy" cast to throw off trigger happy cleansers.
  18. As someone who also plays both Sniper and healer, I was about to post pretty much exactly this. This man speaks the truth. AoE DoTs aren't going to kill anyone, burst damage is the only kind of damage that can overcome healing.
  19. I agree with this. I wouldn't be against an offensive purge on a longish cooldown, but give it to more than one AC (and don't give it to Gunslingers|Snipers or Sentinels|Marauders, they've got Trauma). Other things that could be done are for example buffing Trauma applied by Flourish Shot|Shatter Shot and Crippling Throw|Deadly Throw and perhaps adjusting Guard by either tweaking the amount of damage redirected (make it 45 or 40%), the range requirement or giving it a short cooldown).
  20. Derp, yes you are correct. Still means IP can be cleansed before the poisons are even applied though, in which case you can get *at most* half a Cull channel off.
  21. Get rid of Corrupted Flesh and just dump everything into Lightning once you're up to Wrath in Madness.
  22. I don't really care about the CG damage on secondary targets. I always make sure to have the strong poisons on my Cull targets, but the rest is for regen (and slow if I'm specced for it - Chilling Scream and Lightning Swarm are better so I don't always do). Still doesn't stop anyone from cleansing before you apply Interrogation Probe, but it's a risk/reward thing I guess. Cluster Bombs + Cull is definitely nice, but so is Weakening Blast + Cull, and the latter is both safer and more frequent (15s vs 30s). Besides, I like the ability to proc unrestricted Takedowns and Corrosive Mine can be pretty handy.
  23. Alright, that's fine. If you're breaking LoS you should be able to use Dark Infusion most of the time, which'll ease force management (not that there is much of that, but I digress). Any Expertise on an otherwise PvE item will mess with Bolster, although it honestly hasn't stopped me from using the colour crystals I wanted since it's just regs anyway (and lowbie regs at that). In your case though, I'd wait until you have a PvP weapon before getting a new crystal, assuming you dig the current colour anyway. And you're welcome, I'm always happy to share my opinion with open-minded people who are actually willing to listen to and consider it.
  24. Go for both Wrath and Chain Lightning, and then continue up the Lightning tree (at least up to Reverberating Force).
  25. Because Dirty Fighting has great burst too? Wounding Shots is insane. DF may well be the most well-designed DoT spec in this game right now, because you actually get rewarded for the setup time with superb burst damage. I'd say the exact opposite in terms of low level play or solo PvE grinding. I'd rather have on-demand, no setup damage (SS) or better AoE (Sab) for that. DF burst is at least on par with the other specs at higher levels, however. Again, Wounding Shots is absolutely beastly.
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