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JaerunSaway

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  1. <Warzone Junkies> I am terrified of them.
  2. That turned out to be the semis we won that one then they beat us in the longest Hypergates ever~
  3. That was a hell of a game. They capped ~1 sec before we did, and there was a long, intense battle in the middle, with occasional forays into the side. I'm just miffed I missed 2M by 5500~ . That one game had the 1 (Too'sexy), 3(Loretta) & 5(Amnesia) healers, the 3 (Avam) & 5 (Crypticus) damage., and the #2 prot (Greenmarksman) thus far~ They didn't forget to attack us, they did quite the number on us, we just had good peel & prot (as did they), and they had to play stop cap more than we did. Edit: As an aside, Loretta is in CE.
  4. A 300/300 damage/heals to kick off that category: http://i.imgur.com/IO5NJSo.jpg and a 10.3k heal: http://i.imgur.com/CUz5UMq.jpg
  5. That's not a rotation/priority list for full telekinetics. That's for the tele/balance hybrid. It's also missing the instruction to use disturbance to proc tidal force. 1) WM=Weaken Mind on target 2) FiB on C/D 3) PoM, MC on PoM on C/D 4) Disturbance on PoM [4.5) TKT on PP -- not really necessary since you will rarely miss a PP proc since tkt is your main attack, but you can keep this in if you want to keep track of a nother proc] 5) TKW=Telekinetic Wave on TF=Tidal Force Proc 6) TKT=Telekinetic Throw as filler Regarding proc relics, Conqueror/Partisan relics currently stack & occasionally clear each other's cool downs. Has anyone tested Underworld/Arkanian in this manner?
  6. The people I fear the most in warzones are all republic side. I don't know or recognize their names, usually haven't heard of their guilds, and they are on my side.
  7. Great job organizing the event, drawing a crowd and keeping the unruly people at bay. We had enough people present for another 4-5 teams. Hopefully next time they come out to play too . I had fun being the substitute punching bag when our regularly scheduled punching bag couldn't show up. Good times. Regarding the brackets. Things were hectic in the moment, but we got it figured out in the end. In an effort to help you with the next event I put together the attached spreadsheet based on yours to hopefully simplify the bracket for you. This is by no means intended to be a criticism of a great event. https://docs.google.com/spreadsheet/ccc?key=0AjokB76r4uMNdHhOelpVeDBVdVNQUmxyZE0zdUxkZlE#gid=0 For the winner's bracket, you want to run a just take the teams that participate (in this case 5) and plug them into the corresponding "seed" spot in the top bracket. For our 5 team bracket I believe you seeded them: 1. Immortal 2. EO 3. Dayfly(CE) 4. Megazord 5. CE First "round" everyone there are no matches because there are less than 8 teams. Second round, 1-3 get byes, 4 fights 5 . Semifinals is (a) 1 vs winner of 4vs5, and (b) 2vs3; Finals is the winners of the semifinals. (4 total matches). If you want to run a double-elimination match, plug the losing teams into where the match they lost falls. So the loser of 4vs5 enters the bracket first, but doesn't have anyone to fight against until the loser of 2vs3 (semifinal (b)). The winner of that fights the loser of semifinal (a). the winner of that fights the loser of the winner's bracket final . The winner's bracket winner and the losing bracket winner then fight until someone has lost twice. For more on double elimination tournament brackets, see: http://en.wikipedia.org/wiki/Double-elimination_tournament or http://www.printyourbrackets.com/pdfbrackets/8teamDoubleSeeded.pdf for what an 8 team bracket looks like.
  8. Looking for the +41 Power Magenta Crystal schematic. PM with offers if you have it
  9. Banefire Hard Mode TFB Kephess down 2:28 AM EDT 9/30/12 (11:28 PDT 9/29/12) SS: http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/828432.jpg
  10. Banefire Hard Mode TFB Dread Guards down 2:59 AM EDT 09/28/2012 (11:59 PM PDT 9/27/12) SS: http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/825109.jpg http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/825110.jpg Operator IX down 1:49 AM EDT 09/29/12 (10:49 PDT 9/28/12) SS http://files.enjin.com.s3.amazonaws.com/212928/module_gallery/original/826612.jpg -J/L
