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KraGiEFunctional

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Posts posted by KraGiEFunctional

  1. I think the biggest problem with PUGs in PvP is that most of them are just new 50's trying to gear up a little. Not to knock that because I've been there, but they flat out don't care about anything.

     

    If you Queue Solo, you should talk to the players you see often. Usually, the ones that Queue Solo are not opposed to Queue as a Group. It's not that you can Queue as a Group and start face rolling, but it's usually how premades are created. The more you play with a group of people, the better you are with each other over time. Just have to keep in mind the first several matches are going to be rough growing pains.

  2. I think the new warzone is fantastic for the PvPers that somewhat know what they're doing. Reaching the objectives, knowing your roles on the team, and executing your duties are all important in any PvP match, but this one punishes those that don't know what they're doing, but think they do.

     

    It's a very simple map, but unlike Hutt Ball or Alderaan, a premade of 4 will have some difficulty carrying 4 very bad players.

  3. As an IT professional, whenever I book a change control slot, I ensure there is more than enough time to cover something going wrong. As such, I generally book my change controls to cover 12 hour slots without exception.

     

    Weird? No. It's called covering your arse and setting customer expectations. If the servers come up early, the customer is pleased. If you overrun your downtime because you try and please the customer with a short window, the customer squeals like a piggy.

     

    I'm an engineering professional, and I totally agree with you. No matter how much effort you put into making sure everything goes as planned, there is always a chance something will go wrong. Rather than explaining yourself every time something goes wrong, it's always better to apply a safe buffer. Furthermore, with global deployments, use of a CDN is popular. It's ideal to always give your CDN a few hours to propagate through it's cache, and your QA staff enough time to run their automation scripts to ensure the go-live will be smooth.

  4. I don't believe any playable class should be able to be the ONE since it makes the game a little one sided.

     

    In my opinion, I believe..

     

     

     

    The next step for Inquisitors should be with the Ashara conversations. I know that the Inquisitor is a Sith, and is apart of the Sith Empire. However, I believe the Inquisitor with Ashara should start dialogues with the Jedi group that broke away from the Republic. I'm not saying the Inquisitor should go to their side, but more bring them to his or her side. Similar to having a cult in Narr Shadar, the Inquisitor's power base should be broad.

     

     

  5. I'm a healing sorcerer, and have been through the "slaughter house animal" feeling during the gear up. It is very hard in the beginning while you basically get out of the respawn area and die within 10 seconds over and over again.

     

    As you gear up, you learn tactics though. How to run away, when to use purge, how to effectively hump a pillar, which heals are the effective ones, bubble everyone including self, that sixth sense when you know someone is stealthed around you, and then you become pro.

     

    As a Sorc healer, I can dish out between 200-400k heals (not using that ridiculous mechanism where you use consumption to reduce your health and heal back up for medals).

  6. In my experience (Software Architect), releasing changes tends to be automated these days, but it's not like you flip a switch and go to bed. Even the best deployments require eyes to watch, react, and verify to avoid public embarrassment. I believe the times are selected by # of users affected. If your traffic overall is lowest during certain hours, that will be the most opportunistic time to conduct the maintenance window.

     

    And for the Asia Pacific servers being busy... you guys are lucky. Some of the US servers have very low populations making grouping a challenge.

  7. I think Madness Sorcerers do exceptionally well in PvP and PvE. In PvE, it comes out as one of the top dmg producing specs, and even the hybrid without Creeping Terror is heavy Madness.

     

    If you're unable to maintain your force with the Madness spec, I think you're not doing it right. Let's assume you are using a Madness spec that's like this http://www.torhead.com/skill-calc#201hZbcMZcrbRsdkrfz.1.

     

    Force Lightning costs 30 Force, and ticks 4 times. So you should regain 4% of your Force whenever you use it to it's fullest. 4% should regen approximately 24, and your normal regen is 8 per second. The only time you should be running out of force (assuming you know how to play correctly) is if you're shielding yourself all the time, casting force storm multiple times, using Shock on CD while not moving, or you're clipping your Force Lightning way too much.

     

    I typically play with a corruption spec, but when I'm DPS, I usually play with Madness. I've done almost every HM FP, and some of the Ops with Madness, and haven't run into a situation where I didn't have any force at the end of an encounter. I didn't have full force, but I definitely didn't end up having to sit around for my force to regen or use Consumption.

  8. I noticed that before 1.2, I was able to prep my Force Storm's while another action such as Force Storm was in progress. Now, I have to stop an action before I can start Force Storm. I'm assuming that's the same case for Death Field now. This change was a super huge nerf that wasn't documented. When I'm casting Force Lightning, and Death Field is off CD, I would cast Death Field right when it's done so I can start my dots rotation. That extra delay stunts the overall potential.
  9. A reflect type ability would be fantastic! It could have like a 2 minute cooldown or something. That or an immunity ability where we cannot take damage of any form, but must focus everything to maintain so no other abilities are possible.

     

    Why not just a simple ability like:

     

    Jedi Consular: Force Reversal

    Sith Inquisitor: Force Deflection

     

    Ability would be the same, just different animations.

