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chillinvillain

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    Columbia, SC
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    http://tor-divisionsix.com
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    Student of Life
  1. all i know is that i'm sick of 20-60 min queue times on Wound in the Force
  2. Internal Dmg is for sure not mitigated by armor (hence "internal"). I belive that the poster up there is also correct about elemental dmg; that is supposed to be mitigated by resistances.
  3. I forgot madness was the shared tree, so yeah my bad on the AOE thing (was thinking of death field), and this post isn't saying we are bad healers, but we have the least utility out of all healers in game. I guess I didn't really make that clear in the OP; and yes I am primarily talking about PVP right now. Either way though, I don't have a problem healing in WZs. I regularly break 400k healing in WZs (mind you Sorcs are still regularly breaking 500k healing in WZs on my server, even though they tend die more*) so again, it's not so much the healing I have a problem with as it is the lack of being able to help out. As for the nerfs of Sorcs making them having bad endurance healing in PVE...not really sure who you're playing with but I've yet to see any Sorcs having this problem in any Ops I've run...or heard any of the Sorcs saying they can't heal because they are OOM. Of course if you decide to listen to the bads on the forums...well that's an entirely different story. Also, yes a 1v1 situation I have decent survivability, but from what I've seen it doesn't compare to a Sorc/Sage or BH/Trooper. We actually Kite very well, best class I'd say to Kite. So if you consider Kiting "utility", then there ya go, we've got it. However in the 3 WZs where that really matters, most aren't stupid enough to get Kited off a point. But if you're looking at straight up how long you can survive in a 1v1 situation, I don't think we really compare. Healing the ball carrier on the run is a pretty good skill indeed. Being able to extract a ball carrier via pull and THEN heal them...better imo. *This probably sounds like a contradiction to what I'm talking about in some of this. The fact is Sorcs are much easier to see when they are healing, so they tend to get focused more. Technically, if they are dieing more but doing more healing than other healing classes...yeah. Now a lot of people attribute the numbers to their AOE heal, which is often the case. I'm not sure why that is being used by some Sorcs/Sages when they say "We aren't that good, those numbers are just our AOE!".
  4. 1) this thread, per title and the entire OP is about healing Operatives...why are you talking about 2nd+ teir DPS talents? 2) sure it's lulz to try and vanish and sleep a target....assuming they don't have full resolve, are 1v1ing you so they will be guaranteed out of combat when you vanish, and assuming they don't have any dots on them and you don't have any on you so you don't immediately pop. 3) again, for lulz, yes we can run around a map for half a WZ LOSing and rolling into cover. I'm not sure really how much slow helps if you're getting focused since you can only slow one person...and they have to be in range...if you're any good you'll get focused. Again it looks like you're talking about DPS here which is correct, people don't give a **** about you and it's easy to get away. Hell it was easy to get away when we could hit 5000+ openers and 3 shot people. Here is the problem, a lot of people come into these threads and say "yeah it's broken but LOKKA ME AND SEE HOW I CANS DO IT!". You can fix a lotta **** with duct tape as well but do you really not want to fix it for real at some point? Do you PVP at all? Or are you just not 50 yet and leveling as a healer. Either way, I'd give up stealth. We get no bonus to it and everyone can see us a mile off. No deal. Add sprint, knockback, equal amounts of dmg absorbed by our sheild + on pop CC, and an equally extreme energy pool that almost never runs out if you're any good and when it does you can tap your own HP in order to get it back....and lets talk about instant AOE's as well...then maybe we can talk.
