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LightAndShade

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  1. I am prepared to give you the benefit of the doubt that you are still trying to improve our 'playing experience'. This whole revenue/server lease theory could be true but I don't care. Thats because, if you have not told us that due to 'financial reasons' or otherwise, you are taking this course of action, then I have to take you on face value and assume you are trying your best, albeit slowly. You need a way better understanding of what the players want. Conduct a poll or actually speak to people. I would bet my subscription on the results showing an undeniable majority of APAC players value ping over population, server type, legacy and character names combined. Not everyone, but a huge majority. A majority so big that they are worth pleasing if you really have the APAC community's best interests at heart. Do the research, and show me results that say otherwise. This is the wrong decision. I find the reasons you have given us confusing and inconsiderate to the way everyone appears to feel about the issue. TL;DR Change this decision. I cannot be any clearer about it. I will be unsubscribing if you don't. Do nothing; it would be better than this because to me and I would say the majority (WTB Stats): PING > POPULATION
  2. On behalf of myself and anyone I have ever spoken to who currently plays on APAC servers, this is the wrong decision. Lets be totally clear, I would prefer you did nothing than do this. My ideal scenario is still to merge all 3 APAC servers. For me, and I'm sure many others, the most crucial elements to this issue and the reasons we continue to play this game are in the following order of importance: 1. Ping 2. Population 3. Legacy 4. Server Type Lets break it down: If you remove my choice of Server Type, I will still play, because I have my own Legacy, high Population and low Ping. If you remove my Legacy, thats alright. I will start over willingly if I have a high Population and low Ping. If the population dies, its not ideal, but I will still play because I have low Ping (this is the situation right now). Instead of attempting to solve issue number 2 (the biggest issue in-game currently), even if it means sacrificing issues 3 and 4, you have instead totally eroded the biggest reason I am still playing. Without element 1, it doesn't matter how good 2, 3 & 4 are, its no longer worth playing this game. It'd be awesome to know you have read and comprehend the point I'm trying to make, even if you do not change your course of action. But just knowing that you understand why I believe this is a terrible outcome would bring me some small vestige of satisfaction. TL;DR Any solution that even slightly improves populations and still lets us keep our low ping is good enough. Any solution that increases our ping, regardless of population increases is a terrible one.
  3. My gear is all built for healing. I have no idea what the differences should be for DPS. I sit near 950 Bonus Force Damage with ~76.5% Surge, ~6.93% Alac and ~34% Force Crit. I have mostly 63 mods with some 61s. My set bonus is silly, I have just been using healing set bonuses. At least, thats what I did the good DPS games with. But since I have been playing DPS more lately I recently got just the 2 set force master pvp bonus, thats it. I haven't played full TK much in pvp. Its great if you don't get focused, but you will get focused. I have seen it totally dominate in lowbies, but never in 50s. I played my first ranked games with Sage DPS earlier this week. Wen't very well. Played two games (2-0) and topped the table in both. Definitely harder to burst a target compared to playing my sentinel but the damage is relatively high and immensely steady. I'll have to play more ranked games to test its viability properly.
