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idipper

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Posts posted by idipper

  1. Why is the Reusable Ultimate Medpac worse than the Prototype Ultimate Medpac? This makes absolutely no sense.

     

    Reusable Ultimate Medpac: 3750-4575 health restored instantly (90s cooldown)

     

    Prototype Ultimate Medpac: 3750-4575 health restored instantly and an additional 1665 over 15 seconds

     

    What happened?

     

    This came with the biochem nerf, when they changed Rakata Medpacks. In doing so, they also tuned all the ones that come beforehand.

     

    Green madpack > (reverses) Blue prototype with up front HEAL and backend Heal over time > Purple Medpack with the upfront heal + Heal over time.

     

     

    After they patch - they removed the HOT on the reusable medpack, but kept it on the prototype.

     

    Part of the reasoning was that Biochem was stronger than intended for lvling - Chain pulling, no meditates.

     

    Hell you Biochem a tank right now post nerf and you can pull 15 weak mobs and aoe it down with no companion - it's still ultra potent for lvling - far from needed, but potent.

  2. Yes, PLEASE, just remove it from the game and replace it with something useful. Anything: attack, defense, passive skills, whatever. At this point it doesnt really matter because anything is better than Tumult.

     

    Its not even on my 3rd or 4th quickslot bar.

     

    Why create a 45 seconds cooldown skill that can only be used on TRASH MOBs that happen to be incapacited?

     

    Now, would you replace it please? Thanks.

     

    I love tumult - shock/tumult is a fairly decent combo, you should be combing through your mob packs and killing the weaker ones first for your tank - since the weak mobs can hit rather hard, but all roughly have 4.5k hp and are fully disruptable.

     

     

    And there is absolutely nothing funner than jumping into your tumult and getting that 5k crit.

  3. I've been trudging through the forums here and i've found that people find several of the hybrid sage DPS builds (0/17/28, 0/23/18, 3/21/16 and 0/13/28 - to each their own) are excellent for PVP.

     

    My question is are any of these builds viable for PVE as well?

     

    My current build is 0/31/10. I'm primarily a PVE player but I do occasionally enjoy PVP but its not my main focus for gaming. I would like to increase my DPS in PVE because i solo more often than not. I've been entertaining a hybrid build sheerly because the appeal of doing increased DPS in PVP is nice but i was hoping any one of these builds would be good for increasing my DPS in my PVE game.

     

    Any input would be helpful.

     

    Thanks,

    Mir

     

    According to some theorycrafting site - Sithwarrior, Lightning, Madness, and 13/28 are all ~ 3% dps of eachother, with 13/28 ahead of the pack.

     

    13/28 does however take a fair amount of force management, Chain Lightnings can become back breakingly expensive during boss fights where you find yourself occasionally forced (or at times simply due to reflex) bubble yourself - it really adds up and can burn through force.

     

    I think I read somewhere on the same site -

     

    ~2000 seconds until you're out of force following your standard madness rotation.

     

    In comparision, you're out of force ~200 seconds if you don't throttle your wrath procs and let those chain lightnings fly.

     

    With fights that have smaller windows of DPS, like KP's droid - you'll find that wrath proccing chain lightnings is far and ahead superior to the 18second duration madness dot.

     

    Think I've crit him for upward to 14.5-15k with a power adrenal right after his armor was torched with a relentless chain wrath proc. And with my kind of crit, my wrath can easily proc 4 times within the span of that madness dot - now CD gets priority, but even so, you'll have force to spare for chains so long as you learn whens the proper time to throttle and regen.

     

     

    Lightning was kind of my first love - but the lack of mobility can make it weak.

     

    Its funny - a couple months ago I almost refused to change from deep lightning ---> 13/28 wrath CL procs

     

    Now I couldn't imagine ditching the mobility for any other spec.

     

    EDIT : You can also go to Sithwarrior.com >>> Sage/Sorc Forums >>>> Madness Compendium, you'll get 41 pages of worthwhile information there.

     

    It will certainly include theory crafting on various specs and how they compete relative to one another.

  4. I have run all the numbers and after every thing the only variable left is “I am a terrible player”

     

    Hit Points 14590

    Bonus Damage 640.9

    Bonus Healing 462.6

    Accuracy 101.72

    Critical Chance 29.38

    Critical Multiplier 71.62 (207 Surge)

    Pvp 9.81

     

    Champ Ear, Implant(2), Bracer, Weapon, OffHand, Belt.

    Centurion Helm, Chest, Legs, Boots, Gloves

     

    I have tried pure lightning, tried the hybrid spec. The only thing I can figure is I just suck. I go into a pvp match, 20-30 seconds I get focused and destroyed, over and over again. If my math is wrong feel free to point it out, but its the only thing left I can figure.

