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Aramyth

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Everything posted by Aramyth

  1. http://img823.imageshack.us/img823/543/biggesthit.jpg Biggest Hit - 11733 - Aramyth Commando
  2. Wait, people die in this game outside of pvp?
  3. I'd also like to point out we're mostly an EST based guild, with our major play times being from 5PM EST - 2/3AM EST. Currently we run a trial period for anyone wishing to join the guild. What does this mean exactly? Well, you will join the guild immediately and put on a two week "trial period", where you will PvP/PvE with us. This way, not only do we get to see how you play, but you get to decide if you like us too. (Therefore you can /gquit with no strings attached and on the flip side of that, we can remove "trial" members after the two weeks. See how beneficial that is to both sides? ) Additionally you can contact me in game if you would like an invite. I'm playing on my alt mostly right now, Aramith. However, on Tuesday you can probably find me on Aramyth. Come join us before Tuesday and have fun leveling with us from 50-55. I promise you, it'll be a blast. We don't bite; unless you want us to of course. Ara PS Bring candy. I will <3 you for it.
  4. 1) Kolto Pods (the aoe HoT on Kolto Bomb) would really of helped if it was added prior to 2.0. 2) An aoe knockback to heal your group? Thanks for breaking CC in PvE Mr Commando and thanks for knocking people out of my Force Sweep in PvP. (Obviously you can choose not to do this but you see the problem right?) 3) 5 skill points for that 15% bonus to a heal you can put on one person. Not to mention the bonus that used to give us 3% Tech Critical in the Gunnery tree now takes 3 skill points instead of one. A nerf to adrenaline rush. And a few other things in our skill tree that I don't like anymore.
  5. No. No. No. Final Fantasy XI is still supporting the Playstation 2 after 11 years. Please no.
  6. Highest Single Heal- Commando - Aramyth 7647 http://img132.imageshack.us/img132/7734/commandot.jpg
  7. Double Exp weekends were designed for Commandos/Mercenary's to level something else before Makeb. I too leveled two other characters to 50 to use over my Commando. However, I did put my money where my mouth is and cancelled my subscription, but I have 75 days left on my sub. Something could change.
  8. In FFXI we had 20 classes and 6 person groups. DPS were still left in the dark in the game. However, with a 6 perosn group you now have room for the buffer/debuffer/cc class that doesn't exist in SWTOR. SWTOR eliminated the need for those classes to some degree by giving all classes some CC/utility/class specific buffs. But it doesn't really work. 4 person groups are kind of, shall we say blah, becausehaving CC/buffer/debuffer classes lacks variation. Having 6 person groups with just a tank, healer, off heealer/tank and DPS wouldn't be the same as other games with 6 person groups that have other utility classes.
  9. First of all. I have records on my server for Commando healing. So does another poster in this thread. In regular matches I can outheal Sages/Scoundrels, but you can't compare a good Commando to a bad Sage/Scoundrel and say the class is fine. The simple fact is that a if Commando healer is not ACTIVELY casting a heal on someone then are NOT healing. A Sage can throw down an AOE heal and heal someone else, or bubble one and then heal another. A Scoundrel can throw HoTS on multiple people. What this means if you have players of equal skill and play styles playing all three healers, the Sage/Scoundrel will ALWAYS come out on top. As I said, my ideas for buffs were basically a "this is what they could do" to make us buffers. It's not intended to be DO THIS OR WE'RE BROKEN LOL. Thanks Aux. You're right though, the best ideas in my OP are the resource regen/armor buffs. I personally like the Alacrity one as well, because it'll go nicely in 2.0 with the changes to Alacrity.
  10. It could be worse. You could be a Mercenary.
  11. Only two buffs can be applied at a time. It's not all of them at once. And it's not necessarily supposed to be implemented this way, it's just the idea.
