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gentlepie

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  • Location
    Seattle
  • Interests
    PC Gaming, some PS3, Photography, Languages, cooking/baking, swimming, men.
  • Occupation
    I do the paperwork that helps keep people in subsidized or low-income housing.
  1. As a healer, I personally do not like it when tanks only stack fortitude augments, because they are spikier and I have a lot more HP to be healing. Tanks that have a good amount of mitigation are much easier to keep alive without a drain on my resources, and I can still throw out big heals at a bad moment, and the tank can use CDs as well which makes that extra 2k HP loss insignificant.
  2. Why can't abilities be tweaked in such a way to be unusable or treated differently in war zones? Rocket boost, for example. I like PvP but I think to balance classes overall for both PvE and PvP isn't really fair to those that don't like PvPing at all.
  3. I've found that this is doable quite easily even with a tank with no attention to detail that fails to interrupt incinerate, as a healer that cleanses the debuff from the tank after the boss has finished his channel. Interrupts are very helpful of course but it's not a crisis if a tank misses an incinerate, provided that no one else is in the droid's frontal cone area. In general, for tanks, I suggest adjusting the UI so that your target's cast bar is large and in the center of the screen so you can't miss it. This helped me ALOT when I was learning to tank this bloody thing.
  4. I seem to find it helpful as an operative healer throwing down an explosive probe and orbital strike now and then if everyone is healed up. Why not take advantage of the slightly extra dps as long as you keep heals up? I shiv and backstab, corrosive dart to supplement my role as healer. I think it's stupid to not take full advantage of a good operative healer 's abilities. I use cover sometimes in PvP, mostly in huttball to heal on walkways that also prevents juggs and marauders from leaping to me.
  5. I took my current gear setup which has Overkill augments (power) on everything, basically: Cunning: 1979 Power: 799 Crit: 333 Surge: 346 *Tech* Damage: 913.1 Bonus Healing: 658.6 Crit: 37.30% Surge: 77.44% Then I replaced all the augments with Skill Augments (Cunning) and I got: Cunning: 2245.8 Power: 565 Crit: same Surge: same *Tech* Damage: 912.6 Bonus Healing: 656.1 Crit: 38.52% Surge: same I'm too lazy to try and find the optimal levels but to me it seems the difference is neglible, aside from the 1% crit increase with the Skill Augments. I did this on Askmrrobot.
  6. I wanted to add that if you're in a PvP match on a ledge, it can sometimes be helpful to heal while crouched. It prevents pesky Knights/Warriors from Force Leaping to you, which can mean you will be able to heal with less danger of giving an enemy ballcarrier a shortcut to the goal.
  7. Some tips: Keep your HoTs up, one probe on anyone you see, even if they're not taking damage, and 2 on someone getting pounded on. Have at least one on you at all times for the Medpac Mastery proc. Anyone who's on fire or have a technical effect on them like Corrosive Dart or Vital Shot you should Triage. Stay off to the side and away from the action as much as possible to avoid drawing attention to yourself. For better numbers don't be shy to use Underworld Medicine while watching your energy and don't forget to use emergency Medpac whenever you have 3 stacks of upperhand up, and as needed. With the talented Emergency Medpac, instant spamming someone below 30% health can keep them going for quite a bit longer, even if they're being gang-banged. The same can keep you alive and make you hard to kill. Sometimes staying inconspicuous means you will stay on the field longer to get more heals out and bigger numbers. Stay with groups of your teammates or behind them and away from areas your enemies will be coming through. Use your stuns and mezzes to get yourself out of trouble, and the two defensive buffs you have are a great help in staying alive. Be sure to triage any DoTs off yourself that you can before you use Disappearing Act.
  8. I agree there shouldn't be a CD on quicktravel. Actually they should even ADD more quicktravel points that drop me off right in front of instances, or better yet, right to my objective and then I can QT out again. All that space in between can probably then be removed from the game to make the loading screens shorter. I also think that if you're skipping through content with QT, you should get Experience Points whenever you QT since you're not having to fight stuff anymore. Man it would be nice to QT right to the bosses on FPs and OPs. The bosses would still be hard, so it really wouldn't affect the game to QT right to them. This is an MMO. You have to run around and take time to get places. I think even hyperspace travel should take more time depending on how far the system is, or at least have you make hyperspace calculations. It makes the Star Wars Universe feel as big and as important as it's supposed to be. Traveling from one planet to another should feel like just moving from one zone to the next one over. In FFXI you had to run everywhere until you get to a certain level where you completed a quest to be able to fly airships across the continent, and even they took several minutes to travel. On boats you would be attacked by sea monsters (if you were lucky) while taking the 5-10 minute ride. Stuff like that adds to the feel of the immensity of the world. And it's actually cool when you're huffing it to some far off area when you run into someone you know, who's killing something and needs help. No, there should be a CD on QT.
  9. I tend to play Healers. I like being important but not the center of attention. Operative Healer is quite fun. You can cast single target and AoE HoTs while running, DPS support with melee/tech attacks and 3 pretty awesome AoE attacks, stealth and Sap, 2 battle rezzes, party stealth, a sexy voice, I don't know what else. It's well worth playing. I like that it's not just about casting heals, and that's what makes this particular healer class the most fun I've played.
  10. I find it useful, even as a healer operative. Yes it uses a lot of energy. But whether it be in PvP or PvE, it is handy as it is good damage, is instant, and has no CD. Most of the time it's to push out that little bit of extra, desperate damage when you have spare energy or your energy recovery CD up. There are definite uses for it, if you know when to use it and how to mix it in when other abilities are unavailable.
  11. I think if you try and seduce both girls, they should both dump you, go to zero affection, marry each other, and make loud noises from their crew quarters.
  12. Just adding a voice to the chorus. I'm on Dark Reaper and the lack of population makes many areas of the game largely inaccessible, e.g. heroics, flashpoints, PvP. I understand that work is being done now and we will see something early summer but the communities on many severs have already diminished into near nothingness and the friends we signed on to play with have lost interest. It's a shame, really.
  13. Name of Class: Idiot Faction: Republic AC: Irritating Idiot, Clumsy Idiot Role: DPS, healer Armor: Light Weapons: Random objects and junk from the area Basically this is a Jar Jar type of class where some skills have random outcomes, either you do dps to the enemy, heal your team or damage your own team. So you'll whip out a toxic grenade and either get lucky and hit the enemies for critical damage or you'll drop it and damage your team. CC abilities involve saying incredibly stupid and annoying things that have enemies literally stunned by how stupid they were. Healing consists of clumsily dropping Kolto canisters around your team. DPS would be throwing randomly generated items pulled out of the character's backpack at the enemy. Sometimes you'll be lucky and throw out a high dps item like a lightsaber or a thermonuclear detonator. Stuff like that.
  14. I also considered that maybe Bioware was telling us what stats juggernaut tanks are supposed to stack with the itemization of campaign gear. Isn't shield/absorb what PT and Sin tanks are supposed to focus on? I thought that Juggs were designed to be more heavily focused on the defense chance but it seems the developers are telling us something different. I prioritize defense over shield/absorb because with blade barricade, getting around 30% of your attacks completely parried is awesome. I understand the importance of other mitigation and I don't intend to avoid it, nor do I think I can considering how much there is on campaign gear.
  15. You people are like Asian parents. "I got an A on my exam!" "Why not an A+?" "I drew this picture for you on the bus ride home." "Why weren't you doing your homework instead?" "Here are some cool threads we'd like to share!" "This is an outrage."
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