     

    "When activated, the next 2 movement impairments, stuns, or knock backs are instead applied to the one attempting to apply it to you."

     

    Or even just simply negating the next 2 movement impairments, stuns, or knock backs. (Though in my opinion it would be more fun to see a Knight/Warrior Force push himself off a cliff)

     

    The only exception to this would probably be the Warrior/Knight/Powertech/Vanguard jump to ability. (As it wouldn't make sense because of the way the mechanic works).

     

    The reason being is actually kind of simple:

    The consular and the inquisitor are both "Force" heavy classes. Yes, the Knight/Warrior are also "Force" users, but they are not "Force Heavy" users. They simply use it as a supplement to brute force. Whereas, the Consular/Inquisitors are reliant on using all aspects of the force.

     

    In my opinion, the best example of a Consular is Yoda. And in the movies, we see Yoda constantly using the force to do things whenever he is fighting, one of those being, negating Dooku's force lightning without a lightsaber, but his bare hand. So in that aspect, why not give the class something with a bit of spunk to it, hell, even if you just change it to being the "NEXT" cc, instead of the next 2, that is still something I would gladly trade for the loss of the Sacrifice/Unity ability.

     

    It's simple, small, and it would not be a drastic, major game changer. Just something to spice up and make people think twice when they want to CC a Inquisitor/Consular.

     

    In reference to WoW, this is similar to the Reflecting ability that Warriors had, minus the ability to reflect damaging abilities as well.

     

    Every class in the game has multiple methods of CCing another class, be it through stuns, snares, knock backs, etc, what's one more going to add to that, especially if it is on a 1 minute or 2 minute cooldown?

  10. Healing wins in WZ IF and ONLY IF the rest of the team realize there's more to the game than themselves. So many times have I spent a solid minute healing 2-3 guys only to watch them walk right past 2 enemies that's ganking me. When that happens, I want to respec back to DPS because there's absolutely no way a healer can get more than a few badges if the team doesn't value their contribution.
  11. Healing in Patch 1.2 is fantastic! I don't know what you guys are afraid of. In PvP, I tend to be up at the top of healing done (if I'm not being farmed which has always been a problem with premades). In PvE, I find the changes make healing much more entertaining. For what it's worth, I had a lot of force problems too in the beginning, but I read the healing post on a theorycrafting site to fix that problem. It's a huge paradigm shift from before, but I find it a lot more fun.
  12. I don't know if this topic has come up or not, but there has to be some form of significant penalty for the players that enter a warzone, see they aren't going to win, and leave the warzone leaving random people to take their spot on the losing team.

     

    This irritates me like nothing else because their emo-rage-quit should force them to either not be allowed to requeue for a period of time or reduce their valor points by several thousand.

  13. First off, very good post. I've been militant about the WRATH change because of my style of play, which I guess I have to specify.

     

    I'm spread evenly in my Sorc skill tree: 11/14/16. I do this because, like many Imperial players, there aren't that many Republic players anymore in WZ's. I play a lot of Hutball.

     

    In Hutball, I consider myself a "mid-fielder". I pull up the slack wherever it is:

    1) If we have possession, I try to hold mid. I heal/support others holding mid if there aren't healers, I DPS enemies in my zone. Get the ball, pass to better field position.

    2) If we have possession, I guard my ball carrier. Throw up static barrier, heal, stun/engage attackers

    3) If we don't have possession, I'm engaging (a) their ball carrier, or (b) potential passers.

    4) If we don't have possession, I'm trying to get mid back (cuz we probably don't have it).

     

    I do not try to score. I do not farm damage. I do not find a perch and heal. I move around, do what's necessary to win, try to not get bogged down in skirmishes. I DIE A LOT. All the time. I'm a mid-fielder, it's my job. I sling spells, then I die. I'm a mid-fielder, I need even specs to be semi-effective. Hence, 11/14/16. To me, field position is more important than farming damage & healing medals.

     

    My only decent offensive weapon with mobs of enemies who, in close-combat, will own me? Chain lightning. That's the only reason I have 16 points in Madness. WRATH: 30% of the time, instant activation. Was that really too often? Is that not what balances my Sorc against classes with stronger armor, better weapons, and higher endurance? Keep in mind, 70% of the time, chain lighting isn't instant: it takes 2.5 seconds to warm up, which is plenty of time to die horribly. Believe me, I know. And for those unaware, no, you can't move during those 2.5 seconds.

     

    Yes, sprinting is good and I rely on those slow-ticking damage spells to whiddle down my opponent while I back-pedal (as much as I realistically can run away in a Warzone), but honestly, I usually die faster if I run away, and so do the teammates I'm no longer supporting. And let's be real: affliction isn't going to do a lot against a marauder with 20k HP who can leap to your position.

     

    We die all the time and have to put up with the indignity of it to support our team. Now my character is ineffective at that, too. My cannon is gone. Keep in mind that AFTER we die, we have to respawn and run all the way back to where we will do the most good. I accepted that because hey, I liked my play-style despite my mortality rate, despite the fact that there are players who, in lvl50 pvp, are virtually unkillable one-on-one BEFORE 1.2...

