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Soxbadger

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Everything posted by Soxbadger

  1. I can only speak for myself, but if you are at the top, its natural to try and find better/more difficult competition. Whether other servers will provide that, whether they will be more fun, who knows. I wish more people would que for ranked, but it seems that the powers that be will only que when they have their perfect line up. Hope you guys rep Jung Ma well
  2. First, Hate to hear that you may have to transfer. Have you been having these issues recently, or for a long time? I know over the last week or so a lot of people have been getting lag issues that have never had it before. Second, What you are posting is the same thing I am hearing. Pot5 may be bigger, but that does not necessarily equate with better. I personally like that you know the players in Jung Ma PVP. It makes the games more meaningful when you go up against X,Y,Z. Maybe its a smaller community, but I think a good amount of the players are actually having fun, which is what matters. Empire PVP is hilariously frustrating though. But who knows, maybe one day someone will unite the clans.
  3. Because your post was "its pretty dumb to win when no one gets 10 kill medals", and I thought it would be valuable to point out that in no wz 10 kills = winning. And that the only wz where killing actually gets you points "hypergate" it is actually possible to win with 0 kills. I guess I just never equate killing with wins. I usually equate killing with the bads who are on my team who are hell bent on chasing people for a "kill" even though we already have the objective node and thus will win as long as they stay in my heal range. Instead they chase the target while 2 stealth try and cap, because once again, capping a node is > killing. Some zones Im almost impossible to kill, but when I face a top tier team, I get melted. There just is no way to code the skill/gear difference. And I am not just talking about how to play their class, it also involves coordination, understanding strategies, etc. Good teams win. They usually have players who do unselfish things, like guard a node for 10 minutes or constantly hunt a healer even if it means they have less than 5 kills.
  4. Im pretty sure in hypergate you can win with 0 kills if you cap nodes and defend. Perhaps you just dont like objective based games? And against the top end ranked teams I die plenty. But then again, they assign their best sentinel/shadow to just follow me around and harass me. As a healer I can pretty much tell within the first 30 seconds if the other side has good dps/gear. It shouldnt be shocking that better gear is winning out. And its also not shocking that the people with good gear are teaming up together. But with ques being entirely random, you never know if youll have 5 healers or 0 healers. That isnt "healers are op" that is just the unfortunate results of random ques.
  5. Anyone who wants the answer: http://www.swtor.com/community/showthread.php?t=641410&page=37
  6. Its possible that Im the only one, but I just cant see why they didnt leave well enough alone with the power procs stacking. So what the SA double procced. It wasnt going to change the world as it was entirely random and could double proc on something useless (your self shield) as something important (the heal that saves the tank.) It worked for both dps and healers and for PVE I cant really imagine that it was dramatically changing boss fights.
  7. I will be staying and I have to say that I completely disagree with the poster above about who should stay on Jung Ma. If you like the server, if you are not a troll, you should feel welcome to stay. Im not going to say that rpers who cant pvp well should leave, Im not going to say that pvpers who cant rp should leave, its a RP-PVP server, both should stay. I really dont rp that much anymore, its not the olden days of text based games, those were gone when EQ was invented. But in that time, rping (at least in my opinion) has changed. Just because I dont: :: __________ enters the room and sees _____ :: Doesnt mean that I am not role playing my character either. I am always IC in the game.The reason I joined a RP-PVP server is because I play my character IC, and thus wanted to be on a server where it was more likely that other people were doing the same. I wave, I bow, I play my role in the open worlds. Maybe that isnt good enough for some, maybe Im not rp enough, I dont know. Btw, Im not in Project Mayhem. But as a player I do believe they bring value to the server and I believe that the server in general would be better if we keep pvp guilds and rp guilds, because then our server is truly unique. You can PVP at a high level and you can go out and rp. I think when you join a server the main focus should be having fun. When I joined Jung Ma, I never thought I would wz pvp, I just wanted a more difficult/realistic pve. Over time I met a bunch of people, started pvping, made friends, and now that is a large part of my gaming experience. I just really think you are off base and I hope that pvpers/rpers realize that there is enough space for both of them to do either or both. If you want to RP only and never pvp or vice versa, it doesnt mean you should leave Jung Ma, it just means you arent getting the full experience.
