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Still have 3 stacks while Tactician is equipped.
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It will show as transferring when you first do it. Once you relog into the game, you will then see that it has gone away. It's ridiculous. :\
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I am just grinding Dailies for a while, so I can get all the Rakata implants, earpieces, and new relics. So, I am pretty bored and intend on playing around with these new unarmed attacks to have a little fun. So, tonight I plan on making a list of what attacks and specials all can and cannot be used while a pistol is unequipped. The thing is, I don't really want to waste Respec costs to do the full Scrapper tree and then full Dirty Fighting tree to test out the Tier 5 abilities (I am currently full Sawbones). Anyone already in those Tree's want to test this out? All you need to do is go to the Fleet and to Gav ship and test it out on the combat dummies. The abilities in question are: Flechette Round, Hemorrhaging Blast, Shrap Bomb, & Wounding Shots. Would be greatly appreciated ^_^ I will hopefully have my own list tonight. !
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I brought this up earlier. It heals for the same amount it used to, but pre-1.2 it would do two ticks. I would get upwards of 2k on it and it was very helpful. On the positive side, being able to have a 3 stack of Upper Hand has improved my ability to heal, so its a bit of a trade off I guess. I am still bug reporting it though in game
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Maybe I am crazy, but since 1.2 patch I have noticed that Triage, when spec'd in Sawbones tree, only heals for one tic. Previously, it did two quick little heals. Anyone else notice this? So, where it used to do between 5-1.6k of healing (or more), it now does 200-1k. I am sure this might be seen as a "fix" and not a "nerf" by the development team, but I can't see where it was mentioned in the notes. I would personally like a confirmation, because surely I am not the only one who would rather they verify when they are fixing/nerfing something. :\ I have bug reported it anyways just in case.
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I love Sawbones healing. It's challenging enough to make me feel like I am really accomplishing something. With 1.2 things should get even better. Kolto Cloud do more and healing quicker (even if it will have a longer cooldown), Upper Hand Stack up to 3. That alone is going to make things a lot more smooth, especially for Hardmode FP's and Ops.
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I don't see how this would be an exploit. Our special CLEARLY states that it drops us out of combat. It's not rocket science to assume then that we would want to then be able to use out of combat abilities. Especially since it can take so much work to make sure we don't immediately re-aggro. We are also given an in-combat Rez later on, so rez'ing during a fight isn't something that the developers forgot to design around.
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Use a decoy. i.e., fire off one of the other casted heals that you don't really intend to use first and see if they interrupt it. Then, more often than not, they will not have another interrupt immediately free to cast on your real heal. If they do not interrupt, but you do not want the "Decoy" to complete, then simply move right near the end of the casting time to cancel it; and then cast your real heal.
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Why all the hate for the Operative healer?
Iheamylap replied to Darth_Thrawl's topic in Combat Styles
Why can't you jsut read all the bazillion threads on this ? -
Smuggle and surrender - how to use those?
Iheamylap replied to NRieh's topic in Scoundrel / Operative
I have yet to use Smuggle for anyone other than myself (when I don't want to wait for Stealth's cooldown to finish). Surrender though I use very regularly in grouped content. I use it immediately at the start of a fight. Usually, this is because I have pre stacked everyone with SRMP (or my companion), and it always seems the moment the fight starts, the mobs will aggro me because of the healing. Popping Surrender early on keeps this from happening. I then usually pop it every cooldown to keep the threat low. Especially if we have no tank, or a crappy tank. -
Great collection of bugs and wishes. I really hope that the developers pay attention to this, especially for Ops/Scoundrels. Thank you for your work!
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If I am not mistaken, Dodge (and even Triage) doesn't remove Force based DoT's. Those might be your problem. Or, there is an AoE effect/DoT being applied right after you hit Dodge and Disappearing act. These abilities don't provide immunity, so if you get hit even milliseconds after you will then be drawn back into combat.
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Us Ops/Scoundrels needs a Utility tool
Iheamylap replied to FinNaritus's topic in Scoundrel / Operative
Some kind of "close the gap" ability would be great, as long as it was as Scoundrel Class ability and not tied to one of the tree's alone. Not sure if I would agree with a Pull or a Knockback...but a simple Dash or Roll-to-Target would work really well. Maybe something similar to how we will "roll into cover" even 30m away. -
"I am a good healer", honest :(
Iheamylap replied to peaceandpassion's topic in Scoundrel / Operative
They are just feeding off rumors. In some ways, we might not be "on par" with Sages in pure healing power, but we are far from weak healers. -
Does this happen to you every time? Because I have never noticed this, and I am CONSTANTLY spamming Vital Shots in Void Star (since its about our best ability to use to mess folks up in there). I know that I've died quite a few times when I was being surrounded by enemies and firing off as many VS as possible to delay their bomb placement, and after death, been out of combat when respawned. I ask this, because I could see it happening once in a while, but if it was a constant bug, I think it would have happened to me.