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SlimPikinz

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Everything posted by SlimPikinz

  1. i7-4790k if you are on a budget Back when I was upgrading my PC in 2015-2016 for SWTOR, I specifically searched which processor had the best single-thread performance at the time. The 4790k was it. Obviously there are probably better/faster ones now but cost way more.
  2. Can we also get the 90cc server transfers again?
  3. Tactical Items: Med Shot procs and consumes 1 stack of Trauma Probe. Supercharged Gas removes all heat cost from all abilities but has reduced duration. Each tick of Progressive Scan reduces the cooldown of Healing Scan by x seconds. Chaff Flare gives immunity to "soft" crowd control and grants immunity to interrupts for x seconds. Set Item Bonuses: Reduces Energy Shield cooldown by x seconds. Hydraulic Overrides speed increased by x% and duration by x seconds Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.
  4. Tactical Items: Tracer Missile grants 5 stacks of Heat Signature when cast but goes on x second cooldown. Each tick of Boltstorm reduces cooldown of Heat Seeker Missile by x seconds. Supercharged Gas resets the cooldown of Priming Shot and Tracer Missile Rail Shot ignores shield/defense chance and armor rating but does reduced damage. Set Item Bonuses: Reduces Energy Shield cooldown by x seconds. Hydraulic Overrides speed increased by x% and duration by x seconds Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.
  5. Tactical Item: Explosive Dart roots all enemies hit for x second(s) and applies a trauma debuff, reducing all healing received. Supercharged Gas causes all burns and bleeds to tick twice as fast and extends their duration by x seconds. Mag Shot consumes all damage over time effects and causes them to do their full duration damage instantly. Fusion Missile no longer has a channel and has increased radius to 8 meters but no longer does damage. Set Item Bonuses: Reduces Energy Shield cooldown by x seconds. Hydraulic Overrides speed increased by x% and duration by x seconds Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.
  6. You all need a snickers. Is there a TL;DR of the actual discussion? I was thinking of trying merc heals in solos and came here to get some tips. Maybe healers of X class can chime in and suggest utilities and tactics that they use.
  7. I feel like at this point in the games life cycle, they just need to have a zero tolerance policy for win trading, exploiting, anything against the TOS, etc. Current and former offenders will just use another account while they wait out the ban period on their main account. Ban the account permanently. My only educated guess why BW doesn't do this is that it will result in lost revenue from those accounts. However, consider this: Is the revenue from a handful of accounts worth driving away your entire Ranked PVP community that are also generating revenue? A simple analogy to maybe but this into better perspective: It's like letting obnoxious disruptive customers, that berate and steal from your most loyal customers, continue to come to your restaurant because they are a paying customers. How long before the loyal customers no longer come to your establishment and instead spend their money elsewhere because you can't refuse service to troublemakers?
  8. I feel the same way. IO is probably my favorite spec in the game and Rail shot is my favorite ability in the game. Why can't I have both! I dislike the "upgraded" versions of abilities across all specs. Lazy design. They should take fusion missile away from baseline ability to mercs and change it to be an aoe spell like sweeping blasters and DFA but also makes it spreads your DoT's. I hate that DoT spread is tied to a casted target dependent ability or delayed target dependent ability. At least now, each ability spreads both DoTs.
  9. In general, I think everyone should learn how to use focus target modifier to do such things as cc heals, taunt dps, etc. It's a bit awkward at first to learn how to use it but I couldn't play ranked without it now. Krea's video helped me. I dug it up in hopes other newer pvpers will watch it and implement it into their play.
  10. Find a dueling partner in-between queue pops. Usually you can squeeze in 1 or 2 with full cooldowns before the next pop. Helps break up the monotony of waiting for next game Keeps your APM (Actions Per Minute) high Practice different tactics vs X class Try out other utilities 10/10, would recommend P.S. If you don't know already cybertech grenades can be used in ranked and are quite useful.
  11. If you are a ranked player on Jugg, Sin, or PT, please remember that your single target and AOE taunts reduce enemy damage. If you are talking smack to your teammates after a loss with a big fat 0 in the Protection column, please don't tell me that I "suck at my class and to stop queueing." This post serves 2 purposes: 1. To inform new PVE players getting their feet wet in Ranked that your taunts reduce enemy damage even if you are DPS spec. 2. To scold sassy better-than-everyone-else-and-it's-not-my-fault-we-lost players That is all, move along.
  12. Two minor quality of life changes that Bioware could make right now and would have little effect on those legitimately trying to climb ladder: 1) Apply a "Deserter" debuff for quitting matches. Cannot re-queue until player has completeled X number of games in another form of PvP: think regs or GSF. Restricting the player so ruining other peoples' play time happens less frequently. 2) Apply a lockout timer to Ranked/Granked after server transfers for X amount of time. Exactly the way Cartel Market items are restricted from being sold until the timer expires.
  13. Let Bounty Hunters use rifles as well, both ACs. So many cool looking rifles but so few good looking pistols which is what bounty hunter is locked into.
  14. Glad to see you playing again. You and your guides were a big inspiration to me to start doing ranked back in late 3.x and all of 4.x. By the way, what server are you playing on?
