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TarlokUchiwa

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  1. Nice to see that something will be changed for sage/sorc healers. I can't judge wether these changes will make a big difference how to manage our force. However in my opinion it is the wrong way just changing the heal numbers and force costs for sage/sorc healers. The problem in pvp is the overall toolbar. From the extreme mobility, to the possibilities to control your enemies, up to manage stuns. It's to much! A example where you could work on: Sages/Sorcs have 3 abilities to manage stuns: - Stunbreak - Phasewalk - Force Barrier Scoundrel/Operative and Commando/Mercenary healers have only 1 ability to manage stuns: - Stunbreak These are the problems in pvp, not the heal numbers!
  2. Hello, this thread need new opinions . I'm mostly play warzones as a healer. I can tell you from a healer perspective, when a well played arsenal mercenary is focusing you and you are not guarded and don't have a another healer in your team, you will have trouble to heal yourself up and you will have trouble to survive. Also you will have to concentrate healing on yourself to not to die, you will not have big opportunities to heal your teammates. Furthermore it is very hard to kite or LoS a ars merc. They can use much abilities on the move and only have to cast tracer missile. Additional they have e-net and i have the felling, that i'm always slowed when a ars merc is attacking me. Sure mercs have **** defensive cooldowns and are very squishy in solo rated, but if you only look at their damage, when he freecasts, you can say it is a little bit too much. I mean regular 8-11k rail shot, 11-15k heatseeker, 4-6k blazing bolts per tick, 3x 5-8k tracer missile, 6-10k priming shot in 15sec. -> want to see how you heal through this and healing your team at the same time .
  3. The actual heal output isn't a problem. I agree that the problem is the modest matchmaking. In a scenario where all players have the same level of skill: Teams with four healers and two tanks -> nothing will die Teams with two healers and one tank -> something will die Teams with one healer -> ez get rekt
  4. Es ist ein Spiel aus fotm, fünf Hexer in der Mitte. Sie blitzten und erregten, doch nichts geschah und starb. Ein Zerg von zwanzig Minuten, mit ruckel und gezuckel. Lag über Lag, und keine Aussicht auf Erfolg. Doch ein AP PT gesellte sich dazu, dot Schurke; dot Fronti; dot Kommando; und Kommando Heiler, alle gingen nieder, in diesem Spiel aus fotm. Tag für Tag dasselbe Spiel, fotm Hexer und PT. Dieselben Gesichter und Premades, rofl'n alles nieder. Keine Hoffnung auf balance, leaven sie alle. Dot Schurke; dot Fronti; dot Kommando; und Kommando Heiler, nie wieder gesehen. Sie alle winken zum Abschied, wie viele andere auch. Am Ende bleibt nur noch fotm, und nicht mehr. Seit 1.0 dasselbe Gejammer; dieselbe balance aus fotm; dieselbe Spiel Performance und nichts hat sich geändert. - Ein Gedicht aus purer Langeweile. Nach einer wahren Begebenheit.
  5. I think it's a little bit OP, more OP than Wandering Mend, when it can crit 4 allies for ~12-14k every 6 seconds. Nice and simple, just think of lost mobility. Don't know how to formulate it: Energy Management is fine;) (in pve) In my opinion the ability "Medical Probe"(Builds 2 stacks of Supercharge; builds 1 stack of Field Triage), which is important for managing your energy, just destroys energy management in pvp. You don't have much opportunities to use this ability in ranked, because of too much pressure on group(you have to use aoe heals and refresh Trauma Probe ), so you loose GCD's and energy, which you need to cast Medical Probe. The cell costs are too high in group pressure situations. In addition pvp is a interrupt and stun party. In pve you just can cast it through without beeing under pressure. I need a instant&free Medical Probe every 10seconds just as sorcs.
  6. It's useless posting this, because developer will not read:rolleyes: Proposed Changes: - Change Combat Medic 6-Piece Set bonus: Reduces the cooldown of Emergency Scan or Bacta Infusion by 3 seconds. -> Better mobility, higher heal output and easier energy management. (Before: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.) - Rework the ability "Kolto Pods" in the discipline path "Combat Medic": When Kolto Bomb hits an ally, he receives the heal over time Kolto Pods. Kolto Pods heals for X over 3 seconds. -> Higher aoe heal output, sustained heal output if allies run out; more closer to sorcs and ops aoe heals. (Before: Kolto Bomb leaves a pool of kolto that heals allies for X over 3 seconds.) - Rework the ability "Propulsion Round": Propulsion Round Cooldown: 45 seconds Fire a specialy compressed round, propelling you backwards 15 meter, granting immunity to controlling effects and dodge and resist all incoming attacks while propelled. Aditional remove slows and immobilizing effects. Cannot be used while hindered. -> Make useless ability useful. (Before: Propulsion Round Cooldown: 45 seconds Fire a specialy compressed round, propelling you backwards 15 meter and granting immunity to controlling effects while propelled. Cannot be used while hindered or immobilized.) Do you have more or better ideas? Pls share them:) (Note: when you doing class changes, you have to include pvp AND pve). (Sorry for bad language, english isn't my native language).
  7. It's useless posting this, because developer will not read:rolleyes: Proposed Changes: - Change Combat Medic 6-Piece Set bonus: Reduces the cooldown of Emergency Scan or Bacta Infusion by 3 seconds. -> Better mobility, higher heal output and easier energy management. (Before: Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.) - Rework the ability "Kolto Pods" in the discipline path "Combat Medic": When Kolto Bomb hits an ally, he receives the heal over time Kolto Pods. Kolto Pods heals for X over 3 seconds. -> Higher aoe heal output, sustained heal output if allies run out; more closer to sorcs and ops aoe heals. (Before: Kolto Bomb leaves a pool of kolto that heals allies for X over 3 seconds.) - Rework the ability "Propulsion Round": Propulsion Round Cooldown: 45 seconds Fire a specialy compressed round, propelling you backwards 15 meter, granting immunity to controlling effects and dodge and resist all incoming attacks while propelled. Aditional remove slows and immobilizing effects. Cannot be used while hindered. -> Make useless ability useful. (Before: Propulsion Round Cooldown: 45 seconds Fire a specialy compressed round, propelling you backwards 15 meter and granting immunity to controlling effects while propelled. Cannot be used while hindered or immobilized.) Do you have more or better ideas? Pls share them:) (Note: when you doing class changes, you have to include pvp AND pve). (Sorry for bad language, english isn't my native language).
  8. Armes Kommando 5501,45 HPS 8er Kommando Heal 4.0
  9. Dread Master Amaanda http://imgur.com/AtbmzsI
  10. Hello, there is a bugged animation while sitting and driving on "Diplomat's Meditation Hoverchair" with the chest "Dread Forged Vindicator's Chestguard". It's annoying after a while, pls repair it Screenshot http://imgur.com/6UPPiqD Cheers!
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