  4. When I'm bubbling I play: http://www.torhead.com/skill-calc#600GhMRrkMzZf0RroMbZ0M.2 When I'm puddling I play: http://www.torhead.com/skill-calc#600GhrRrkMdGzZf00MZ0M.2 Since I first posted I've done just over 1.1k DPS with this build: http://www.torhead.com/skill-calc#600ZMsMMdRrhZcMcRsMz.2 The only thing I'd mention with the DPS build is you can really do whatever you want with the bottom of the tele tree. I find it literally impossible to run out of force so I get as few regen talents as I can. Can mount an argument against that but I just find myself never needing more force. Agree about Sage being so versatile. In terms of team heals I generally just cleanse and bubble teammates (as opposed to hard cast heals). @chrisronline and @Midichlorian you make good points about the burst. It does feel like the weakest aspect. I wouldn't say its fluff damage (or dot damage). It feels to me like constant single target or AoE pressure damage. It can't compete with Pyro/Smash but it is solid nonetheless. I'm going to play my first ranked game with it this week so I'm excited to see how it goes focusing targets down in that environment
  5. I've been doing some sage/sorc dps lately and have loved it! The output is definitely not an issue. My best is 1010 DPS, but I'm averaging somewhere between 500-900 dps per game. And this is not just team DoT pressure. I play a hybrid spec that I sorta just made up but I only throw out a few dots and didn't pick up many DoT-boosting talents. Most of the damage is single target burst, or AoE pressure. I'm playing a 0/23/18 variation The survivability is pretty awful if you're focused. I have to admit I haven't played it in RWZ yet so that will change my view I'm sure. You have great kiting abilities even without the 31pt shared tree root (sprint, bubble, KB w/ roots, slows, grenades, force stun, insta-lift), but you can't really survive more than 1 good smasher without a guard. Utility is great for the team. Pull, sprint, insta-lift, force cleanse, stun bubbles and to a lesser extent hard cast heals are great tools you can throw out to aid your team. Mostly your effectiveness comes down to positioning. Mine is average because I play sentinel as a main and so I end up standing way to far forward. If you get that right you will rarely get focused in normal wzs and when you do it will be by someone who has overextended, and you can kill/cc/kite them with relative ease.
  6. Hey everybody, My main is a sentinel but I have been playing my sage lately for healing friends in normal warzones. Bubble spec is OP, but also been puddling (AoE) a bit ahead of 2.0. Throughout all this I've read repeatedly that sage DPS is poor in PvP (compared to PT, Smash etc). But recently I've played some sage DPS and I could not disagree more. I've been putting out massive numbers as DPS, my best is 1010 DPS in a 1/2-3/4 length voidstar, but I'm consistently pulling 550-850 DPS per game. My biggest flaw is that I play like a sentinel still; I position way too far forward, often in melee range. Sage DPS is very strong! It suffers from serious survivability issues if focused hard but thats true of every class, especially one thats ranged with light armour. This often happens when there aren't any melee DPS teammates who draw most of the focus fire and my DPS suffers as a result. But overall, its seriously viable and short of getting trained the entire game you can go toe-to-toe, if not beat any other DPS class. Now I could be behind the times and in fact people do play sage DPS, but I never see them on my server. So I want to know why people think Sage DPS isn't worth playing? Is it output, or just survivability, mobility or utility? Keen to hear some thoughts!!
  7. I thought that video was extremely entertaining! Watched it twice
  8. Only thing that hasn't been mentioned much is that on Imps, if you are pugging, you literally might not get your weekly done. Thats a slight exaggeration because if you pvp enough you will, but it is far harder than playing on the reps and can be a bit of a demotivator. But looks like you've chosen already. Good luck
  9. Well done to the organisers on what was in my opinion the greatest day this server has seen in a long time. It was refreshing to see an event pull 70+ people back to the republic fleet! It inspired the community and most of all was very entertaining. Thank you!
  10. As an accomplished sentinel with fully min/maxed gear I agree that 1390 Expertise is the way to go. The high power option I feel is more effective on undergeared players, where that extra bonus damage really cuts through their low DR. But for geared players (which is what the best PvPers will be) the bonuses from expertise outweigh the purely offensive gains from more power. That is literally just my opinion based on my experience though, nothing more. I also picked up Defensive Roll at the cost of the Enraged Slash/Focused Slash (1/3 instead of 3/3). So far I haven't noticed any focus/rage issues, but I haven't done a close analysis of this. I pretty much never have to use our basic attack, but I do use Battering Assault/Zelous Strike to generate more focus (partly because I need focus, but also partly because watchman/annihilation is still drilled into my muscle memory).
