Aedn
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Do You Like SWTOR In It's Current State? YES/NO
Aedn replied to StrikeOfLight's topic in General Discussion
Ultimately, the answer for me has to be No. I dislike repeating content, have no real desire to roll multiple alts on various factions, and am getting tired of pvp at 50. The game isnt bad, but with its super fast leveling system, and the fact that most of the content on each side is repetitive, with a lack of things to do at 50, there is really no point to continue with a subscription. While the class stories are unique, after you hit a planet once, pretty much everything on that planet is identical in terms of quest and non class stories for every future character of the same faction. so once you run one rebel or one empire character through, the game becomes extremely repetitive. repeating instance content is fine, when the mechanics change, and new fights are added. sadly the only real changes in HM flashpoints and operations are enrage timers, or minor mechanics changes, with the same boss fights over and over. Additionally, most everything about the Hm flashpoints is easy, no real sense of challenge and no feeling of success. Overall, SWTOR really needs to think about the direction its going, because the time it takes to level is easily the shortest in any recent MMO, yet you hit 50 and come to a grinding halt after a few weeks due to lack of content. with the cash influx, i expect they will be pumping out content, so i might check back in 6-12 months and see how things are. -
game isnt built around 1v1 combat. for a team based game, the best spec currently is bodyguard/arsenal hybrid because it allows you as a player to have more impact on your team, and towards winning a warzone match. with that said, its still purely personal opinion to be honest. I find when pugging though that healing spec allows me to win an extra 30-40% of my matches over a dps spec. Overall though, a decent spec, but specifically the lack of energy rebounder is problematic, since its a very nice ability, which allows your shield to be ready far more often. its certainly better then both degauss and infrared sensors.
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As someone who used to raid, and did all that its just not enjoyable for me anymore, if bioware starts nerfing pvp armor, like others i wont bother to go farm end game pve gear to pvp with, ill just move on.i have zero issue with evening the level 50 playing field, frankly its boring to smash new playesr, and all it does is block potential pvp players from playing in ilum and warzones, as they get frustrated. The problem is, that TOR is a progression game, and frankly bioware cant do anything to alter progression without removing the expertise stat because they already screwed up progression. In addition, the last few themepark mmos have built progression into its pvp system as way of getting consumers to extend there subs. With a lateral progression, which is the best design for pure PVP, most people will just not bother with it. They play to progress, and have been trained to chase that carrot regardless. BW needs to allow progression, but allow it at a pace that only gives a minor advantage. It was far easier to bootstrap into t2 instances with PVP gear, as an addition to PVE gear. So people bypassed the pve grind. Now T3 PVE gear within reason is superior to T3 PVP gear to some extent, but a blend of both is optimal. All bioware needed to do, was create a flag that had PVE & PVP armors/weapons set so that only one set would work for its catagory. As some stated a dual paper doll.
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Just watching the video is pretty sad in and of itself, no stuns, no snares, no dot kiting of the jugg in the charge dead zone. even with obliterate, or whatever the rebel equal is, a player has 10-15 seconds of kite time if needed. Difference between jugg damage and Op damage, is that the player can react. Good players wont be bothered by a 6k-8k crit. bad players will run around like idiots as you can see from the video. Additionally, it looks like guardian might have a pocket healer, and is tearing up solo que players.
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whats your spec?
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This is a better setup for hybrid, it solves most of the heat issues, and still allows you to heal like a champ. I have used this build to heal every HM flashpoint and normal operation in the game, with no real issues beyond learning the fight mechanics. The dps is below average for pve content though. i would put 2 points into terminal velocity if you want to just use 1 spec for both pve and pvp, since it allows more TM spam. http://www.torhead.com/skill-calc#300bfRzRdrbkZMfkroM.1 reactive armor is not worth it in PVP due to the fact that most opponents have multiple abilities that ignore armor , due to damage type. Ie kinetic, elemental etc. 2% healing recieved and given, is not worth the reduced heat from muzzle fluting, as well as pushback being a major problem when your attacked if you dont have energy shield available. Afterburners is not equal to 10% potential damage reduction, from power barrier. with 2 piece PVE eliminators gear, tracer missile and power shot crit pretty often.
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Mercenary Healing - Alacrity verse other stats
Aedn replied to goobahman's topic in Commando / Mercenary
Thats because you prioritize surge and crit over power, Your heals would heal significantly better with more focus on power, after getting crit to a reasonable level. People undervalue power as a stat imo, because power impacts your base abilities before crit & surge are applied, so more power is a very good choice imo. balance is better then focusing on one aspect especially once you start hitting diminishing returns. in the soft cap area. -
Same thing, i didnt realize there was no interupt on mercs, or i would have rolled sorc with the rest of the sorc army, or rolled a stealth class which can escape like operative. Even with the nerfs to OP burst, they can still hybrid spec into combat stealth & healing to make them very tough to kill. Merc issues would be solved by allowing them some kind of escape skill, but the entire class isnt built around it. The only real potential to survive is to roll healing and play as a healer/dps support. Most people who roll dps classes never want to heal so they will not even bother to try that playstyle, even though its by far the strongest aspect of the merc, and allows you to 1v1 anyone in the game and win more often then not.