  8. And here I thought they were giving crafters something to do by making an ear piece that was actually worthwhile to buy for pve or pvp (its slightly better than blackmarket).
  9. Nice Ill have to take a look when I get home, I wonder if you use similar spots to me
  10. I just cant agree with this. The best groups will change one of their healers to dps, 3 healers is redundant unless you already have a defensive position/lead. Its almost like you are unhappy with the role of healers in online games... There is a reason why healers are "marked" to start, because as soon as the healer goes down you can mow through the other team. There is a reason why the tank guards the healer. There is a reason why in this game there is 1 healer to 3 other classes. The importance of the healer is hard coded into this game, you either accept that or you dont. But there is no way you can make a healer = to a dps, without completely changing the entire structure of this game. And the reason no one is flipping a node is because both sides are foolishly playing for a stalemate. If your team has the tick, fine play deny mid. But if your team is a tick down, you should really try and grab another node, hope for an overreact (or not) and try and win the game. Id have no problem with a que that allows for selection of healer and tries to even it out.
  11. Overload you have to use sparingly as it may be the difference between stopping a cap and not. I cant tell you how many times voidstar/civil war my overload stopped the cap. In pve overload is a great trick for getting health back while using consume. Basically consume down, shield, self heal, overload and you are back at full health full energy. But if im being focused, if Im kiting, of course I through overload in (it crits at about 3k), but in terms of healing my team, it gives 1 burst then on cd, which is why generally I save it for 1) when im focused or 2) when someone is capping. And yeah of all the healers sorc is the one who likely benefits most from a 2nd healer.
  12. I actually almost never use pre-mades. For the time being, I am in a PVE guild (no one else even has a full set of partisan let alone conqueror). I play against pub/imp premades. Sometimes my pug wins, sometimes my pug loses. Yesterday I was in a zone where the highest hps on my team were 25k, I currently have 30k as a sorc. It didnt matter that I was the top healer in the zone, it didnt matter that the other team had no healers, my team simply could do nothing to them. And from my perspective, the team with the best dps is more likely to win than the team with the best healer. If you have 6 dps that are better than my 6 dps, it likely wont matter if my 2 healers are better than your 2 healers. The reason is, you are outputting way more damage way quicker, so your healers (even though they are worse) can keep up with bad dps, where even the best healer cant outpace focused top end dps. If anything good dps + good gear, is really the ticket to winning. But many dps are not running full expertise and then wondering why they cant kill the healer who has more hp and more expertise.
  13. You are basically arguing against yourself now. If innervate is on cool down, the only big heal I have is dark infusion, which you just said is a risky cast. Otherwise its dark heal (also channeled) which is not force efficient and crits for 40-50% less. The only 3 spells I can use while moving and heal are 1) cleanse, 2) shield and 3) resurgence. Otherwise I have to stand there (even if reviv is 2 stacks, I still have to stand still) Im just not sure how sorcs are overpowered...
  14. Well (imo) an optimal line up has 1-2 healers. 3 is manageable depending on zone, but if you dont cap first you may have an extremely rough time re-taking the node. But healing is never going to win a match, at best healing will be a stalemate and even in a stalemate I believe that kills are the determining factor. Which is why you are seeing a lot of new strategies to start wzs. You dont just simply send 1 person to node and the rest to fight at mid. You have some going 4/0/4, 2/2/4, etc etc, because getting the first tick matters. Having strategy matters.
  15. I meant revivication, sorry. Innervate is over 3.2k I also made changes to my post to reflect. My reviv crits for over 1100 and normally does 600.
  16. I understand how to play, but you are making it seem like a sorc can simply just hit 1 or 2 spells without thinking. To get your rotation right, to be able to fight through constantly being marked and getting off heals, isnt as easy as you make it. Generally in a wz there is 1 or 2 healers, and unless Im against a bad team, I generally take the most damage in every wz (light armor, yay) Reviv is only as good as the wz you are in. Smart teams immediately put aoes down on it, thus completely negating one of my most expensive casts. Its also only efficient for spreading out healing (a lot of those numbers are junk like aoe dps or dots) because its simply topping people off who are taking slight aoe damage. My reviv (incorrectly typed innervate) crits for 1100 per tick, a dps can easily burn that down. And as I said previously, if a team is properly focusing on 1-2 targets, no amount of shield/resurgence/reviv is going to save them. You need to hit them with innervate/dark infusion to keep them up. But that is why this isnt really an issue. DPS makes or breaks your team. If they can burn down targets, you are going to win. If they cant burn down targets inspect the player. Its not about healers, its about the players. I can guess at my teams chances as soon as I zone in. 1) Do I recognize any of the names, 2) are there more than 2 in a good pvp guild and 3) do I have considerably more (5k+) hps than anyone else on my team.
