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zDiggerz

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Everything posted by zDiggerz

  1. Purple bombs are trainable at higher levels - on your trainer select "All" from the drop down and you can see all schematics trainable at future levels.
  2. Early level grenades I can confirm are still on 5 min cooldown. Frankly 5 min is a bit much - that means you get to use 1 grendade per fight basically. I tried various crafts during beta - all except Cybertech. I looked at end game schematics and felt the grenades would help boost up my dps somewhat as I am an SI healer. However at 5 min cooldown I think these are going to be about worthless. Now do I drop Cybertech while I am only 150 or so pts in or ramp it on up and hope things get changed? Does anyone else see 5 min as a total waste of time? Even med packs have a 90 second cooldown. Grenades should be at 1 minute at the most - typical fights/PVP encounters don't even last a full minute.
  3. zDiggerz

    Cybertech

    Armor needs slots. Lets say you have a level 15 armor item - you add a level 20 armor mod - expect the armor level on the item to increase.
  4. Don't drop it at this point. My guess is your credits are low due to being aggressive on running companion missions - those add up quickly and get costly early on. Slicing is not the huge money maker everyone seems to think. Make some light armor and get it on the GTN, you will be surprised at how fast the credits can roll in - even green gear if it's good - loot is the luck of the draw and many loot items they can't use, sell them, then look to the GTN to upgrade gear. Getting those blue or purple recipes from RE'ing can really make you some bucks. The RE process gets you more mats to continue to level, but also that chance at a nice upgraded schematic/recipe - which can be huge. If you have the CE you get a speeder - which saved you 4,000 credits at level 25. The training for the skill to ride the speeder - is still 40,000 credits and you will have to pay for it from your class trainer on hitting 25! But don't fret - level 23-25 seems to ramp up the credit influx and I have not run into too many people that hit 25 and can't afford the speeder training - just watch your aggressive spending on missions early on (pre-25). Good luck.
  5. I need to mess with a few variations in game but I was thinking of going something more along the lines of 31/9/1. http://www.torhead.com/skill-calc#201GGbRbdbdGzZf0MMZ0z.1 As a ranged caster I hope Empty Body is not needed. If I am taking so much damage that I need an extra 4%/8% incoming healing - well I am probably doing something wrong. Maybe at end game with certain boss fights this could come in useful but from what I have seen if while wearing light armor you are suddenly taking that much damage - well a few extra % of incoming healing probably won't keep you up. Dark Resilience - I do use Consumption a fair amount while ramping up, particularly in long boss fights or "oh crap" pulls where you get two groups, etc... But 2% less health cost? Even with 10,000 hps that is only 200 hps - not sure that has much impact. Sure in a fight I may hit Consumption 4 or 5 times as needed - 1000 hps additive, but frankly I just keep some stims hot keyed and if I burn my health down by 2500-3000 hps I just use the stim to ramp it back up - allows even more Consumption use. Late in game/end game I would hope my high crit % will allow free Consumptions - making this talent even less useful imo. Exsanguinate - this is where I put the 2 extra points - adding 6 seconds to my Aflliction. I found while leveling up I used this DOT a lot - no cooldown, insta-cast, plus when improved it has the 20% slowing effect. On large groups after Khem rolls in and AOE's for agro - DOT, DOT, DOT each mob - at around level 40 Affliction tics were 600+ if I recall - so 2 extra tics is 1200 additional damage, plus depending on how much haste you have - could even stretch this out to 3 additional DOT tics = 1800+ damage. Maybe at end game this talent won't be useful, but I plan to play on a PVP server and no doubt there will be some attempting to gank me on occasion....this can be tossed on the run with very little force cost. Will of the Sith - I put that last spare point into Will of the Sith just for the extra Willpower. I will need to calculate at level 50 how much willpower not having 2 pts here gives up - and maybe one of my Exsanguinate points will need to rotate over here - but if we are talking a very small value impact on my heals - I think I can live with it. I think the % works off the base stats - but not sure on that yet. I need more Theory craft sites up!! I think the basic SI build is pretty straight forward - a few points here or there will be more personal preference and play style, not "oh your doing it wrong"! EDIT: I wanted to show the power of Affliction - @50 the description says - 5564 damage over 15 seconds = 1 tick ever 3 seconds means 5 ticks of 1113 damage each - add 6 seconds to this, or 2 more ticks, and now it's 7790 damage over 21 seconds - potentially haste could squeeze in 1 more tick - then = 8903 damage over 21 seconds....all for 32 force cost. I like that it's a "toss and forget" spell - although I realize in PVP many classes can remove it (just as we have Purge). But even for added PVE damage in fights while healing is light - very high damage for low cost imo.
