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Porvalsh

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  1. You can solo heal many HM FP's in less than full columi - at the very least you can solo heal Taral V in PvP Recruit set although you need some geared buddies. I've only got 3 pieces of Columi now and just healed through False Emperor hard mode and it was basically cake, especially Malgus. That guy barely does any damage until the end. It helps to have a watchman sentinel using his group heal every 30 stacks when you're in a pinch. This offsets your AOE healing problem which can occur from sloppy teamwork or AOE intensive bosses.
  2. Is this the quest where you have to use tanno vik? I remember I had to use him and I hadn't upgraded his stuff ever and all the sudden I was barely getting through fights. If you can't change to another companion I would suggest: 1.) Getting better gear for Tanno. 2.) Mess around with this different stances, maybe non-tank mode will help you more? 3.) Tank instead of Tanno, burn your defensive CD's, use med pacs, kite? 4.) If all else fails, have a friend join you.
  3. Commando single target heals are great. The wheels start coming off though if they are expected to AOE heal in large amounts. Unfortunately, the Sage AOE heal is so great that I think people have gotten sloppy with their positioning during fights and their strategies to minimize extra damage to players other than the tank. They expect that if they can't do a HM or OP with a combat medic but can with a sage that the problem is the combat medic. In actuality it may be their strategy or other aspects of the group dynamic. For instance, in Maelstrom HM the other night was unable to heal through all the damage the group was taking on the first boss. This boss is supposed to be an easy tank and spank so naturally it was the healers problem. This boss will pull party members towards him and then do a 9k AOE. If your entire party gets hit by that there is no way you can heal through 36k damage before he repeats the skill. If your party makeup is all melee this encounter turns very hard, IMO. They can help you by: 1.) Not running back into the fray after being kicked far away until AOE is expired. 2.) Burning defensives before the big AOE. 3.) Using personal med packs. 4.) Timing a "speed" boost so that people can possibly get far enough away to avoid the AOE. Our team blew up, and we added a Gunslinger DPS. He stayed at range and never got hit by the AOE. This small change made us successful on the very first attempt. Likewise, I've noticed that people seem reluctant to use basic techniques for reducing damage intake throughout a HM FP. For instance: 1.) Always using a CC when its available. Why not fight 4v2 as opposed to 4v3? 1b) Not breaking CC with dumb AOE attacks. 2.) Using stuns on appropriate mobs - stuns will work on a good number of mobs even up through some elites. Stuns will go a long way to reducing damage. 3.) All attacking the same mobs - team will take less overall damage by killing easy first and moving up through the hards assuming elites have been taunted by tanks. If two elites are being attacked, with DPS split between them, overall damage goes up because the mobs stay alive longer. 4.) Allowing the tank to tank (not pulling aggro off of him). DPS should adjust their output so they do not pull aggro off the tank. This is another reason to attack what the tank is attacking rather than going off of your own. These small things in my opinion can lead your team to being more successful when rolling with a combat medic because the team damage style is aligned with that of the combat medic healers strength (single target heals) as opposed to his weakness (widespread aoe healing).
  4. Troopers awesome in HM's because you can just obliterate groups of mobs before they really do any damage to the group. Rather than have a bunch of guys running around doing single target dps, and your tank running in and trying to taunt everything you just have your Vanguard tank and your combat medic lay a mortar volley down each and its done. Combat medics also get an in combat CC which works on all mob types - which is sweet, and a stun which can be used to interrupt as well or mitigate damage.
  5. Yeah on boss fights I often a specific idea of how far along we are but if I've done them I will have a general idea because of the sequence of events. I do have target of target on but don't really look at that. Mostly I'm busy looking at health bars and scanning the environment for problems that need to be address in order to be successful in the encounter. If at the end you're like, "wow that was fast" then friend the DPS in your group. This beats the heck out of having poor DPS which leads to extended fights = more healing especially when ENGRAGE timer goes off.
  6. I have leveled two healers to 50 right now. One is the sawbones scoundrel and the other is a Combat Medic. For the past week or so I've been working on gearing the combat medic for strictly PvE as a main healer. I really don' t need two healers though...so what I'd like to do is respec one for DPS so that I can switch toons if needed to help guild out in HM's and Ops. I've been reading some on Scrapper and Dirty Fighting for the scoundrel and it doesn't seem like its a very viable option for DPS. Some people seem to enjoy their utility in the team but most don't. The "gap closer" seems to be a big deal along with the Scoundrel being a melee-ranged fighter. I've specced into dirty fighting and going to run some dailies to get a hang of the rotation but what i'd like to know is, is it worth even trying to be useful as a DPS role going Dirty Fighting? Would my best bet be to just go Sawbones and respec my Commando to DPS?
  7. Sawbones seems more powerfull since 1.2. I was 44 when 1.2 was released, 48 now. I feel like I have better survivability, maybe a smidge more damage. HoT up and you're good to go, almost never need to use other heals. 3 Stacks is nice for burst healing. Experience based on solo PvE only.
