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Mavnas

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  1. I like Seer/Balance better. You get TK throw to be spammable and cost less force than you regen while it channels. This means that your basic range DPS actually lets you regen force so you can heal while you're not doing it. Does the 3 second blind on shield expiration give people resolve? If so it's terrible, if not it's amazing. (I'm getting really sick of the 2 sec stun on the end of my force lift. I'll cast it, someone will break it immediately and the enemy will become immune to CC immediately because of the extra resolve from the 2 sec stun.)
  2. Meh, I didn't have resplendence to begin with being a seer/TK hybrid. I'm glad they nerfed PoM because it doesn't nerf me, but decreases the pressure to nerf hybrid specs further. I'm more than a little annoyed at the conveyance changes though. We're going to be pretty sub-par in PvP now.
  3. Let's be honest for a second here. Normally hybrids are supposed to give up something that a pure spec is good at to get versatility. For example, a seer that loses the top tiers for more points in balance trades force recovery and AoE healing for more damage options. Currently, a balance sage that drops his top tier for points in TK gains damage and utility and loses nothing. That's not right from a balance perspective. From the standpoint of an individual skill point, PoM allows you to cast Disturbance, Mind Crush, and TK Wave instantly. The first is on a 13.5-15 second cooldown, the second isn't worth casting for a pure balance sage, and the third is something a pure balance sage won't have. So you have a tier 4 talent in a tree that primarily helps people specced in a different tree. That's wrong.
  4. I miss having this abilty every time I'm forced to move in Huttball and realize I don't have a full rotation's worth of abilities usable on a moving target. Other classes can fill the gaps with basic attack. We can only do that at melee range with an attack that doesn't benefit from willpower.
  5. You're right. When I walk into a warzone and see we have like 6 healers, I just know we're going to fail to kill anyone
  6. You're playing the wrong genre if you think like this.
  7. No, that's being on voice chat with another 4man premade and making sure your queues pop at the same time and you're on the same side. I imagine the difficulty of making this happen reliably is why they didn't do that thing very often. (I also saw an imp stealth 8-man... but that sucked so badly they gave up.)
  8. I use a similar/same (link doesn't work for me) build, and while I like it, I think you're overselling the survivability of the build. Either that or your gear is way better than mine (I have no BM gear yet). Being focused on by a couple of competent melees is usually death. Instant force lift is nice, but the 2 sec stun component automatically fills their resolve bar if someone breaks it early (as they almost always do). I'm halfway tempted to drop the instant force lift for 2% more crit and 2% less damage or 8% more self healing.
  9. Your inability to CC/knockback a healer using rescue is totally different from your inability to CC a healer at any time during a 20-30 run. Oh wait, no it's not. That's why it has a cooldown. Passing doesn't. If a team stacks itself with one class because it beats bads quickly, they can be that much sadder when they face decent opposition. The most OP Huttball team I ever saw was 1 overgeared tank and 6 healers. It was pretty stupid. Once they got the ball, the point was theirs.
  10. If you negate the progression entirely, then there's no point in getting on that treadmill at all. Making current champion gear faster to get once it's 2 tiers down is totally ok. Making it a step you can skip entirely breaks the whole system.
  11. If they clean the slate every few months, what's the point in trying to get new gear in the first place? Right, but the next expansion is so far out that it's not even being discussed. A change in a month or two is visible. Particularly if it totally invalidates the current grind. I'm happy with my current gear level, the only possible upgrades are BM pieces which would require 1-2 weeks of serious playing to start getting. At my current rate, I'll have a couple pieces by the time the changes come out. What's the point then?
  12. You say something very insightful, then go and ruin it with that second statement. If you want that second thing to be true, go play an FPS. Seriously, that sort of talk has no place here. In the WoW arena people dropped out all the time. My friend and I ran with a mediocre comp (neither of us wanted to level separate PvP toons) and did above average for a couple seasons but as time went on the bads we would beat to stay above average started being fewer and further between and the proportion of FotM comps kept going up. There's nothing wrong with the top end becoming more competitive, but when your bottom keeps dropping out entirely the system becomes no fun for average players quickly.
  13. Still requiring wins and adding a deserter debuff to the quitters? It's not super hard. To be fair under both the old system and the new system a win is close to a loss in commendations and you have to stay in to get it. So once the daily is done and you're playing with other people not doing the daily, there's not much quitting. Maybe the real solution is removing the daily and reducing the costs of buying items accordingly.
  14. All very good points. I hate queuing for WZ on Tuesday when the weeklies reset. I've noticed a distinct lack of quality in the players then. I stopped playing last week when i realized 1.1.5 would massively increase valor per WZ. I figured earning it at the old rate would just be wasting my time and burning out on the game prematurely. Apparently I need to stop playing until 1.2 because BM gear won't be worth it?
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