  6. Glad I could help out. SI is a lot of fun, you guys should enjoy it.
  7. Sorry I didn't delve into the Madness tree at all during my adventures. I did have points in the Lightning tree however. Taking the cooldown off Lightning with the Madness talent sounds exciting, but I never really found the short cooldown without the talent that hindering. You have enough other offensive abilities and dots to drop in, then the cooldown on Lightning is usually up - my experiences. 11 pts in the Madness tree just to drop that cooldown - is a big investment. You will also need 31 pts to max out your healer tree and get the big AOE heal - with 11 pts invested in Madness you can't do that. I started with 7 pts in the Lightning tree - you are going to want Electric Induction and Reserves - gives you a larger force pool and makes you more efficient. Then 2 pts in the 2nd tier into Lightning Barrier gives you 20% more damage absorption. Then I worked my way up the Corruption (healer) tree with 31 pts. You do end up with a couple of flex points at the end. By the 3rd tier of the Corruption tree when you can lower the force cost of the Static Barrier and the cooldown on it - combined with the 20% damage absorption boost - it's a great ability - between it and your heals - great effective combination. My only knock on the SI while leveling was the lack of AOE damage - and this was mainly because I was spoiled in this area having ramped the BH's, that kill with AOE galore. But by the mid-30's or so, level 34 I think, you get Force Storm (AOE lightning) which then really helps on trash mob packs - but those packs are time consuming before the AOE - not hard to defeat, just slow due to single targeting. The nice thing is you can try different specs and be able to respec your talents later - so maybe you want the Madness talent to level? Frankly I don't think you need it, the efficiency and extra force pool from Lightning is much more valuable - but you may have to experiment with this to see for yourself. Once you are healing groups up in the mid to late 30's, early 40's, you will see that efficiency is pretty important - and pushing 50 you have talents in place with high crit %, etc.. that can almost make you self sufficient with converting health into force - where due to talents you no longer have the health cost to do this - ie....free force. I hope that made sense! So at higher levels (30+) my heal rotation was something like: Static Barrier (always on anyone taking damage when possible) Resurgence (insta hot + when improved 20% armor boost) Dark Infusion (2.5 second (when improved) BIG heal - very efficient Innervate (one of your best heals, very efficient, but it's channeled) Revivification (big AOE heal as needed - uses up Force quickly though) Notice I don't have Dark Heal listed anywhere. I found this quick heal very costly in terms of force and it really heals for a very small amount. In certain situations you might need it - but I found myself hardly using it. Good luck and have fun, it's a great class to play and enjoy.
  8. I ran an SI healer to 40 the last beta build. Be sure to run your class quest and get Khem, your first companion, ASAP. Keep Khem geared up - don't skimp on his gear or your gear. At level 10 once you reach the space station don't be afraid to spend some credits on the GTN to upgrade gear, even greens can help. Be sure at that point to fill in Khem's slots that start out empty, like Implants. Your dps is a bit slow but Khem helps make up for this and while you won't level as fast as say, a BH with AOE, you will have no issues. In fact by your mid to late 20's you should be able to solo higher level gold elites than most - let Khem tank, keep him healed, dps as you can. I recall Khem and I having around 3500 hps and taking out a gold elite same level with around 48,000 hps - it's slow going but possible. Lastly, I ran 3 previous beta builds on various BH specs. Loved them and have planned for 2+ years to run BH at launch. After ramping this SI healer to 40 I changed my mind and am rolling SI healer on day 1 - very fun class to play and great story line. You are going to love it. Good luck and enjoy!
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