Jump to content

Lascero

Members
  • Posts

    105
  • Joined

Reputation

10 Good
  1. http://www.swtor.com/community/showthread.php?p=2422558#post2422558 Funny, I just made a thread about this. IMO, we need a tank more than the other healers, which can be annoying if you don't have a team able/willing to coordinate.
  2. Sorc/Sage can take a talent that gives them the same 35m range
  3. Sawbones are a great asset with high mobility, however it's my belief that HoTs haven't quite scaled well compared to damage (and don't scale at all with alacrity), and that our 31 point healing talent isn't where it should be. Our heals have the greatest effect of prolonging life when incoming damage is low. A tank and Sawbones can survive for a great deal of time when guard + taunts are used with HoTs and instant heals alone. Not only does it keep you alive, but you have to risk less interrupts this way. Juking is a good skill toi have, but you still 'risk' it versus guaranteed heals that cannot be interrupted. In an unguarded situation, that same sawbones will not likely see the latter half of his HoT duration, and hindsight tells us that a casted heal probably would have been more effective in prolonging life provided it wasn't interrupted. The goal of a tank + sawbones should be to mitigate the damage to either person to the point that healing over time > damage over time. Importantly, once you cross this threshold, you can shift focus without risk to either of you and help the rest of your team or spend some energy on damage (Sabo charge and back blast are the most energy efficient, I believe). Mitigation comes in the form of CC and distance control from the tank and the sawbones, plus line of sighting, and the scoundrel's mobility allows him to line of sight more frequently than other classes in the same situation. It's important for tanks to remember that Sawbones cannot dictate distance except with the use of CC and snares and actually moving away himself. Tanks should save their range dictation abilities when the both of you are under high pressure. For the sawbones, it should be your responsibility to follow the tank, and it's the tank's responsibility to be objective oriented depending on what warzone you're in.
  4. Shockingly, some people are not at the gym to lose weight
  5. That number is probably muddied by people who don't play reflex intensive games, and have no reflex training/adaptation.
  6. Maybe you should hit up AA. :| Or hell, we'll make a SWTOR equivalent for warzones and call it 'WAA'.
  7. So it's a Jesus combat rez?
  8. My guess would be the animation time it takes a KO'd person to stand back up.
  9. They were hoping the placebo effect and the power of suggestion were going to fix it.
  10. They're good at killing people with bad gear. That's something, right?
  11. Maybe it's just me, but I don't run into too many clutch situations. I don't like gearing for rare, clutch situations. I haven't done Nightmare in many fights, so if you want to argue the clutch situations arise more often in Nightmare mode, what you essentially have is a stat aimed for Nightmare only. That still doesn't touch on the fact that HoTs or instants get nothing from alacrity, so you've now got a stat that functions primarily in clutch situations, on half of our mainstay healing abilities. That's a very narrow scope of use compared to any of the other stats we use.
  12. Alacrity hurts Scoundrels/OPs on two fronts: Absolutely no benefit to HoTs/instants and the reasoning for the OP. Instants make up a significant portion of our casting in PvE/PvP. Alacrity improves throughput in the very, very short term. There's way too much of it on our gear considering how little use we derive from it. Normally, I'm adding downtime in between casting for energy regen, so the time I would have gained from Alacrity is lost in the artificial down time. And gathering. And fleet pass, quick travel, and exit area. Woo.
  13. Dodge for Scoundrels exists solely to be used before Disappearing Act because of Lucky Dodge. Once you get in the habit of using it, it really helps Disappearing Act go off, but it's annoying pressing two buttons for one function.
  14. Against geared players, this only works on tanks or someone guarded.
×
×
  • Create New...