     

    This is a terrible metaphor, but I'll use it anyway. I'd consider situation in which a teenager fought an eight-year-old child a "fair-fight" if you give that kid a taser! Well, you just nerfed our tasers and we still have no hope of hitting adolescence.

     

    I agree with you, yet I disagree with you. I think you should re-evaluate how awesome Death Field can be. Yes we die a lot sometimes, but I've found that playing with a team of at least 4 moving like a swarm always produces better results than playing zone offense/defense. Having a tank, melee dps, range dps, and a healer can make you completely over powered. It usually requires a pre-made with a clear leader so everyone's on the same page. Just always go after either the focus target's target or the one that has the least amount of health. In PvE, it's all about how much damage you do, but in PvP, it's all about winning the match. Who cares if Lebron James scored 30 points if the Heat lose the game?

  14. Wow you guys are posting novels here, short and simple.

     

    We suck at 1 vs 1, single target dps, our aoe got nerfed, and our survivability is low.

     

    However, I can still pull 400k damage as dps, 500k as heals.

     

    Also my guild killed hard mode 8m Zorn and Toth tonight with 2 sorc healers, 2 sorc dps, 2 sin tanks, 1 merc, 1 mara.

     

    The sorcs were topping the dps charts with a new build I gave them.

     

    We went from super strong to decent, and now maras and juggs are the overpowered classes and will eventually get nerfed. If you guys love sorcs so much, learn to play it now that it is a bit more challenging, and quit whining.

     

    message me your build. I'm very curious. :)

  15. Sorc DPS in PvP hasn't been affected that much to be honest. There weren't that many changes made to the sorcerer dps trees except the removal of the hybrid builds.

     

    I think if you have to stand in one place for a long period of time to do damage, you're asking to get killed. This isn't a problem with the patch persay, but a problem between the chair and keyboard. I believe Aristotle once said "lrn2play"

  16. Resurgence takes the force cost of Revivication from 100 to 70. Which is huge in the grand scheme of things because we force regen 8 per second. So after it's all said and done, you should have only spent 54 force (from amount of force before casting to amount of force after casting) to drop a very nice aoe raid heal.
  17. I actually like the changes for the 1.2 Sorcerer Healing. You don't get unlimited force (which I do believe was overpowered). I think the biggest headache I'm experiencing with the change is not the force management, but the change in how Resurgence interacts with Dark Infusion. Having that short cast time with big heal really helped keep the other players alive when they were taking big hits.

     

    My rotation still has Resurgence in it whenever it's up.

     

    PvP

    Resurgence -> Dark Infusion -> Innervate

     

    PvE

    Resurgence -> Revivication -> Innervate (if Revivication is off cooldown)

    Resurgence -> Dark Infusion -> Innervate -> Consumption (I don't care if it procs or not, but I do care if Revivication rotation is the next on the list)

     

    Here are my beliefs regarding PvE:

    1) Alacrity was a stat that Sorc Healers never wanted, but having a moderate amount of it will bring our cast times down noticeably.

    2) Healing can be like "whack-a-mole", but it's also about knowing when big hits are coming. As a healer, I'll admit that I'm not paying attention to the actual encounter as much as everyone else is because I'm spending most of my time watching the ops frames, the ground I'm standing on, and location of the boss at the corner of my eye. Knowing the encounter will make it so we will start casting the heal a second before the actual big damage comes. Especially since we have target of target now.

    3) A lot of guilds have been extremely successful with 8 man raids containing 2 sorcerer healers. In fact, a lot of the mechanics of the encounters were simply bypassed by having 2 sorcerers bubbling and revivication to heal the op through the damage. This may make it difficult for operatives and mercenary healers to get some quality play time.

    4) I believe a lot of players that don't know how to play their class get a freebie thinking they're good at playing the game because their healers bail them out without them knowing it. This is a game that's centered around teamwork, and maybe the DPS just has to put some points in survivability.

     

    In terms of PvP, I've done progressively better in warzones after the patch than I ever did before. Mainly because I know that I don't have a "oh crap fast heals" mechanism so I have to be more aware of who CAN survive. An example would be a marauder that force leaps into a group of 3 players and ultimately starts getting owned may be a bad heal target compared to a group of 3 players that are swarming their targets.

     

    I'm not comfortable yet with the PvE changes, but the PvP has become much more enjoyable.

  18. I don't believe Sorcerers PvP gameplay will change for the healers out there. I believe the resurgence change bothers us a little, but it makes alacrity a much more fantastic stat. The only reason I don't favor that stat is due to the amount of force it drains when you're spamming heals, but I don't think it will be that bothersome if resurgence reduces the cost of our big heal by 30%.
  19. I think the whole healing nerf isn't that big of a deal. I have been trying out instances without using the Innervate->Consumption combo in some HMs, and it's not that big of a deal. At the moment, it looks like healers are going to be a problem, but I think it's going to put more pressure on DPS to burn the mobs down faster to avoid having a 5 minute encounter spamming heals.
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