  8. I have solo'd the game twice now. My impression is that any class can solo - the game doesn't seem that hard and with rest xp you will outlevel content. Some classes will be able to do Heroic 2+ and 4+ while others it is not worth the effort. Stealth does help in some cases, but stun/interrupts and cc abilities are really important as well. For very difficult mobs the ability to interrupt is important to keep the high dmg attacks to a minimum and stop heals. Its also useful to have an 8 second stun to allow healing to catch up if you're in trouble and a 60 sec stun to turn a 2v1 fight into 1v1. My first toon was a Sith Assassin tank. I generally played with Andronikos. His DPS was higher than mine as I focused on endurance. If I were killing Champions I would use Talos. Otherwise I would generally be able to make it through fights just fine with the small heals a Sith Assassin gets. The second solo toon I have is a Sawbones Scoundrel. I am using Corso all the way. I let him tank one mob while I tank another. 10 second shield is great. Leveling is very easy so long as I keep the HoTs running (which procs Upper Hand) and I generally will have no down time between fights. I have not stopped to do any heroics with this guy. I have found that overall my DPS is lower than what I'd like because I cannot keep up with good equipment. I generally try and go with purple weapons because particularly above level 30 the dmg difference is huge. However, my server is so lowly populated that there have been barely anything to purchase between level 35 and 47. Usually there are about 10 people or less on the planet I'm on, and around 15 on the fleet. Kind of sad. I also have a Combat Medic who I've done Heroic 2+'s with. He cannot stealth but he has a 60 sec in combat CC as well as stun and knockback. The knockback is kind of tricky since its AOE. I use Aric. Dmg on this toon is much higher than scoundrel. I've made it through a fight with 3 elites and 1 silver star guy before (one CC'd and just tanked the rest). Most bosses I've encountered cannot kill me - the problem is DPS and keeping companion up.
  9. Yes the game felt faster to me too. I duo with a sentinel and the sentinel was barely taking damage it seemed where she used to take more. I felt like my damage taking was about the same. I did not experience ammo problems like i thought I was going to.
  10. I have a Twi'lek scoundrel and his tentacles poke through whatever helmet he is wearing. It looks bad...
  11. To me it seems like mostly a PvP balance change. In PvE its just a silly change. Which begs the question, for how new this game is why can't they seperate out mechanics for PvP and PvE and balance them individually without effecting the other?
  12. I completed Loell as a level 36 Sawbones Smuggler. I DPS'd with shield up at the beginning to build aggro then had to heal/interrupt my way through the rest of the fight while tanking her. The real problem is the final stage of this bonus series where you have to kill another Champion. That guy hits for like 3k and I am not in any way able to keep myself or my companion up. I will have to skip this guy. Porv
  13. I played to level 50, felt like it took some effort (speed wise). I'm not sure exactly but probably somewhere around 7 or 8 days played. In 40s it was taking me 3-4 hours to get levels. I played a Sith Assassin and watched all cut scenes and movies with all quests. Never used space bar. I rerolled two toons, one I play solo and the other I play with my wife. I am currently level 37 with both. 37 Combat medic total ~ 96 hours I play this toon exclusively with my wife. I have crew skills I've been working on, and the speed of leveling has been very casual with some Flashpoints and time spent crafting, searching trade, helping guildies, etc. 37 Scoundrel (sawbones) ~ 45 hours I play this toon for speed. I space bar through 90% of the quests, have done only 1 flashpoint (mistake, took forever), roughly 5 hours spent travelling to space station and re-equipping, try and limit my idle time. Skip all heroics, just do class and quests in area. I move on if I am over 3 levels above quest level. During my late 20's and early 30's leveling slowed way down. There are not many good items on trade network to purchase. From 35 on things started to feel like they have picked up again. Some planets are quicker to level through than others. I've been tracking all my level splits and will make a post once I get to level 50. I'm projecting I will make level 50 in under 100 hours. I'm shooting for 90. I think you could go even quicker if you picked a DPS toon like Sentinel and paid it with a well equipped DPS companion. Most of the quets do not require significant healing. A bonus to playing Scoundrel is limited downtime between fights because you can pop a heal or HoTS and just keep going. My Combat Medic felt much more powerful though. Because I dont know how to post tables, generally: Levels 1-10: 180 mins total - 3 hours Levels 11-27: 60 mins/level - low of 22 min. - high of 101 min. Levels 27-31: 100 mins/level - low of 78 min. - high of 116 min. Levels 32-37: 160 mins/level - low of 111 min. - high of 197 min. Hiccups: Always takes a ton of time if you need to re-equip. Just a quick trip to the fleet will take at least 20 minutes. Traveling all over the place at the end of act 1 for the class quest was a pain. 197 minute level was when I did a flashpoint, thought it was going to be quick, but ended up not getting much experience from it even though it was only 2 levels below me. Anyways, long post but overall I think leveling is fine for casual gamers. It will take you about 200 hours to play through the game once. That is 15 weeks worth of time for someone averaging 10 - 15 hours a week. For me I could see myself playing through the game maybe 3 times... 1.) Play through as Imperial, focus on class quests and planet quests. 2.) Play through as republic, focus on class quests and planet quests. 3.) Play through as either, focus on Class and Flashpoints, PvP. I think that after I get these two toons to 50 (will have three 50s) I will probably take a break. Never been into end game content or raids. Will see.
  14. http://img403.imageshack.us/img403/922/screenshot2012012917304.jpg
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