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Draylob

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  1. I am guessing the limitation on targets and throughput is based on the fact that once the HoT has landed positioning is no longer a requirement. For the Sorc heal if you want it to keep getting healed you then you have to stay in the circle. RN you can go running off as soon as it lands. I am not as farmiliar with Kolto missle, but if I believe (and correct me if I am wrong) that you need to stand in the residue to keep getting the healing bonus. So, as I bet the justification is for so many of the other Op healer shortcomings, it is the cost of mobility.
  2. Unless they changed something since I specced out of RN a couple weeks ago you can target people other than yourself with it. It heals up to 3 additional people within 10m of the target. That said it still is a terrible heal. It is like they wanted wild growth from WoW, but in trying to make sure they did not appear to be copying the spell they made it suck.
  3. I am past this point, and I am not sure if this will work for any of you, but I sort of kind of fixed it for myself at the time. I found that you could not send somebody on a mission or tell them to craft during your "no Kaliyo" period if the person below them was on a mission or crafting. They key is to assign the tasks starting at the top of your list, working your way down, giving progressivly quicker actions. For example give Vector one that lasts 30 minutes, Temple one that lasts 20, Lokin one that lasts 15, etc. It was a pain since I lost some control over who I sent on what mission if I wanted to keep the max number out at once, but this worked for me.
  4. I am guessing you also are proposing removing the talent that makes backstab free then? Even so, costing 10 energy, plus having to wait 1.5 seconds between them while regening 6 energy per sec (top level regen plus stim boost) means it effectively costs 1 energy if you start spamming it from the get-go. They would need to increase the energy cost to 15 or 20 to make it spammable without making it near free (i.e. make it melee overload shot).
  5. Well I suppose this really is not about the nerf, but rather what I feel is a disinct lack of options for our exiting stealth ability. I mention the nerf because, as I said above, making our coming out of stealth burst and our coming out of stealth stun the same move is what brought the nerf upon us (imo at least). That and I could not choose which thread.
  6. I am respectful when talking to them, but have no issue completely ignoring their orders once I am out in the field. There was once or twice that I openly defied the sith I was talking to, and one of those times I got a force lightning to the face for my hubris.
  7. It may be due to the Survival Training skill, but I am still able to heal myself for a little while I have the debuff. It is only for like 200 off a Koloto Injection, but it is something when I really, really need to get a heal.
  8. Only issue there is Frag grenade's short CD. If we were to be given a knockback (which I agree is needed since in Huttball it is more powerful than any damage would be) it would need to be a) a new ability with a longer CD than frag grenade or b) would need to be tacked on an ability with a longer CD. It makes sense for frag grenade since it already has one for weaker enemies in PvE, but I don't want one of my few 30m range moves to have its CD increased to add a knockback.
  9. Itemization is not the only issue with our sets. At least for the healer set the set bonuses are a joke. 15% more healing for the terrible AoE heal that many PvP healer specs do not even include? Oh Boy! 5 more energy? Where do I sign up!?!?!
  10. I know there are already a billion threads about the upcoming hidden strike/jarring strike nerf, but I thought I may throw my two cents in the ring too. The reason this is such a problem is that the hardest hitting move an Op has can also be a 3 second stun. Rather than making the stun attached to it sufficiently bad nobody will use it anymore, why not give the Op the option to leave stealth with either a burst OR a stun. People may hate the WoW comparisons, but I think the way a rogue leaves stealth is much better. They can burst the target, stun the target, or DoT the target. These options prevent them from having any one move coming out of stealth that seems over powered. Additionally, rather than giving the out of stealth stun full resolve, why not make it a trade off to continue the stun with debilitate or keep the damage going full force (again, like WoW with the rogue's non-stealth required stun instead requiring combo points which could have been used for damage instead). This suggestion will probably sound extreme, but have debilitate put Shiv on CD. Then you are missing out on both the damage of Shiv and a TA in order to stun lock the target. It is the lack of options that are leading to these situations which seem over powered to the guy laying face down for three seconds after getting crit for 6k. Any thoughts?
  11. I went all light side on my IA, and with the exception of people in flash points getting pissed when I won rolls that caused a light side branch there were no issues.
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