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Iheamylap

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Everything posted by Iheamylap

  1. Still have 3 stacks while Tactician is equipped.
  2. 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. :\
  3. 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. !
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Why can't you jsut read all the bazillion threads on this ?
  10. 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.
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Ya know.... this is just a game.
  17. On Public test center is patch 1.1.3. You can go there to see the notes. The cap for Diminishing Return for Surge's bonus to Crit % has been reduced. Additionally, the % of boost Surge gives to a critical (damage) has been reduced by 10%. Where-as, I am unsure if the second part (the reduction of benefit to damage) is also going to affect benefit to critical heals...the over all reduction in Critical benefit from surge will be a significant reduction in Heal Criticals. Go here for the Old & New Formula comparisons: http://sithwarrior.com/forums/Thread-SWTOR-formula-list (spread sheet side by side comparison): https://docs.google.com/spreadsheet/lv?key=0AkYvaEVpHsu-dG1kYjFkMUpTcU5MOHdGeGV4Mk1oT3c&toomany=true
  18. I used it some until I acquired Emergency Medpac. Once I got that, I refused to use Kolto Pac and I have never regretted removing it from my toolbar.
  19. So, especially when them adjusting Surge's cap and % of effect, mixing gear to get the optimal amount of different and complimentary stats might be best, ESPECIALLY for a Scrapper/Dirty Fighter (I don't think the Surge nerf will affect healers as much, since they mentioned specifically the damage aspect of Surge, not its benefit to critical heals). So...I'm assuming: Crit > Surge > Power > Accuracy > Alacrity (I'm still against having this in a set unless you are always just a single tank healer). Heck, I'd rather stack Defense than Alacrity, personally, but that's not even in our sets. :\ I think when/if these sets have more extractable mods we will be better able to have the right stats, not just what the developers "assume" is best for us.
  20. I think you raise a fair point. I think it JUST knocking back the player targeted would be great. Or, if it did target an entire group, they had a debuff for 2X the cooldown of the special to being knocked down by another thermal grenade. Or maybe a restriction that if the target is 10/15m away, they can be knocked back...but not if 16-30m. *shrug*
  21. Having come to this game straight from Star Wars Galaxies, the lack of Chat Bubbles has, and still remains, to be a very hard thing to get used to. I don't know about others, but I can be standing around tons of others and it just seems way too quiet and barren. I don't care that chat box is streaming. Unless I see chat bubbles, they are all "dead toons" to me. BRING ON CHAT BUBBLES!! (and I agree, make them optional for the folks that do not want them).
  22. Seriously! I feel they should implement a Scoundrel Class Passive ability that allows Thermal Grenade's knock back effect to also work on Players. No stun, just a push back like the Jedi Consular's Force Wave. This would give us something to benefit others in HuttBall and PvP. Especially Huttball, where aside from attempting to either heal or gank the ball carrier (and pass the ball) we aren't very useful. What do Y'all think?
  23. I'm not upset at all the female midriff. Whatever. I'm upset that none of the armor for dudes shows midriffs. SEXIST!!!
  24. We can kick them in the balls and laugh maniacally about it.
  25. hahaha talk about frustration!!!! That whole scene is just ridiculous lol
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