  15. Monthly or Quarterly Ask Me Anything with any part of the SWTOR team.
  16. I miss doing this so much on my sin.
  17. Have you tried the bubble stun utility? Soft CC usually fills less resolve and it is AOE. You can manually proc it by right-clicking away your barrier buff.
  18. If you want to play tank and Arenas, don't bother with anything else except Immo Skank Tank. They do sooo much damage and are still really hard to bring down. I've been in multiple Solo Ranked matches where our or their Jugg skank out-dps every other dps in the match. I think all tanks are viable in regs but I'd much rather have Jugg skank on my team in Solos.
  19. I recently returned as well after a 2+ year break. As a Merc player since launch and 3.0ish to 5.0 that used to be at the top of the priority kill list, it's quite nice now to be towards the bottom. I managed to climb to silver during the tail end of the season by mostly listening to the current meta players. Usually, the list goes PT > Jugg > Sniper > Sin > Sorc > Mara > Merc > Op with the middle ones being interchangeable. Having said that, any relatively good player left to freecast and that list goes out the window. Nothing terrifies me more than a Mara being left to focus on who he wants to kill. I find it much easier to decide after the first round, win or lose, who should be focused regardless of class.
  20. Hasn't that always been the case though? Rather than listening to the people that play PvP 24/7 and do nothing else in the game, they make changes based off of a few developers that casually do PvP here and there.
  21. I guess I should have been more clear. Sorcs have the only spammable (meaning no cooldown, that's what spammable means) resource regen that works by pressing the button and does not require any other condition to be met. Everything that you listed either requires a target to hit or has a lengthy cooldown. Passives don't count as every class has something built into their spec to increase resource regen / decrease consumption. I'm talking about the base ability, by itself, no utility or passive. It is the definition of spammable. You can literally press it every single GCD. I'm not sure why you think that it's not spammable. Is there a cost to using it? Yes, because it is spammable! Does it still give Force past 4 stacks and just refresh the duration? I don't know. I haven't actively played Sorc in a long time. My point being, PW consuming all Force upon use may be the right thing to do with it. Most people use it to LoS behind a wall or pillar to heal up. With this change, you actually have to sacrifice something to teleport 60 meters behind a wall or through a floor or instantly remove focus fire from yourself or ..... etc. etc. In PvP, Sorc healers, specifically, have been dominant over the other 2 for so long it's obnoxious at this point and I think Phasewalk has a lot to do with it. It is leaps and bounds better of a movement / utility ability than what Merc and Op healers get access to. ================================================================================ Back on topic: I think maybe experimenting by allowing all Op specs to have access to defense / resist chance after using Exfiltrate but attaching a rate limit to it "Can only occur once every X seconds". Predation: Remove defense chance and halve the movement speed bonus to friendly players may be a good place to start with it.
  22. Guess what else Sorcs have that no other class has? Spammable resource regen...
  23. Phasewalk needs to be nerfed; change my mind. People will disagree with me but I honestly think it's the truth. While most of these abilities do as you say, they aren't as bad as Phasewalk. I won't go into too much detail because I've already exhausted myself trying to explain it over the years why it is not healthy for the game. See: http://www.swtor.com/community/showthread.php?t=960142 With a bit of fine-tuning, I believe these abilities can remain in the game with mostly the same functionality. Exfiltrate: Add a rate limit for resist / dodge chance. "Can only occur every x seconds" Predation: Remove defense chance, reduce duration, or a reduced movement speed percentage for friendly players Phasewalk: Reduce range or consume all force upon use I think these 3 are the outliers when it comes to movement ability balance, and they should be revisited after X years of being in the game.
  24. Again, my problem isn't with it primarily acting as a defensive cooldown for this class. My problem with it is that it allows savvy players of this class to completely ignore map design and changes how objectives are played that ALL other classes have to deal with. If you bothered to watch the video, you'll see that both players phasewalked back directly on top of the ball from the pit in less than a global cooldown. Now, I know that Assassins/Shadows do not have the ability anymore but my point still stands. How is this fair for any other class that has to walk around the sides and back to the middle? Sure, you can leap back up but that would require a target. This is just one example of the cheesy stuff you can do with this ability. There are many more legit scenarios, that have happened or that I have done myself, where it completely ignores map design in every other warzone. For example: On defending Voidstar, your team sends one guard to watch East or West at the first door. A skilled Sorc player, that actually cares about playing objectives, would drop down with the guard, place his phasewalk within LoS of the door, and head on over to join his team. The guard gets mezzed from stealth, which 80-90% of the time would result in a planted bomb. He calls "inc" or "capping" and the Sorc player can instantly interrupt that cap from 90 meters away through a wall in one global cooldown if he is in range and responds immediately (granted he hasn't used it yet to escape from focus). No other class has this capability for responding to objectives. Are we all agreeing that this is healthy for the game just so that Sorcs have a DCD because they're DPS spec is struggling in PvP? Reducing the range will still allow the same functionality but make the "reach" of Sorcs less egregious OR Consuming all force upon use. This may actually bring PvP Heal spec down a peg and less dominant over the other 2 healing specs. This would force them to use their "Mana Tap" more and be less effective at healing when returning to the fight.
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