     

     

    Have you ever played a game like DOTA / LEAGUE / HON ? Your character really does excel, it's an exceptional harass class -

     

    CC

    Snares

    Stuns

    Ranged

    Aoe

    Cleanse

    Heals

    Bubbles

    Instant DD

    DOTS (Breaks flag/captures)

    Sprint

    Aoe knockback

    Ability interupt

    Stun break

     

    Your utility, if properly applied is ultra potent.

     

    But just like those games - Dota / League / Hon, POSITIONING IS EVERYTHING. If your positioning is poor, if your presence of mind and awareness is lacking, if you don't constantly shield yourself beind objects and line of sight people - you'll die.

     

    My spec is 13/28, I smash pretty well. Being a Biochem also helps.

     

    But most importantly, positioning positioning positioning.

  5. Like the title says, i think it's time to end this. It clearly is overpowering because having a free heal, free adrenals and free stims is just too powerful.

     

    Even Biochemists should want this change, because with so many biochemists, the market for stims and medpacs is just not there.

     

    The perks for a biochemist should be stronger stim/adrenals/medpacs for their own use only. Change the reusables to the Exotech (requiring 400 biochem to use), and drop their mats to only requiring one Radioactive Paste (4 is absurd).

     

    Adrenals are too expensive currently. A good start would be to cut their mats by half.

     

    For ops schematics, make the Exotech have a 4 hour duration that anybody can use (and requiring 4 Radioactive Paste).

     

    The other crafting skills aren't broken. Some require tweeks, but they ARE viable. It's just when people compare them to Biochem, they see it as useless. When people look up stims and see that 2 stims is the same price as a reusable, it's a no-brainer that stims are a ripoff or/and that biochem reusables is too fantastic to not have.

     

    Go **** yourself, our consumables are weaker than exotech. L2 make money and buy stims for raids you baby.

  6. - Not re-useable

    - Ridiculous amount of paste per stim

    - Not re-able for a re-useable version

    - 12 more stats and slightly more power

     

    It's not even worth it to make the Exotech stims unless you're a super min/maxer. You'll actually end up losing money (at least on my server) if you made them vs just selling the paste.

     

    See - that logic may have reached me if we weren't already at such a laughable state - you know, when Synthweavers/Artifice can crit craft themselves BiS augmented relics/belts/bracers, then land on Biochem for reusables, while we're concussed by the nerfbat every other week.

  7. stack power

     

    srsly...some people acting like big number rng is the only thing to do in this game.

     

    How about stack your main stat, push for maxing out power, then look to crit and surge.

     

    Rng shouldn't be a guaranteed thing every time. The problem is how often the crit procs, so the amount it does is substantial (the surge.) they could either reduce the amount you crit or how much you crit for.

     

    This is a universal nerf. Everyone is affected and this change in my opinion requires more play with more strategy.

     

    It deters the play-style of running around spamming that one instant to look at big numbers and think you're awesome.

     

    It requires people to have more skill and i think that's a good thing.

     

    power in medium values, and paired with either really high surge (fairly useless past 250) and alacrity (fairly useless).

     

    We as sorcs are still stuck with battle or adept enhancements, and still forced to push surge way past dr - because alacrity has yet to be reworked and the stat spread on enhancements don't allow us to stack power without inordinate amounts of surge -

     

     

    As is, even if we did want to stack power, its at the expense of really harshly diminished Surge Rating or trashy Alacrity.

     

    Did we not know this? Did this game just come out?

  8. Heres a Biochem lesson from one of the best -

     

    Endowment

    Veracity

    Expert

    Hawkeye

     

    I'm a mega rich biochem, and only a fraction of my money comes from COLUMI raid implants, none of my income comes from stims, most of my income comes from 49 implants.

  9. Battle and Adept enhancements appear to still be the best thing around - yet the top end of my crits dropped from 92% yesterday to 78% today. Shedding ~ 44 surge dropped me into the 77% range. I'm currently sitting at 444 surge, and given the current changes, I'll likely need to lose around ~200.

     

    Heres the issue -

     

    Power values on enhancements come in medium amounts, and is coupled with Alacrity (Savant) and Surge (Adept).

     

    Now the spread on the enhancement generally follows this suit..

     

    ADEPT

     

    Low Endurance

    Medium Power

    High Surge

     

     

    BATTLE

     

    Low Endurance

    Medium Crit

    High Surge

     

     

    SAVANT

     

    Low Endurance

    Medium Power

    High Alacrity

     

     

    These are the 3 general options we have at our disposal. Alacrity is a fairly weak stat for Sorc's atm. Sure - if has an effect on FL. But its DR curve is pretty harsh, and even with the added bonus to cast time on Force Lightnings, until alacrity is reworked, it doesn't effect dots, wrath procs, or anything else for that matter - it is not a heavily weighted stat.