  11. In PVE perhaps, but in PvP dps sages are getting the better end of this.
  12. X-post: I understand the changes, and the desire for them. Playing both my sage and other classes, the root off of force wave is one of the largest sources of rage for me (much like the same effect on snipers/slingers, who get to keep it as far as I read, and who can actually kill someone during the root~...) It can't be cleansed and leaves you sitting there for 3 seconds doing nothing, unless you are a ranged dps that laughs, and keeps shooting all 3 seconds). Nevertheless, I think it's pretty impressive to see how they are simultaneously breaking us in opposite directions for PVE and PVP. You will recall that the initial nerf to Resplendence was to preclude our never ending force pool obtained from free Noble Sacrifices every 15 seconds. Now they introduce a no-cost self heal for a "moderate amount", which I am guessing puts it somewhere between Benevolence & Deliverance. In PVE that's the 2k-4k range + bonus healing, 30% talents, and 80% crit (virtually guaranteed every third use, because what else does a pve healer use force potency for?) and you've got a free noble sacrifice double tap every 30 seconds. (AKA no more oop sages). They could manage this by reducing the strength of the self-heal a little more, but then it would be useless in pvp. Now turn to pvp -- The change to 20seconds on Force sprint is great for dps pvp sages. more mobility to move from point to point is always great. It's use as a getaway tool? great 1v1 (which aside from ops & shadows isn't a problem) and useless where we are really hurting -- the focused healer. How often do we really get away from a snaring/stunning/rooting/knockdown/mezzing assist train using force sprint? If this is supposed to replace Force Wave as our survivability ability, it needs to ignore/break the root/snare components of all ccs, including stuns, mezzes and knockdowns (i.e. leave us stunned/mezzed/whatever but able to move). On to Force Wave -- the change to insta-effect is nice, but not a big deal -- we've adjusted and timed our casts now as is, insta effect makes it a little easier to aim people, I guess. With the change to resolve, making it harder for them to fill our resolve bar when spamming cc, it's even harder to actually get away with force sprint assuming that. we aren't dead before the cc wears off. The change to 120% frontal screws us. How often do people who leap to us land next to us rather than in front of us? how often does client/server lag not show where some one actually is? This has become an offensive ability, to be used in void stars and civil wars to protect cap as people leave the gate/land off the speeder rather than as the defensive ability it appears to be intended to be. A lesser version of force push with an ae component. On the bright side, dps sages can use it to peel the crowd off the healing scoundrel next to them. /sigh
  13. What you miss is that it says roots and snares, but nothing about stuns & knockdowns. So , no you won't be getting away quite as much as you think you will be. I understand the changes, and the desire for them. Playing both my sage and other classes, the root off of force wave is one of the largest sources of rage for me (much like the same effect on snipers/slingers, who get to keep it as far as I read, and who can actually kill someone during the root~...) It can't be cleansed and leaves you sitting there for 3 seconds doing nothing, unless you are a ranged dps that laughs, and keeps shooting all 3 seconds). Nevertheless, I think it's pretty impressive to see how they are simultaneously breaking us in opposite directions for PVE and PVP. You will recall that the initial nerf to Resplendence was to preclude our never ending force pool obtained from free Noble Sacrifices every 15 seconds. Now they introduce a no-cost self heal for a "moderate amount", which I am guessing puts it somewhere between Benevolence & Deliverance. In PVE that's the 2k-4k range + bonus healing, 30% talents, and 80% crit (virtually guaranteed every third use, because what else does a pve healer use force potency for?) and you've got a free noble sacrifice double tap every 30 seconds. (AKA no more oop sages). They could manage this by reducing the strength of the self-heal a little more, but then it would be useless in pvp. Now turn to pvp -- The change to 20seconds on Force sprint is great for dps pvp sages. more mobility to move from point to point is always great. It's use as a getaway tool? great 1v1 (which aside from ops & shadows isn't a problem) and useless where we are really hurting -- the focused healer. How often do we really get away from a snaring/stunning/rooting/knockdown/mezzing assist train using force sprint? If this is supposed to replace Force Wave as our survivability ability, it needs to ignore/break the root component of mez, stun & knockdowns as well (i.e. leave us stunned/mezzed/whatever but able to move). On to Force Wave -- the change to insta-effect is nice, but not a big deal -- we've adjusted and timed our casts now as is, insta effect makes it a little easier to aim people, I guess. With the change to resolve, making it harder for them to fill our resolve bar when spamming cc, it's even harder to actually get away with force sprint assuming that. we aren't dead before the cc wears off. The change to 120% frontal screws us. How often do people who leap to us land next to us rather than in front of us? how often does client/server lag not show where some one actually is? This has become an offensive ability, to be used in void stars and civil wars to protect cap as people leave the gate/land off the speeder rather than as the defensive ability it appears to be intended to be. A lesser version of force push with an ae component. On the bright side, dps sages can use it to peel the crowd off the healing scoundrel next to them. /sigh
  14. Ranked Warzones failed because they were not implemented in 1.2 and as cross-server from the start. An ELO rating system works only if you have a sufficient population to support it. I don't know that any server has this at the moment. Maybe you think yours does. The life span of a PVP guild in any game is to show up, dominate for a time, declare they've won the game, and move on to another game. I'm not judging here, a PvPer looks for a challenge, and when he no longer finds one, he moves on -- why stay if it isn't fun anymore. This game had a healthy population pre-1.2, with a good buzz about the new operation and the ranked warzones coming. Then ranked warzones get dropped from the patch, the operaton doesn't come in nightmare mode, within 2 days hardmode EC had been beat in both 8 & 16man settings, within three weeks most servers had at least one guild doing so, and in the intervening 2.5 months -- as summer starts and people begin traveling -- people got bored, tried out new games (D3, etc.), moved on. By the time 1.3 rolled around a significant chunk of the population had moved on. Using Jung Ma as an example, by the time 1.3 launched we had 1 good guild in its prime left. A second popped on for a bit with server transfers, but then transferred back out to Bastion. A few republic folks made a go of forming a team, but whether due to gear gaps, communication or class composition, they didn't cut it, and what was left was several decent teams who could manage against one another, but didn't hold a candle to the big boys. You're left with one team in the 2k-2200 range going up in rankings painfully slowly. a bunch of teams in the 1200-1600 rankings that can't get higher because they eventually draw the 2200 team and get beat down. For ranked warzones to have worked, Bioware needed to pool the entire talent pool and make it a world-wide cross-server competition. Rankings would have had meaning, the best teams would have other best teams to face, the pugs would have other pugs to face, and decent guilds would have similarly situated teams to face. Why don't I play ranked warzones? as a sage, 1) operative healers and vanguard/shadow/sentinel dps are preferred; 2) any guild I join to do ranked wzs will have at least 5 other sages competing for 1-2 spots on a ranked team, and 3) by the time i level and gear a vanguard/shadow the game will have changed. Put another way: My PVP friends quit. my PVE friends don't PVP competitively, and it's too much effort to start over~ In fairness I did try to start over a couple of times only to have people quit or transfer to Bastion. So now I'm waiting for the next round of server merges, until the inevitable loss of my character names, which at this point may be the deathknell to my interest in this game.
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