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Hikaru_Kuma

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Posts posted by Hikaru_Kuma

  1. You can switch to steam or use temporary solutions like using VPN to start and patch the game, or use WiFi/Tether from your phone. Beware that it will use some data to patch the game tho. After the PLAY button lights up, you can turn off VPN/ phone internet. This problem is usually because your ISP caches swtor manifest site and doesn't update it to the latest version. An important notice is if you use the temporary solutions above and patch successfully, it's best to KEEP DOING it for a week before going back to normal internet. Because if your ISP still hasn't updated, the launcher will make you redownload the whole game because it thinks you have an alien version of the game.

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  2. The drama here is the grind to 330 is tedious but doesn't feel rewarding, you can just farm the easiest group content and have top tier gear, then you kill harder bosses without any reward (beside credit from mats). All previous NIM operations back then in previous expansions at least give you something cool like flashy outfits, mounts, titles, and tokens to trade for specific gears that you feel rewarding after killing a new boss.
  3. Whats this 330 gear you speak of? I dont have a single character that has a single piece higher than 286, and thats a gun barrel my armstech made. I dont do ops, I dont join groups because most of the time they want people with this gear you speak of. I play the game solo 99% of the time, so where do I get gear in the 300's? Stop your whining and think about it from another players perspective once in a while, not everyone has 8-10 hours a day to play. Not everyone gets 7 days a week to play. Some of us have jobs and families and responsibilities that only afford us a few hours a day a couple times a week, where's our 330 gear?

    You know you get full 320 by doing conquest yes? That is doable by soloing. If you do GSF maybe one hour a day, you get full 326 in a month or two. You also get a ton of mats to upgrade by doing heroic, daily alone too. I don't agree with OP but I also don't agree with you. My bf barely plays and he's 324-326. Saying it's hard to get to 320 is ... Idk ... strange.

  4. Hello everyone!

    Sorcerer / Sage

    [*]The Gathering Storm set bonus has been rebalanced:

    • 6 piece - Using Force Speed now reduces the active cooldown of Polarity Shift / Mental Alacrity by 5 seconds (down from 10 seconds), and the duration of Polarity Shift / Mental Alacrity is now increased by 5 seconds (down from 10 seconds) and requires Polarity Shift / Mental Alacrity to be used while Force Speed is active

     

    This is too much of a nerf, I can barely do 19.5k dps on 1st boss of The Nature of Progress Operation, Master Mode now. The class feels clunky and slow. Why should I choose to dps on this class while other ones can easily out-dps it (which they did like 21k in our pulls). Please revise the changes.

  5. Powertech?

    Squishy?

    I'm just going to ask you the first basic question: Are all of your equipment slots filled (empty orange items don't count)?

     

    As a tank my DPS is crap, but I'm definitely not squishy. Not by a long shot. I'm not squishy even as a commando. I can't understand how a powertech is going to be squishy when they have the same armor and--correct me if I'm wrong--better defensives.

     

    Do you even play a VG/Powertech ?

    +The similarities: Both Commando and VG have Adrenaline Rush and Reflexive Shield. Well, that's it for VG.

    +The differences: Commando still has:

    -Echoing Deterrence: absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed.

    And another utility for selfheal:

    -Trauma Stabilizers – While your Reactive Shield is active, you generate a stack of Trauma Stabilizers (up to 10) each time you receive direct damage. When Reactive Shield expires, each stack heals you up for 4% of your maximum health.

  6. This is from a second recent scoundrel of mine, where I put the new bonus right away knowing of the upcoming changes:

     

    Average hit of Kolto Cloud accordingly to StarParse

    (each number is a boss fight, only 3mins plus figths)

     

    Day 25 (post patch) : 905 913 904 924 889 915 910 967 935 925

    (rough average 919)

     

    Day 22 (pre patch): 1015 990 1003 996 1016 1004

    (rough average 1004; factoring old set bonus would be 1155)

     

    I think I switched one piece of gear, max two, between the two raids but still, that doesn't give that significant of a change. The loss is nowhere near what you are reporting. The loss is around 20%, not around 30% as you have been reporting.