  11. The best teams have a balance of players/player-types. Objectives are well and good, but as others have already mentioned, they are currently an inadequate measure of team contribution. In non-organized PvP it would be interesting to see a Group-Finder style system where you queue for pvp and state the roll you want to play. A queue would pop when there is a balance of players for each roll. This wouldn't work great in practice, especially in a warzone like Hutball, but the most successful public games I have played have been where there are two healers who clearly do their job, 1-2 tanks who are actively protecting, taunting and peeling, 2-3 dedicated DPSers focusing healers and enemy DPSers and 1-2 players who actively focus on objectives (e.g. they are defending a node, providing utility, interrupting enemy node cappers, cc-ing opposition etc.) The balance works the best. What doesn't work is when you have a healer (as an example) who believes so strongly in playing the objective that they stop healing to focus on the objective. Their job is to keep the team alive, not cap the nodes. But the problem is they feel like no one else is doing it. In Hutball for instance, you need people to take control of mid so you can get hold of the ball. Its quite important. The current system doesn't acknowledge that. I tend to vote for people who attempt to communicate with the team and try to create a team structure which will allow us to win. I rate people who take the initiative. On a person note, if I'm playing my sentinel and get into hutball I can play in very different ways. If I am in a pug with a few shadow tanks, I will assume or encourage them to carry the ball, and so I will focus entirely on DPS, probably top the damage chart and either control mid/peel the ball carrier/burn enemy healers. However, if there are no such tanks I will take it upon myself to carry the ball and just hope our team doesn't get drastically out-dps'd. Common sense tends to prevail, but communication is the most effective way to get that team-wide balance.
  12. The solution is to change the skill so only bubbles cast on the actual caster (sorc/sage) apply the stun effect when they are broken. All other bubbles cast on team mates just work as damage mitigation tools with no stun. I would also suggest that this 'talent', that adds the self-bubble-stun-effect be placed far lower in the tele tree so all 3 specs of sages can obtain it, not just healers. It will also allow healers to go deep into the Seer/Corruption trees. So the net result is, they will do more healing, there will be less cc overall, they retain their survivability, and they melee players won't spend most of the game cc'd. Why this works: Retains the survivability boost sorcs/sages get with the bubble (and which they need). Reduces the overall amount of cc in a large fight. At the moment most of us agree that on the whole it is too much (even if we disagree on why that is the case). It means that sorcs/sages are no longer the only #1 must-have class for Ranked, or highly competitive PvP. At the moment your team is at a serious disadvantage if you don't have a bubble caster and the opposition does. If this change was made, you would just face a healer that has good output and very effective survivability. Thoughts?
  13. I personally enjoy the challenge of trying to kill the healer playing the bubble spec. I also think that sages/sorcs needed to the survivability. To that end, I would suggest leaving the bubble spec as it is. And for the record, I play a Sentinel. My issue is the fact that every other play on their team is bubble'd as well. In RWZ it is such a huge advantage words cannot even describe. Hence I strongly believe that the best solution is to make the 'stun' effect of bubbles only apply to the actual caster of the bubble. Every other team mate who is bubbled just receives the damage mitigation, but no stun.
  14. Nice. I have cracked 1mil two times now, my best being close to 1.1, but I haven't gotten the DPS up to 1100 yet so congrats (Best has been ~1000). I think voidstar is probably the only viable wz in which you can achieve that kind of DPS. Need some stars to align on that map though, especially in terms of the way the opposition positions themselves so you can get more bang for your buck out of smash/sweep. Nice work!
  15. I do not prefer Ops. Op healers are great, especially there high survivability, but sorc healers are in another league entirely if they are playing bubble spec. I think most people at the moment would choose a sorc/sage over an op/scoundrel for competitive ranked games everytime. You simply have to because if the opposition have one you will find it nearly impossible to bring a good team down. I stand by what I said. They needed the survivability boost, let them keep their stun, but only on the bubbles they cast on themselves.
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