  12. I was discussing the Combat Medic with someone in my guild and we considering the idea of giving Combat Medics more utility as opposed to just more healing aka more reasons to have a Combat Medic on board. Buffs. Make Combat Medics buffers; the Jack of All Trades essentially. Nothing to outrageous to make us OP or too favorable over other healers, but other bonuses to make up for the lesser healing. Improvements: Kolto Residue - Increase the range on it. Increase the bonus healing on it by 5%. Up from 3%. Armor Screen - Increase the armor rating bonus to 15%. Up from 10% Bacta Infusion - Increase the healing on it to 2980-3292. (Same as Medical Probe). New Skills: Ammo costs not included because of changes to Ammo in 2.0 Haste Probe - Increases Alacrity by 8%. Single Target. Cast Time: 1.5s. Cooldown: 5s. Duration: 45s Ammo Refresh - Increases Ammo/Force Regen Rate by 20%. Single Target. Cast Time: 2.0s. Cooldown: 5s Duration: 45s (For example if cast on a Commando "Fast" would now be 0.72 Ammo per second instead of 0.60.) Force Inspiration: - Inspire Force users. Skills which gain focus will generate 1 additional focus per skill. Single Target. Instant. Cooldown: 15s. Duration: 30s Armor Override: Increases armor by 5%. Single Target. Cast Time. 1.0s. Cooldown: 10s. Duration: 30s AOE Buffs: Only two of the below buffs can be applied to the Group/Ops Group per Commando/Mercenary. However, the commando can position themselves to cast on melee and then recast two more buffs on healers. The Commnado themselves would end up with the last 2 buffs cast. These buffs get cast from the Commandos position in a 12m radius. Critical Bomb: Increases critical chance up to 3%. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s Duration: 30s Assault Bomb: Increases damage done by 3%. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s Duration: 30s Kolto Grenade: Increase healing done by 3%. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s Duration: 30s Tech Bomb: Increases Surge by 5%. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s. Duration: 30s Fortification Bomb: Increases Aim/Willpower/Strength/Cunning by 5%. Up to 8 targets. Cast Time: 5s. Cooldown: 15s. Duration: 30s Power Bomb : Increases Power by 400. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s. Duration: 30s Shielding Bomb : Increases Shield Chance and Shield Absorption by 3%. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s. Duration: 15s Healing Bomb: Heals the target for 300-600 over 30s. Up to 8 targets. Cast Time: 2.0s. Cooldown: 15s. Duration 15s. The above AOE buffs could even be reduced to single target versions. Either way, these obviously need tweaking etc, but it's a basic concept, even a concept of skills they could give a Combat Medic to make them buffers even if it's not implemented in the way I'm thinking of it. The only problem I ran into and couldn't think of a solution is how to give this much variety to Combat Medics only and not all Commandos.
  13. Healing Per Second - Commando - Aramyth - 1020.76 http://img69.imageshack.us/img69/113/healingpersecond.jpg
  14. What about Combat Medics? I want to heal ranked warzones too.
  15. How bout adding a Kill : Death Ratio category?
  16. What resolution do you play the game in? What's the resolution of your desktop? Where are you uploading your photos? Does the site you upload to them resize them?
  17. My bad. I'll get you one to use once the double exp weekend is over.
  18. Most Healing Done Commando - Aramyth - (1031628 - http://img39.imageshack.us/img39/779/highesthealingdone1m.jpg 300k+ Healing to Damage Ratio Commando Aramyth - http://img90.imageshack.us/img90/9669/300khealing194kdmg.jpg 300,745 healing done to 194,046 damage done. (Not a big deal imo, but the category is empty so why not.) Highest Single Heal Commando - Aramyth (6901) - http://img841.imageshack.us/img841/2319/highestheal6901.jpg Healing to Death Ratio Commando - Aramyth (564483/0) - http://img39.imageshack.us/img39/7420/564khealingto0.jpg (Not my best, but best I could find and again an empty category.) Highest Single Heal - Sage - Liz - (7212) - http://img339.imageshack.us/img339/9509/lizhighestheal72k.jpg
  19. I got my guardian from 30-41. I didn't get to play as much as I would of liked this weekend though. Next weekend? 50!
  20. Remember once you are on a planet you don't have anymore loading to do. When you load a planet the game also has to load in the other players, their companions and the armour for both. Which means it needs to get this info over your Internet connection. How fast is your Internet? I'm running an i7 3.5Ghz, Geforce GTX 660, 8 GB ram, normal HDD with a 28Mbps down speed. I load Tatoonie in about 30 seconds.
  21. While we're at it, change kills to Kills/Assists. Make killing blows = kills. Make healing done to a player who killed someone = an assist. Make damaging someone who you didn't get the KB on = an assist. Keyword here: in the middle. lol How is that not important?
  22. They should make Makeb the new general hub. The fleets stink.
  23. Sean, I just wanted to let you know that I think what you're trying to do here is pretty awesome. And don't let the other guilds/people who disagree with it stop you.
  24. lol I primarily play a combat medic spec, and only go with Gunnery when we either end up with 7567409876 healers on our team, or I just feel like messing around for the heck of it (this doesn't happen often, maybe 1/100 Warzones). Kolto Bomb has slowed enemies for as long as I can remember. It only lasts 3 seconds.
  25. The only way to "kite" as a Commando/Mercenary is to use Stockstrike when things are in melee range to root them, run away, attack, Stockstrike when they get close again, run away. etc But you have to basically utilize a lot of skills to do this. And it's only effective against bad players. However, it could become slightly more effective with Electro Net, Tech Override having the chance to give you two instant casts and Hold the Line. But still ******.
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