     

    I'll come later with numbers from my main scoundrel, which was already BiS prior to the patch and were I just replaced the old set pieces, which will be a more reliable comparation but anyways, this is good enough for now.

    I have my numbers with me.Pre 3.3, I did CK for 19 times and the average heal with 15% bonus is: 1173

    CK 15 times post patch with 15% bonus is: 933

    CK 15 times post patch no 15% set bonus: 831

    1173 x4 > 831x5

    Even if the new CK + the new set bonus can somehow equal the old CK + the old set bonus. We're still heavily nerfed with SRM. And no "significantly buffs" from lesser used abilities can make up for it.

    I'm going to end my discussion here because I'm sure that I have made my points clear. Seeing my HPS/EHPS goes down looks like a nerf to me. Let's just agree to disagree if you think otherwise.

  7. You seem to have little alacrity for a healer. My new CD on Kolto Cloud is 11s, not 12. Also something wrong with your numbers, I checked and double checked. You are putting a cut of extra 10% on Kolto Cloud that doesn't exist.

     

    You are not losing any GCD. You are replacing some other ability (you can replace diagnostic scans cause they are even less needed now) by a much bigger HP output ability (Kolto Cloud).

     

    Kolto Cloud is getting not only a lower CD but also getting cheaper (casting 5 Kolto Cloud is cheaper than casting 4 pre-patch ones). Basically you are being given one of the highest HPS abilities on your arsenal for free-cost once per minute plus 5 extra energy, compared to pre-patch. Adding this all up during a regular boss fight, is a meaningful and noticeable change.

     

    On top of keep being at least as good as it was before, Scoundrel is now the easiest healer resource management wise by a long shot. Kind of like on 2.0 era...

     

    This is incorrect. The only ability that is losing HP output potential is SRM, the other abilities either roughly maintain their potential output or get increased. Overall, HPS maintains about he same levels with minor differences, eventually slightly less (but most likely with very similar or even higher EHPS since the only ability that is losing HPS output potential is SRM which has a % eff that tends to be fairly low while the ones that get increased tend to have much higher % eff and will translate in better EHPS.

    My KC's cooldown is less than 14s without the set-bonus and less than 12s with the set-bonus, but I round them up.

    Don't you understand ? Pre 3.3: you can cast 4xKC in a minute and it still does more HP than 5xKC post3.3 with the lost of the 15% KC set bonus because you are using the new 6 pieces bonus. No matter what's your gear, it's true. Consider that you only needed to cast KC 4 times in the past for more heal, you still got 1 GCD to do whatever you want even if it's DS. TLTR: a minute: 4x old KC already > 5 x new KC => 4x old KC + DS ( or whatever ability ) > 5x new KC.

     

    Let me repeat again, energy management has never been a problem unless one is a bad operative/scoundrel healer. Most don't need this energy change. But hey, it helps someone somewhere somehow. Cool.

     

    In a long fight post 3.3 which I did SRM over 100 times, according to

    + SRM does ~376hp less each tick, it hits for 6 ticks for a cast, that's 376*6 = 2266hp less for each cast.
    I lost 220k of HP compared to pre 3.3. I also did UM 10 times in that fight, that's 2.5k x 10 =25k more hp compared to pre 3.3. Additionally, if you take the 4 old KC > 5 new KC into consideration as well, you can see that this patch nerfs us.
  8. I don't know where you getting those numbers but on my toon I had pre3.3 6148 base heal and post3.3 (after adjusting gear) 4840 base heal, which is 21% and some lower. The CD is being lowered 20%, almost by the same rate.

     

    And though this leaves the HP output potential of Kolto Cloud slightly behind, we still need to account for the bigger buff from bedside manners, which will put Kolto Cloud output at about the same place where we began with.

