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terpineva

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  1. Hello all, Lately, I've been stagnant on my healer and need some help to maximize him. I do nothing but warzones, my crit is around 38% buffed, 2k cunning with stim, and I usually crit on my kolto injection for 6k outside of warzones. I'm full war hero with 1280 expertise and 19k health. My usual rotation is to hot/probe everything that moves, even things that aren't taking damage for ta hits. Then I use SP or SB when I hit 3 ta's. RN always popped on CD, and I only use Kolto Injection on ball carriers. With this, I usually get between 400-1m healing. If anyone is ever under 30% I use SP and dont stop until they get over the free zone. However, it seems like there are guys that do signifigantly better than me, and I'm not sure what I'm doing wrong. Can anyone who regularly breaks 1m healing or dominates rated warzones in healing clue me in, possibly show a log or video?
  2. terpineva

    FOTM stacking

    Every + 2k team runs 2 pts and at least 1 Mara, no exceptions. Our team recently tried swapping out pts for other dps classes and lost a ton of effectiveness. Since it was the powertechs alts I don't think it was the player and the gear was the same. The sad thing about this game is very few comps work, and many specs just have zero place in rateds. So many ppl have a pt alt now that there is a ton of pushback to nerfing pts, but when EVERY team runs 2 pts at least it's not a l2p issue, it's a strong class....
  3. The issue isn't 1v1 vs a Pyro, they're not too hard to take out. The issue is when a team can keep them alive when they're in mobs, theres no other dps that can come close to competing. Not even Rage Juggs.
  4. Its massive. You get 2-3 recruit geared players in your pub its almost a guaranteed loss. The difference between recruit gear and Fully Augmented WH/BM is massive. Maybe 30%? I would like to blame the players for showing up in recruit gear, but TBH, its Biowares fault. Augmented gear has thrown everything (especially TTK) out of whack. Recruit gear needs to be much closer to BM than it is. All 3 of my characters are full WH with Augments, my gripe isn't about my gear but the guys I'm forced to play with when I'm not doing rateds.
  5. Every game 80% of the talent leaves after 3 months. The guys not as good figure stuff out and get better through practice, but they're not the super gamers that can play any game and dominate. IMO, Powertechs can get by on mediocre play and be considered good. I can spot a bad Marauder, but Powertechs all use the same 3 button rotation. There are also some really talented concealment Ops and Mercs that just dont get any recognition because they have just have a gimp class.
  6. pvpers: noone cares about you or the ratings go cry on the forums QQ QQ BUT I'M THE BEST QQ NERF QQ Sorry but the cool kids dont think you're any cooler than the role player. At least they go outside and do something social instead of playing 16 hours a day.
  7. They dont need a nerf, like PT's have said in this post, they're easily countered by other DPS. Its all just a L2P issue. I'll break it down here. Operative - Stay at the door and be happy you were allowed to queue Juggernaut - Force Push and run the other way Marauder - Force Camo and LOS. Sorceror - Kite and run the other way Mercenary - Reroll. Assassin - Stay stealthed. Snipers - Keep sniping and call for help. You shouldn't try to 1v1 an Powertech this is a team sport and Powertechs are good for 1v1, burst dps, and sustained dps. Other classes have their roles too. Juggernauts run the Huttball, Marauders jump to things and interrupt, Operative and Assassins hide on nodes, and everyone else heals and guards us. If you want to kill a PT Get 2-3 guys. This is a team sport. Fact is Powertechs are just better players than everyone. We've got our complex rotation down that most other players couldn't handle. Class is balanced and is clearly a L2P issue.
  8. I've noticed a ton of them in rateds, and they do very well. There seem to be at least 2 on every team, and they usually top dps. After a few games in the rateds, there does seem to be some 'required' classes and PT is one of them. Can we stop with the skill nonsense? It doesnt really matter and its childish.
  9. I have no fricking clue about sins but I do know they are almost as good as a jugg in Huttball, and have stealth. A tank with stealth is incredible. They're easily the most popular tank in rateds.
  10. Concealment needs some help. Not much, but some. I've always thought they need a spammable melee damage dealer that costs 0 energy. More damage than than rifle shot, and something that can be weaved into rotations after the initial burst. I havent played concealment in months, but conceal ops rarely put me in danger. Lethality is fine, Medicine is fine.
  11. I played several games and came to the conclusion that you need 2 tanks (that can guard pref sins) 2 healers 4 dps with at least 1 melee dps You coud mix and match classes but I'd rather take a good player that fits the role than the optimal class. The one thing I would avoid is taking 2 Op heals...
  12. I agree with most of what you said however people need to understand that a premade is just a collective of 4 players and it doesnt guarantee them anything. What kills you is when 2 premades go up against you. What killed us on our old server is the pubs have a much greater chance to have 2 premades in a game where Empire had too many casuals. At the end of the day most warzones are decided by a War Hero curbstomping a fresh 50 and creating a numbers advantage early in the fight. Now I think the big issue is match making. While there may be 80 people queueing the chances of you facing the same team again are very good. Since the whole warzone cycle is around 18 minutes, the other groups could be staggered by 5-8 minutes so that team may be the only ones available for instant queue. It sucks, but you need a massive population or a longer queue wait time for 'fairer' queues.
  13. terpineva

    OPs nerf again?

    Our self healing was pretty good. I dont like nerfs, but I surive so well I didnt have to worry about getting focused on and still do well. I dont think it was a massive advantage, but it was nice and now I'll just have to worry about positioning more. I guess the times of padding my stats and letting a marauder whack on me all game while I spam surgical probes are over.
  14. My Op and a Jugg held a node against 6 for a good minute, which is long enough for our dps to arrive and actually kill stuff. Personally, 2 tanks, 2 healers, 4 dps is optimal. Tanks guarding heales are unkillable with the right players, but they can't kill anything either.
  15. I find doing massing amounts of damage is more dependant on the other team being all healers and poor dps than what I do. Of course, some players do alot less damage because they are actually taking players out of the game (ie killing them) instead of hitting them like a target dummy. Still Impressive, I've had those types of games where I hit over and over and was still 300k short of this.
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