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Huntergoose

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  1. So only 100K of you healing went to not keeping yourself up?
  2. Even with the nerfs my gunnery commando is pulling an average of 1250 on the training dummy in my 5 minute tests (im also in rakata +) I have been able to beat our sentinel (rakata+ as well) in boss fights. I had to really fool around with the rotation i was used to though. But now that i got a handle on it, commandos are just fine in pve (dps anyway....poor poor medics....). But gear and player skill aside, sentinels are the better dps as the game currently stands.
  3. I'll take a nerf to raw damage if they start giving us the utility that pretty much every other class has in abundance.
  4. Just check out the combat medic guide stickied to the top of this forum.
  5. Everything is working fine for me, still critting w/ grav for about 2.8k (crit) on average. Maybe your opponents just got slightly better geared in your absence?
  6. If you knew how little utility troopers got in terms of pvp fighting you wouldnt be saying that. They get one knock back and one stun and one CC, thats it. You can spec for a 2nd pretty ghetto knockback, but its not all that great. All Commando's have is raw damage.
  7. The problem with this in just about any build for any class is your energy regen. Lots of talents in the game go out of their way to reduce the costs of certain abilities and if you dont get those talents you are seriously selling yourself short when it comes to your sustainability. Its very hard to heal over a long period of time without certain talents and its very hard to dps over a long period of time without other talents. I guess some people have gotten it to work for them but personally im not a fan of hybrids like that.
  8. Is there a reason why all the good high end stims are Bind on Pickup? To my knowledge none of the other crafting professions have that issue. If they make a purple they can make it for their friends. It seems biochem is mostly a selfish crafting skill. I went biochem specifically so that I could stock my guild with what they needed, especially at level 50. I understand they are good chems/stims/medpacks, but nothing so ground breaking that allowing me to trade/sell them would be unbalancing. As it stands now i may just make myself all the stims and then change to a different crafting since it takes way too many mats to keep a whole guild stocked in the blue's. Not sure why they chose to do this or if its even been brought up. Its possible im the only one who cares about this but its something that i just dont understand.
  9. I have no issues with the que's. Ill wait in them just fine. But when the game disconnects me and i go to log back in to finish the heroic i was working on, i should not have to be #420 in the que. There should be known grace periods for when you are allowed back in at the top of the list. Im not sure if this is a common occurance, but today was the first time ive seen it and now im going to have to wait at least a half hour to get back in. Just thought i should bring this to the attention of the devs. Other than that, thanks for an amazing game.
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