     

    Ask Starparse, I can't edit my numbers :rolleyes: They don't lie. 14s cooldown means you can cast it 4 times per minute. 12s cd with the 6 piece-bonus means you can cast it 5 times per minute. Yet the heals are lower even if you can cast it 5 times post 3.3. Additionally, pre3.3, you got more hp with 4xKC plus you got 1 more GCD to cast another ability. More heal!!

    Let's face it, they nerfed every of our abilities but UM and KW which only make up a small fraction of our total heal in ops/pvp because of reasons that most scoundrels/operatives understand. The buffs can't make up for the nerfs yet they call it "QoL changes".

  9. Well there you have it, its the current setbonus that matters, you can now cast one more kolto cloud per minute, replace those diags by 20k heals cheaper kolto cloud and gain 40 points of main stat in the process. In the end, as i pointed out on another post, after all changes considered only SRM comes a bit shorter now, the others either dont change or are incremented.

    Not really. My pre3.3 KC's average heal is 1173 ( with the 15% more heal old set bonus), post 3.3 KC's average heal is 811 ( without the old set-bonus).

    - We could cast KC 4 times per minute pre 3.3, that's 1173x4x10x4 = 187,680 hp

    - 5 times per minute post 3.3 with the new set bonus, that's 811x4x10x5 = 162,200 hp

    So.... nope. Give me my numbers back and I'll gladly return your 6 piece-set-bonus.

  10. The way you are analyzing the logs is weird. You forgot the cooldown and energy cost decreases of Nanotech (Kolto Cloud) in your conclusions.

     

    Is your overall healing is really lower than before ? I'm still unsure.

     

    EDITED: Confusion SRM <> Kolto Pack ;)

     

    My gear is still the same, that means I don't use the 6 piece set bonus and many don't have it too. And yes, my hps and ehps are lower since I use SRM, KC and EM the most. I used DS 2 times on both parses, energy has never been a problem, but DS heals for 2k less.

  11. I look at 2 parses of mine Pre3.3 and Post3.3 and make a comparison on the average heals of each heal. Note that I had a skill stim on both parses and there was no gear differences.

     

    + SRM does ~376hp less each tick, it hits for 6 ticks for a cast, that's 376*6 = 2266hp less for each cast.

    + Kolto cloud does ~240hp less each tick, it hits for 10 ticks on 4 people per cast, that's 240*4*10 = 9.6k hp less for each cast.

    + Kolto wave does ~58hp more per tich, it can hit 8 people 4 times, that's 58*8*4 = 1856 hp more for each cast. If you can get 8 people to stand on it haha.

    + Kolto Pack does ~10hp less for each cast.

    + I'm not sure why but my EM actually did more pre3.3 ... that's 619 hp less for each cast.

    + UM does 2731 hp more each cast, that's 2731 hp more. I got lucky with the crit on this one because I use them <=10 times on both fights.

    + DS does 726 hp less for each tick, that's 726*3= 2173hp less for each cast.

     

    Not to mention that KC, SRM, and EM all take a large part of our total heal. Can 2.7k more hp from UM which I usually use less than 15 times per fight make up for it?

  12. Sage heal is good and maybe the best in PVP and they got buffed... yay!

    This 3.3 patch is a NERF not QoL changes, all of our heals over time, a.k.a the scoundrel's signature style of heal, are nerfed. We got a LITTLE buff for one ability: Underworld Medicine, which can't make up for the loss of all the nerfs. Let me repeat again, this patch is a NERF not a QoL changes. I want my heals over time back, if I have to trade it for UM's LITTLE buff, then fine go ahead, no problem. Please don't "fix" or "nerf" or "improve" what is not broken ( our heals over time).

  13. Pre-EC is the one that REALLY pissed me off not saying that the EC made it all make sense but it did make the ending moderately more tolerable.

     

    They said they didn't want to do the cliche boss fight yet that was exactly what people wanted an EPIC fight between Shepard and Harbinger.

     

    I just needed closure for the pre-EC ending, I remember myself crying and slamming the table repeatedly after that ending :p.

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