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ladwar

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  1. yet.. 2.0 it will be. btw crafting while leveling is useless as you will get better for quest which help you level so wow even that loses worth till the end game. bioware just remove it, its a waste of time when you can't make BiS and that makes the end level gear buy/sell able which you don't like. im hanging around just for the expanision and if it bad im not sure if im going to stay around for more.
  2. 1. are you pulling or the tank? most fights thats not going to be true if u are waiting for the tank to start like u should for operations. 2. this is only based on the classes u are teamed up with. gunslingers have a 20% armor pen with 1 shot so getting yours in is not important if you have one. guardians tanks gives 4 stacks of armor pen with force sweep so much faster then you can put it out there. sents have one too but im not sure what it is. 3. of course FA doesn't proc itself.. if u proc it off of GR u can use it before its cooldown is up which helps with ammo management. me, if i start off with GR and go into HiB DR i pull no matter what as soon as taunt wears off forcing tank to aoe taunt and really make the healer mad at me for taking big hits and may lead to wipe. i start off with sticky nade FA then GR HiB DR combo diversion then i going into skill priority mode from there.
  3. i have had this problem, what i do is start with sticky nade and FA then go into GR with tech override&click relic and hit diversion after HiB and Dr. u can do it before if ur tank is not as geared as u are. i personally do HiB after DR as diversion is my next move and usally followed up by FA for a longer ammo regen time. BTW proc with a click relic seems to be the best fit for most boss fights. the only fight where the clicky relic doesn't do well in is the operator boss in TFB as the shield isn't down for more then 30sec at a time.
  4. if u could link that it would be cool as im lazy and don't feel like searching for it. now the whole thing of it being unfair for people with many alts goes down the drain with rep being under legacy as the gear for the comps requires a rather high rep supporting having multi alts to rep grind the time between events. myself, i think the whole gree event was badly thought up and planned. there is a whole area with nothing in it u can go into (southern side where the republic was based at).
  5. would be nice i seen this getting the super nerf hammer or at the top of the tree with a high ammo cost making it near useless this sounds like they are removing adrenal rush which is bad. this sound like it was stolen from the vanguard tank gear set bonus i dunno maybe a base ability now? This sounds like salvation which would mean the first operation based heal for commandos but its most likely anoughter kolto bomb(4people maxed) and is on self unlike salvation. if it was on a full 8 i see sage and sorcs getting mad about this as commando would have more aoe heals than the other two classes and would then get nerf hammered. i see this being our weakest heal for it being the lowest cost and i see this having a very short range for healing, more ment to replace hp from a leap in pvp which isn't very high. trauma probe has always been a single target only so i this just as a buffer for it. im going to guess 5 charges and 10% increased healing with 1 sec rate limit reduced as this sounds like what is should be since trauma probe is no longer free. this is just a buffer to a skill already in the combat medic tree so i don't see it helping much as recharge cell is 2minutes cooldown for its base this is already a skill in the combat medic tree so i dunno if there is going to be any changes this just seems like someone made a typo on the 8 cells part as this is already in the tree as well already in tree don't plan on any changes here might go from the 2 point to a 3 point as a filler of point btw not a big reason to go alacrity in your gear as it stands, its only helps slightly in pvp but in pve its a big waster of ur cells to cast heals to fast and not drop the green beam on people. nothing new here same the only thing i see here is that supercells now allows more for pvp healing commandos but not that much really this looks more for the pvp players which good i guess. the concussive round already has a skill in the gunnery tree so maybe this is replacing it. the numbers im guessing are 15sec 30sec 25% with possible nerf hammer(s) later
  6. i think im focusing to much on one part but for this part that my group has found to work out the best is to have the dps grouped together and get the first two colors. we have the dps spilt north and south one for each color. the next two color groups are tank/healer tank/healer with the tanks channeling. we get the orbs before channeling on all but the yellow tank(he picks up the boss and aoe his orb down). we don't fail any color.
  7. yes but only on standard or weak mobs during the knock-back effect.
  8. i agree on the flat out nerf part. i want my 30m cryo and my knockback stockstrike back as unlike vanguard we are actually base around being ranged. i think it should be added to the passive buff commandos get called mass accelerator which ups some of our skills to the 30m range.
  9. the claw should be a non-issue as long as your group avoid damage from it. all healing classes have some way of healing on the move so even if u are targeted it shouldn't be bad. commandos- advance med probe tank(hp fill and armor buff with slight hp regain) and shoot green at people as u shouldn't take much if any damage the whole fight. commando don't have a true HoT like the other two but if someone gets low u have an instanta cast heal u can throw in here. sages/scoundrel use HoTs. smuggler/sents can cc it but it should not be needed in most cases. the fight is kindof crazy so u as a healer just focus on healing and the dps should focus on the cores while the tank should pick the turrets/big droid guy once spawned. if u are having trouble at the start cc one of the turrets and focus fire on the other.
  10. 1. sort of but the set bonus at lvl50 is more or a buffer then needed, if u geared well as a dps you should be fine to heal in the same gear minus the top end operations (EC NIM/TFB HM) 2. i don't remember it too well but unless ur not keeping up on FP then i would say your fine as long as u spec into the correct tree for your role. 3. um augments are the same for healing/dps but gear set bonus really only become really important for the top end operations so yea u could do fine with one set. on my commando i healed ec hm just fine in my dps set(i had 61+ gear on) 4. for most things the yes.
  11. not to be a down or say that this is a complete bad idea but this has not ammo management from either tech to be effective. yes i see the 1cell back from HiB but this just makes HiB free and does not give u a cell back for it it just replaces the cell used. the real meat of the ammo mamagement in the trees are cell charger in gunnery and adrenaline fueled in assualt which u can't take either to get enought out of either tree for this to work. so without this u will up out of ammo in a hurry so this is bad for sustained dps(bad for pve) and u put it yourself bad burst(bad for pvp). i like the idea but it just doesn't have any ammo management to make it effective.
  12. the DR on crit is not on aim its only from crit rating. i believe 350 crit is the soft cap, and yes i have played around to see that this is about where it is.aim adds to your crit without effecting your DR on it.
  13. yes but im betting u are better geared then most tanks. i know when i dps if don't have a guard i pull the boss alot even when i drop aggro correctly and thats where i want the guard so i normally ask for guard on weaker tanks long before any boss. i never seen a fresh tionese tank hold aggro aganst me without guarding me and sometimes even then i have to really turn down the dps to give the tank a chance to hold aggro. yes i play the good dps and wait for tanks unless they take a long time(ie me sitting for 4minutes or more wait on the tank) or its clear they don't know how to tank and most mobs at not a big deal. when i play on alts that are not as geared i do often see the right dps not get guard(ie sent/mara pulling aggro like crazy on the boss while the healer is guard who has 16k). i do see that guarding a heal is ok sometimes but its more of a buffer for the tank to help manage aggro and usally not needed unless there a good size difference in gear and imo something is better then nothing. i do note that all tank should have target of target up. if u lose aggro it show to who so u know who u need to guard if u are not guarding already just to give u that extra buffer in threat when the boss fight comes.
  14. looks like a glitch so that would mean u posted this in the wrong area, but im not sure if u didn't use sneak and not stealth. either way ticket and repost on the customer support.
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