  5. Okay this has been, since beta, a point of contention for us Op healers. I didn't really fully appreciate it until i specced healing about 2 months ago. I'd love to get opinions on this from all classes and maybe even a developer. Personally, I'd settle for one of the two below ideas for giving us better "escapism". However, I think we first need to talk about the Great and Powerful Vanish! Again, since beta, it has been put on the table that we are the only healing class that A) has stealth, and B) can vanish. I would first say, that my opinion of vanishing, having my healing nuked by 100% (the cost literally of vanishing) and then vanish not actually removing any slows or dots make it a moot point. Prior to 1.2, we got what I liked to call the "free tick". Normally we would get a free tick of damage off a DOT that would allow us to get a bit further away. This is not the case anymore, and we are instantly popped by any damage from a dot. That aside, we are also popped with any AOE. Given that there are many AOE's that far extend our ability to escape (given that we do not get any speed buff from stealth, and many are castable up to a point that would extend beyond our luckiest escapism), it is very rare that vanishing actually helps. I (personally) do not use it that much because I tend to play with decent enough people most the time to help me out if I'm getting focused. However, this does not change the fact that our "Ability to get away!!!!!!!1111)))" is not too legitimate. Now here are my ideas. Again, I think these should probably be restricted to the healing tree, and we would only need one of these. I'm a bit pressed for time so here are the basics: -Flashbang instantly resets the cooldown on your evasion. -When Shield Probe takes max damage, it knocks back [X] meters. I personally don't think either of these would really be too much to ask, and wouldn't be noticed by many players, but I know personally as a healer this would make a big difference. What do you guys think? Again, I'm completely open to all opinions, especially those who say that us being the only healing spec w/ no knockback right now is justified. FTR, here are our defensive cooldowns + CC (find deets on web): -Flashbang (stun, breaks on dmg) -Debilitate (combat stun) -Sever Tendon (slow) -Evasion (avoidance increase/dispel. Does not block any force powers.) -Shield Probe (shield)
  6. So was going through the passive skills and noticed Avoidance Training in the operative tree which, "Evasion also removes all hostile removable effects when used." http://www.torhead.com/ability/53WrvAw/avoidance-training Now maybe it's the wording or something, but I don't notice anything so much being removed other than movement impairing effects. Now maybe it's just hard to tell but I know for a fact if a FU uses Force Shroud will dispel my Explosive Probe, though I don't think Evasion does the same thing. Pretty sure I can faithfully say that there are many force user's dots that do not get removed when we pop it. has anyone really tested this? I know we've all had our issues with the ability throughout development of the game, and I'm starting to wonder if this has been an oversight from the beginning.
  7. So noticed yesterday that my RN is actually casting ON my target and the AOE takes place around that target (though I'm still getting it myself). NOT that I'm complaining at all about this, but was that in the patch notes? Bug?
  8. I'm pretty sure I got the http://swtor.askmrrobot.com/gear/42896/elegant-modified-electrostaff yesterday during a mission, and I do think it has that inherent stat on it. I didn't think much of it and assumed it was the crystal it came with. Again I'd have to double check this, but I'm almost positive the tool-tip didn't have the thing naked of all stats...but i've not crafted one yet.
  9. XD. As they are on my server as well, but that wasn't for my personal lack of trying. I had a purple version of every top level barrel at the end of January. Problem was, the ones that would actually sell (I only crafted Patron/Commando on request d/t them stacking endurance) tended to sell between 10-14k. I attributed this to the fact that the daily com barrel is technically better, and considering you could (this has increased now) get 25 daily coms in 1 day (takes ~3h give or take soloing), it would seem to be a no brainer to just spend an hour or two to get the coms. Crafting the lower level barrels at a purple level was a time sink in a farming sense to have the mats. They also (on my server) didn't sell that well. However, I'm skeptically optimistic that they've finally put the schematics in for Barrels #23-26, and this would actually help out a good bit. My main concern is that endgame weapons are already modifiable in 1.2; therefor you buy the gun shell and POOF no need for the barrel. Eh...guess we'll just have to wait and see.
  10. haha sounds like how i got some of the Artificer's mats.
  11. possibly! just need to find where that alloy comes from. must just be investigation missions.
  12. i found myself doing the same thing
  13. yeah, Armstech's are the others http://www.torhead.com/item/eTtuXwD/schematic-gormak-energy-cell-alphawave-inhibitor where did you get your schematic?
  14. yeah, on this it shows that (I've RE'ed this one to a Purple Veracity version, "glance rating" is called something like Absorb in game) there are 17 total versions of the Vibrosword. Now I know on weaponry i've seen about half of these version prefixes. From what I'd heard a while back (and confirmed on that site) there are 3 blue versions: Overkill (power), Critical (crit rating), and Redoubt (defense). That would leave 14 purple variations (anything on that page that has two stats attached to it is a purple version). So until they put in your system, you can see at least what stats you're looking at coupled with the prefix.
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