     

    This pretty much leaves us with Battle and Adept Enhancements, both of which come with very attractive pow/crit, but an even higher value of surge.

     

    Do these enhancements need to be reworked? to offer more power/crit at the expense of some surge? Because the incredibly high surge values on these enhancements are semi wasteful with the new patch - shedding 44 surge dropped the top end of my crit by 1%.

     

    If the stat spread on the enhancements won't change, Reworking the way Alacrity functions cannot come soon enough.

     

     

    Currently we're forced to push our SURGE far past the diminishing curve, because high surge values are still paired with medium power / crit values - we certainly won't opt for savant until you fix Alacrity.

  10. I made a post about it earlier, its preferred for Jugg dps.

     

    I'm almost certain that the schematic is bugged, I've talked to many people - we've consumed thousands of critical nano mights. Have everything the base branches off to but that recipe.

     

    I'm waiting myself for a reply, so I can finally stop guessing and just know whether its in game or not.

     

    Sorry misread your post- YES, that implant is in game. IT WORKS - I've seen it on the auction house..

     

    The one thats bugged is the one without power, that has 60-65crit.

     

    That one that branches off overkill is 100% in game, looking at it right now on Sword of Ajunta auction.

     

    Now - the critical nano, endowment, that's a myth.

  11. That's not even close to accurate. You know why I never made any for non-guildies? The materials requirement for 1 is too high, and if/when you crit you only make 2. Because of these factors in order to sell them and feel like im being compensated properly they have to be priced higher than they should be and people don't want to pay the right price even when there is nothing else to spend credits on.

     

    Too boot, they nerfed BioChem and the exotech stim schematic STILL isn't able to be learned even tho the patch notes say that was fixed. Thanks for nerfing me, and then not giving me the ability to learn the schematic that was supposed to make this easier on me.

     

    Certainly adding insult to injury. Also, they don't know what the mat cost of blue stims are (last for 2 hours through death) - otherwise they would know that barring a fair amount of procs, there was little or no profit in making them.

     

    I don't know about your servers, mats are pricey on mine. Namely red goo, a component of every dps stim, in addition to quick growth. See - the ENDURANCE stim takes easier to attain, g6 materials, where the DPS stims take precious goo, a component that also happens to be important in every worthwhile DPS implant.

     

    And even if there was profit in it, I could use 4 red goo for 1 dps stim, or 4 red goo on 2 dps implants - if those implants proc, I'm pricing it @ 149k on my server and its selling.

     

    Heres your problem, the mat costs are too heavy. George apparently acknowledged that earlier in his post - alluding to the fact that they are looking at various crafting material requirements.

  12. Is the endowment prefix on Critical Nano-Optic Might Bugged?

     

     

    I have every other path that the base can stretch out too. I've talked to another top flight biochemist.

     

    Both of us are in agreement that perhaps, the endowment mark on critical nano-optic is bugged, is unattainable?

     

    This fear is underscored on theorycrafting websites that cite the augmented crit crafted BLUE BASE OF THE ITEM, without 40 surge as BEST IN SLOT

     

    (62 Str/50 end/60 crit/29 acc) -----> reversing this blue base to endowment should add 40 surge. I've got the 4 other ones, and have had them for quite some time

     

    Fervor, Tempest, Supremecy etc (+40 accuracy, +40 shield, +40 alacrity)

     

    Those 3 for jugg dps, are rather weak.

     

    What I'm seeking, and have been seeking for a very long time, is Endowment, +40 surge.

     

    The conversations I've had with some people is that they schematic is bugged -

     

    I fully understand RNG, I fully understand randomness.

     

    This post is an attempt to find 1 person out there, who has attained this particular recipe - so that I can stop worry about it being bugged and just eat more mats.

     

    As of now, I'm very suspicious that ENDOWMENT NANO-OPTIC MIGHT

     

    62 str 50 end 65crit, 29accuracy, 40 surge, DOES NOT EXIST. Someone please tell me how wrong I am -

     

    Critical (+Critical)

    -Endowment (+Critical, +Surge)

    -Fervor (+Critical, +Accuracy)

    -Leadership (+Critical, +Presence)

    -Supremacy (+Critical, +Alacrity)

    -Tempest (+Critical, +Shield)

     

    Here is the particular base and potential paths I'm playing with, and its all with respect to a MIGHT AFFIX.

     

    I have attained or have seen all the other endowments.

