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Aritok

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  1. Most guilds? Tell me one . There are only 7 who reported the kill on him so far. And all of these posted as well screenshots of the first 3 boss kills on nightmare as well. Dont accuse someone if you cant prove it. And it seems you dont know what you talk about. the First 3 bosses are not this much harder on nightmare as they are on hard mode. Just one new mechanic on each boss dont make this a whole new event (as they announced it will be). Kephess is just different because each phase got a new mechanic. So it add up to a new level, because you have to find out difference on each phase. About the ranking system, well. What you want is a system that list the guild by kill of the last boss and ignore the first 3. The time factor could cont in as well a bit to flatten it out. The 23 guilds that reported the kill of the first boss were all within less than 24 hours. And still, the difference in the points is big. So some guilds that got a early kill on the first 3 bosses but could not kill Kephess still get more points than any guild that is clearing it now (all 4). Kephess has already a higher value. But not enough to counter a 11th-13th rank on the first 3 versus a 3rd kill on Kephess.
  2. Really sad wipe on second go on Vorgath at 40k . Nice you got him on next go. Good luck on Kephess.
  3. So i see this right. Combat medics get nerfed once again. The worst of the healers get again a nerf. Potent medicine from 15% (5 level) to 9% (3 levels). And adding a new, for a healer pointless, skill? Honestky, it will become hard to spend the 31 points in combat medic soon......
  4. Jup, you can heal your tank better than anyone else. To bad the rest of your grouped died. Bad luck . It was never a question if any class is able to heal. I can heal every fight so far without problems. BUT scoundrel and sage outheal a commando by far. And i dont know on certain fights how much these classes take of my healing. We dont have two commando healers. So we cant test it out. But we know that two sages as well as two scoundrels can heal everything. But i honestly doubt that two commandos can do the same. And this is the problem in the game. Its not balanced. A commando can heal everything. But the two other healer can do it easier and better. And have more room upward to heal harder content or carry undergeready or stupid (these that think red markers on the ground are good) players.
  5. The reason why it could not be? If you crit every hit (100%), and if you have 50% surge, It means you only hit for 50%, but not for 100% more. And 100% crit chance with 100% surge means you just crit every hit, and every hit is doing 2x the normal damage. But not 3x, as it would be with the formular. If a non crit would do (for example) 1000, a crit with 100% surge would do 2000, but not 3000. It has nothing to do with armor or something. It has something to do with basic math. 50% + 50% is not always 100%.
  6. Just check Is aim really always the best stat? There was the same question about Power or Aim. And imo the crit bonus from aim is more worth than the difference in bonus damage/healing from power over aim.
  7. True. I will worry about this once i get over 4000 Aim. Before this it does not matter at all.
  8. I prefer aim over power. But basicly its up to what you prefer. With Aim you get a higher crit chance and a bonus healing. With Power you get only bonus healing but higher than with aim.
  9. AMP 1.3 sec + BI 1.5 sec + MP 1,7 sec. That's already 4.5 sec, with an average of 10k. even if you count in the RC and TO you have these on cooldown. And you just cant say with an instant heal after this its still 4.5 sec. That's wrong. Its the same fault as saying: "My HPS are 80k, just because my instant is healing 8K (8000 heal / 0.1 sec)." As Sage you can just burn Deliverance all the way, have no cooldowns, and still the same burst of 10k in 4.5 sec. And can even keep this up for over 1 min. or even do Healing Trance combined with Deliverance for a bit more. Try this with a commando. After you starting boost your HPS will drop down like a stone. Once the toys are on cooldown, there is no burst anymore. Yes, i love TO as well. Its a great spell, but it can't compete with the sage toys and force. If you want true burst and let the commando look good, do TO and MP. An average 4k heal as instant, this is real boost a sage cant bring . The Instant heals are the bonus of the commando. Sadly the cooldowns are to long.
  10. And as i said, what enhancements do you want to use? The first secondary can be power. But what is with the second secondary? You have to choose between surge, alacrity or accuracy. For a DPS its ok to take accuracy once you have enough surge. But as healer? Even if i replace all my enhancements with Advanced Adept Enhancement 26 i have 500 surge, that will give 79% surge. Currently i have 210 surge, with 72,8%. You are way to easy and fast over the 2t point, where the DR will become to big. 300 surge only give 7% surge. But there are not alternatives to get. So you can only use surge.
  11. Well, i can heal every fight in the game with my commando. But every other healer class can do it BETTER. And this is the problem. Why should i use my combat medic when my sage (with less gear) is healing better?
  12. You mean you didnt notice the difference in the expertise? That you get hit harder now? Good for you. And really blind. 1500 DPS. I would love to see logs from this (more than one), because this seems WAY off from what i saw so far. For PVE we have the pure problem that Commandos are the worst DPS right now. Their bonus comes only from the armor reduction they give. Thats all. But on pure DPS numbers they are behind everyone else. And this is no balance, this is killing of a class. And bioware did well if this was their goal.
  13. Power dont share the slot with alacrity. Its Surge and Accuracy. When i started the commando as well, i thought alacrity is good. And tried to get the charged bolt down to 1.0 as well. Didnt knew that the hard cap from alacrity is 30%. combined with the 9% from the skills give a max of 39%. But you need already of 620 or something for only 18%. Only with relic and adrenalin i could get the charged bolt to 1.0. Yes, its nice to fire them during SCC phase. But thats all. With the changes in 1.2 your ammo manegment was nerfed so hard its not worth anymore to get alacrity. But with going for power on main stat means as well you lose the crit, so the surge is not this usefull as well. And surge has a way lower DR point, and become not this usefull really early.. And on the downside the whole rakata combat medic gear has alacrity on the enhacments. So you have to replace all of these. Its really hard to get all these low endu + power/surge enhancments that you need. So since 1.2 i find alacrity more or less useless. For combat medic its only 2 spells that need it (AMP+MP). All other are instant and dont profit from it at all. On the other hand, there is only one spell without cooldown, and thats MP. So itis casted most often. But the alternatives for alacrtiy are not really there. So it dont even matter.
  14. Now you confused me and i was not sure myself anymore, so back to square one . Image you have 100% crit damage and 50% crit damage. This means you will crit with every hit and do 50% more damage. So with my formular: 1 + 0,5 * 1 = 1,5. Means a factor of 1,5 on the damage. With yours: (1 + 1 ) * 0,5 + 1 = 2. Would mean you do twice the damage all the time (what cant be) Extrem with 100% crit damage and chance. 1 + 1 * 1 = 2. Means you do twice the damage. With the other: ( 1 + 1 ) * 1 + 1 = 3. Would mean you are doing 3 times as much damage as normal. You were it seems adding the 1+ to the surge, and ending at a to high critical when adding again the basic to it. So in the end, i was correct (on both, page 1 and page 2) how i calculated it, and lost track.
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