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The main issue with shoulder slam is that its completely useless. It only works on the most basic mob types, and you dont get the skill till level 46. At that point, your already either closing on 50 to pvp, or persue other endgame type content. Whats the point of having a pure levelling skill, at 46, less then 4 levels away from max cap? Additionally, its a level 46 skill, which more or less is the point at which you expect to recieve superior skills, then say attacks you get at 10-15 level range. I dont have an issue with it being a non pvp skill, if it actually had a use in PVE. Sadly it has zero use in pve, and skills like DFA or fusion missile are superior when attacking weak enemies, as they are aoe skills. The entire skill needs to be revamped, or basically replaced with something that has some value.
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its ok, not great for pvp. Your better off getting the 2 piece PVE set for the 15% crit bonus on power shot & tracer missile, and using 2 pieces of medic for the 3 extra seconds of shield time. Heat buildup is far less of an issue in pvp once geared. focus fire will eventually burn through anything, so while having more heat reduction is nice, lack off offense on hybrid & pure bodyguard mercs is problematic. if you go 31/10 then you really want the 15% bonus on power shot, to improve offensive abilities.
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my missile hits for 1500-2500k heal at 50, plus anytime i want i can drop 10% damage reduction on players, and on top of that you get an extra 5% healing on whoever it hits. Its also able to be cast while moving, on a reasonably short cooldown. also, the healing is from anyone, so people need to rethink the missile, frankly its a very valuable tool in both raid and pvp situations.
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alcrity is very useful, for healers. the major aspect is that you can weave in rapid shots on allies for heals, while reducing heat, and still maintain a solid rotation of your two primary healing spells. however, i do not see the point in getting rapid scan to below 1.7 seconds, as you can cut off 2 seconds with critical reaction, which procs pretty often to be honest. I play primarily in pvp, with a hybrid build, and i am really enjoying the 14% alcrity i can reach with critical reaction. to top it off, its also very nice for using with Unload and DFA to do some decent dps on top of healing if you have the heat to spare.
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merc bodyguard/arsenal is the strongest aspect of the class imo. Pryo is great damage, but much of it is mitigated by cleanses from other tech users who play smart. arsenal is defeated by smart players who LOS, and interupts or dot users, like madness spec sorcs/sins. If your playing in a dedicated group both pryo mercs, & arsenal mercs are valuable to the group. If you solo more often then not, you will end up dying since your still a glass cannon in either build, although pyro is better due to mobility. in a hybrid bodyguard/arsenal build you can pick up 25% damage reduction from your shield, +4% base damage reduction, +10% damage reduction from SCG & kolto Missile, up to an additional 10% damage reduction from power barrier, 31% self healing bonus, and still do decent damage with power shot, unload and Tracer missile. To top it off, you can basically cast power shot for zero heat cost for 10 seconds by using scg. in tier 2/tier 3 PVp gear its pretty easy to hit 200k damage /200k healing per match, best i have had was 300k damage/300k healing in a voidstar due to aoe potential. while the 400k matches from arsenal, and 600K matches from pryo are nice, the hybrid spec is far superior, as you can impact the warzone match or open world group to a higher degree.
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Merc/commandos are the best single target healers in the game bar none which makes them decent pve healers, but excellent PVP healers. Thats without spending 31 points in bodyguard, which only improves healing significantly. To top it off, you can create a spec that basically renders you nearly unkillable with a little skill when facing multiple opponents. Using a 26/15 bodyguard/arsenal build, you turn into a brutal attrition fighter who can stand around all day and fight multiple opponents.
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To answer your question, its basically personal preference. Beyond that, there is no real reason to roll a sniper or Marauder, unless you specifically want to play in a group, in which case marauders can destroy most anything as part of a well made group. Right now the game mechanics promote attrition over burst. Currently sorcs, mercs, tank types are all attrition fighters. The only case in which this was not true, was the OP/Scoundrel instagib, which in and of itself was bad design, due to creating a situation where the opposing player could not react more often then not. Problem is, most people who roll snipers and marauders frankly expect to just face roll over everything, or frankly are just bad players who play into the opponents favor more often then not. I play against several marauders and its rebel counterpart who just destroy people and are huge factors in warzone matches every time. Sadly, outside of those few, the rest are worthless, and fail to even put out 100k damage in most matches at 50. I expect it wont matter anyway in another 2-3 months as the typical massive class nerfs/buffs will turn this game into the typical FOTM class mmo. that said, if a marauder cant destroy a arsenal specced merc 1v1 you really need to improve on your gameplay. Sorcs are harder then mercs because of the bubble and escape ability as well as they interupts which mercs do not, but they are still easily killed by well played melee dps classes.