  17. Long story short, I really like the look of conqueror gear. But unfortunately if I want to get the new gear that arrives in the future I will need to presumably turn in my conqueror gear to get it. I would think a fair compromise is to let the player keep a modable (empty) version of the piece. The mod version would be bound and have 0 resale value. Players would still lose the augment slots, but at least they would get to keep a look that they liked.
  18. What 4 other heals do sorcs have that can be spammed? 1) revivication requires a 3x proc from innervate and has a 15 second cd 2) resurgence has a cool down 6 seconds 3) Shield can be spammed but not on same player due to ionization 4) Cleanse has a cd 4.5 seconds If you are a sorc healer, you also likely have to use non-pvp gear to get the cd reduction on innervate, otherwise its 9 seconds. Which I guess is now a "very low cd". Sure I can spam heal against a team that is 1v 1 solo death matching. But if you focus 1 target and you are stunning me, there is no way I can fix it. All the resurgence/shield in the world isnt going to solve a burst. For that you need innervate and dark infusion, which are both channeled. What is funny is when I go into wzs with players who dont have good gear and they are melted before I can even attempt to try and bring them back. Yeah Im hard to kill, I have fully augmented gear and understand what I am doing.
  19. Seeing as I can go into 2 wzs with the exact same gear and have different stats, Im not sure that there is a mathy explanation. Ive given up trying to figure it out and just play in the gear that I feel is working best.
  20. I actually like knowing the people on my server. Bigger isnt always better, but good luck on Shadowlands.
  21. Its not about the difficulty of the class, its about the overall team structure. A healer has to be a team player to be effective. They arent going to be death matching, they are going to be trying to help their team. Since they are already focused on teamwork, they are likely focused on objectives, etc. Same with a tank. In my opinion that is what separates good dps v bad dps (whether they are focused on objectives or not). Pretty numbers dont really mean much. Many DPS get a bad name because healers/tanks watch them chase to get kills/dps numbers, instead of staying on the node/door/etc to actually win the match.
  22. The original post was not a very good healing spec, youre ideas were much better. I do things slightly different than you, although it is predominantly similar. http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=212012212122120201210230031001000023000200000000000000000000000000020000000000000000000000000000&ver=20 The first thing I do that some healers do not, is put 2 points into force suffusion. Why? It is a free instant heal. Whenever that heal is up, I use it. It costs no force and it can heal a group. The rest is pretty much what everyone does. Sometimes I flip a crit point for corrupted speed, it really just depends on what Im feeling at the moment. It also depends on gear, if Im already at crit cap, then there is no point in 1% bonus crit. I also like 6 second resurgence, because sorcs really only have 2 instant heals (outside of reviv proc), that is shield and resurgence. In a real tough match, those are 2 spells I am going to have to use a lot, while trying to find time to get my bigger heals off. 10% armor on a tank for 6 seconds plus hot, can give me time to shield and then hopefully hit innervate, etc.
  23. I guess I dont consider 1 turret being flipped inevitable. I work with my team to try and win, and if we dont win: GG That is 20 minutes of non-stop pvp action, thats why I play.
  24. Bring a tank to win matches, not for stats. Stats are just for joking around. Having a tank increases my survivability (not my stats). With a tank, I can hold a position until reinforcements arrive. PVP is about winning, not about stats. Thats why all of this "healing is overpowered" makes no sense. It just changes the game to be about strategy. Instead of just killing everything, you have to think about your objective, your goals and what is the best way to accomplish them.
  25. Less fun for you. Some people enjoy matches that are close and go down to the wire. Its not always fun for the game to be decided in the first 10 seconds. (Edit) And everyone understands that healing and dps are related right? I can only heal what damage has been done. So if Im in a wz with tons of damage, my healing stats will... If Im in a wz with no damage, my healing stats will... Unless people are taking fall damage, etc, healing numbers are entirely dependent on the amount of damage done.
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