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MrGoldsilver

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Everything posted by MrGoldsilver

  1. Update, it seems to crash when I load onto a guildship
  2. Basically this, operative healing is fine right now, with better AOE, but worse single target healing than a sorc. Sorcs need some sort of nerf, probably to resource management, while commando's need some sort of buff so that they are stronger than sorcs in single target burst, but weak in aoe heals.
  3. Chaf'orm'bintra, Operative Healer 6408.69 HPS (And if one screenshot works for multiple categories) 4,633,486 total healing http://imgur.com/gallery/UIQKdd5/new
  4. I think I run with about 3% alacrity, just so that my crit chance doesn't go over 38% and hit diminishing returns, but It really depends on preference. Alacrity will allow dots (Not sure about PP or OS) to tick faster, and will let you have lower cooldowns. Crit will allow your Explosive Probe to hit for more if you want to burst someone down (Remember, auto-crits from Laze Target get additional surge equal to your crit change)
  5. This proves we need to nerf operatives even more. Make the roll have no cooldown, but deal 50% of the operative's max health with each roll. And Shiv/Veiled Strike should be a reverse Life Stealer, and should deal damage to the operative, and heal the person they attacked.
  6. My sniper, up until lv 16, when I made a jug. I remember freaking out when Vette died when questing, thinking that she was dead forever
  7. I probably should have explained in my comment, I was using the wording of an older Dev post from back when sorcs were very weak.
  8. At the very least, sorc should have to Heal To Full, and Make Them Pay For Trying To Kill You
  9. Our media isn't in the business of Information anymore, it's in the business of Infotainment, or entertainment disguised as information. And do you know who's fault it is? Ours. If the average citizen who watches the news actually cared about real news, you bet that would be what the news channels would show. But we don't care about what really happens in the world, since we can pretend that nothing is wrong. The media just helps us believe that illusion we already want to believe in.
  10. I really hope this is a bug like all the other bugs they are taking their sweat time to fix (Like the utility respec one) since I just got an artifice to 500, only to learn I couldn't craft the cool looking tri-colors
  11. It's like that very every DOT spread except maybe Lethality operative
  12. 1) isn't really needed but would be interesting to see. 2) That might be a little OP, especially rotation wise, not sure. 3) Sure 4) That would be nice for pvp 5) Not really needed, especially of 4 existed. 6) Not really needed 7) Anything to get rid of the carbine burst DOT spread! For the most part, Lethality is fine now in pvp at least, but I would love to see some of these changes.
  13. On my operative healer, who is geared in full mastery augs, with reg gear except for the implants, relics and earpiece, I have 8.33% alacrity and 30.70% critical with buffs, and bonus healing is 1728.7. I personally like high alacrity on my healer since HOT's tick faster, and the cooldown reduction on abilities is nice.
  14. Holy necro, Batman! But it was for a worthy cause. Nerf operatives. Yesterday, today, tomorrow, always.
  15. -What part of operative rolling needs to be nerfed? the immunity part? as in, the part that only one spec gets, the same spec that has had it's teeth pulled out already? -Operative heals, the most balanced healing class right now, is around 80% HOT's. Nerfing them 60% would destroy the class, and make the game even more unbalanced. -While I thought it would be worse, sage/sorc phasewalk really isn't that bad. -you mean AP Powertech needs to be nerfed somewhat. Pyro is currently underpowered. -30% ambushes are against pve gear. and you realize that snipers have to avoid damage by not taking any, right? since they don't any other strong defensives. Mara's might need a mobility buff i'll admit. -I agree 'mandos need better defensive.
  16. No idea about the other healing classes, but for me Operative the same,except that it's easier to keep KP on people due to it's longer duration, and the instantcast KInfusion/Kinjection is nice, even with the long cooldown.
  17. So some basic advice: -Don't think of it as a DOT spec, think of it as a debuff spec were 2 of the 3 debuffs just happen to also deal a small amount of damage. -The entire spec revolves around the most efficient use of Corrosive Assault (CA). -Corrosive Grenade and Corrosive Dart are both used in order to make CA deal extra internal damage. -Toxic Blast is used to make CA deal more weapon damage, and to gain Tactical Advantages (TA). -Shiv is used to gain Tactical Advantages, and for the Fatality proc. Fatality makes the next Corrosive Assault cost no energy and refund a TA. -Lethal Strike is used as a filler move if you can't use CA (Also gains a TA if used from stealth) Tactical Advantages stack up to 2 times and allow Corrosive Assault to be used. Every time you use CA, one stack of TA is consumed. Since Shiv has a 6 second cooldown, and is needed to use CA, the rotation is based around 6 seconds, or 4 moves. So it would be Shiv-> A move-> Another move-> Yet another move-> shiv The opening rotation I use is: Corrosive Grenade (From range)-> Corrosive Dart (Also from range)-> Instant leap Teleport thing-> Shiv -> Toxic Blast-> Corrosive Assault-> Corrosive Assault-> Stim Boost (For that extra TA-> Corrosive Assault-> Shiv-> Corrosive Assault-> Corrosive Assault. Also note that in a pvp setting, you should only ever be within 4 meters of a melee to shiv them, or to use Lethal Strike. After using that ability you should try to stay within 4-10 meters until you need to shiv again. I know this will sound a little confusing at first, so I encourage you to make an operative from lv 1, leveling with Lethality so that you gain time and experience and know what each ability does. I hope this helps
  18. It should also have an extra 20 meters in range, and should be able to be used through walls
  19. Since I've played a sniper for so long, I can't exactly say they "Aren't easy to play" but I can say that I notice that there is a huge difference between a good sniper, one who knows how to use all this active DcD's correctly, and a bad sniper, who just sits there and dies. Of course, that can be said of most classes, even sorcs
  20. Someone might have already stated this but, as to why Valkorian and Valin are so strong:
  21. I personally haven't noticed the lack of knockback immunity, though I'm still a little annoyed that Diversion still knocks us out of cover, and doesn't let us roll... (ok not THAT annoyed, since I tend to troll MM snipers with it)
  22. Did you know that sniper's defensive only work when they aren't stunned, unlike jugs? not saying jug should be nerfed, just pointing that out
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