     

    Help me gear my jug dps buddies up !

  13. Take your own advice, and learn why they did what they did.

     

    http://www.swtor.com/community/showthread.php?p=2417047#edit2417047

     

    Thats the second time you dodged the point, probably because you have no answer.

     

    Heres a portion of that post ...

     

    Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

     

     

    See what I had bold? Now if a Synthweaver were to augment craft a belt and bracer, and pop 100 stat stim, they're already beyond the 136 rakata.

     

    If that same Synthweaver crit crafted bracers/belt/2relics, and popped 100 stim, they are now well beyond a simple Biochemist.

     

    Now if the same Synthweaver crit crafted belt/bracers/2relics, then instead of popping 100 stim, dropped his professions for Rakata Stims/adrenals/meds, then he is in quite a position.

     

     

    Keep dodging the underlaying issue to the entire problem, because you, like Bioware, have no answer.

     

    You're a bit of a joke. Lets see if you'll dodge it for a third time.

     

     

    That post from a yellow claimed that Biochem had access to "more power" that derailed an element of skill from raiding.

     

    What he and you seem to ignore is that other professions already had access to a MUCH LARGER GAIN - we just saved money.

     

    I can teach both you and George a bit about this game.

  14. Oh, I don't know, maybe this?

     

    Ok, my fault, add an TO BE ON PAR WITH - after the forced to drop professions segment - eitherway, I wouldn't ever drop BIOCHEM.

     

    Doesn't change the fact, a fact that not even you can change, that it's hypocritical on its face.

     

    Get over yourself.

     

    Feel free to address the more important point that you glossed over because it deflated your argument...

     

     

    Prior to this patch, if you were a Synth, you had access to more stats with a simple 2 augments+ a 100stim.

     

    Bringing our 400/400 required on use stims below 136 was not entirely warranted - people already had access to better.

     

    Biochem was just a money saver/fostered lazy people. Unless you tap into the implant market which is probably the most viable one to date.

     

    Again, learn the game.

  15. Is anyone playing around with that EV med unit drop, the invalid schematic that can now be learned?

     

    Does it follow suit with other consumables, and are BOP upon purple reversal?

     

    Personally trying to it out, and am 0/4. The materials can get pricey depending on what server you are on, so I figured I ask to see if I can find people trying out the same thing.

     

    I was hoping to be able to reverse BOE purple medpacks that are reusable for sale.

  16. People like you are the reason it had to be nerfed in the first place.

     

    No one is forcing you to change your profession.

     

    And no content in this game requires that much Min/Maxing.

     

    If you want to Min/Max, then it should be ridiculous like that.

     

    Oh, by the way? Have fun dropping Biochem, and re-picking up Synthweaving when the next Ops is released with new patterns and mats.

     

    The developers clearly stated that the advantage of Biochem was intended to be that it would save you money through reusable stims, and not give you a stat boost.

     

    It's not our fault you're missing out on the money saving because you keep switching your profession.

     

    Haven't switched my profession once, not sure what gave you that impression. Biochem never gave you a stat boost, you have no idea what you're talking about. You can attain more stats than rakata via 2 augments on bracer/belt/relic + 1 ~100 main stat stim, so that arguments a complete wash.

     

    Learn the game a bit - you missed some very key facts.

  17. and now there is NO reason to have Biochem...it isnt a nerf...it is just a reusable medpack/stim etc. it is a money saver is all...freakin waste of time...unsubbing...not only for this but MANY things Bioware has done wrong w/ this patch...like seriously could you make the CD thing any brighter? are people that dense that they cant tell when things are on CD?

     

    I've made upwards to 40-50mil selling implants. Get a little better at the game, listen to some rap music, and start hustling a little harder.

     

    As for biochem nerfs, its more the fact that Artifice/Synth can crit craft bracers/belt/relic, then go BIO for bio perks.

     

    Thats my first and only issue with any of this.

  18. Biochem is still better than everything else. Everyone with half a brain already crit crafted stuff from synthweaving or artifice (or whatever) and then switched to biochem.

     

    I have two rakata relics with augment slots and I'm biochem.

     

    I started out biochem, and have been since december 13th. People like me are forced to drop the profession they started with, lose recipes that took thousands of implant reversing, to pickup synth, crit craft bracers/belt, then grab artifice and crit craft relics, then relearn our initial profession and re-attain our recipes.

     

    Thats just bull man, 300% bull.

  19. I have 3 schematics for Exotech stims and adrenals. They dropped in EV on hard mode from trash. However, I still get "Invalid Schematic" when trying to learn them, so it seems these aren't even in the game yet....

     

     

    True indeed, I can't use mine - however the madpack does work.

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