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dyrtyryce

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  • Location
    California
  • Occupation
    Force Wielder
  1. It sounds more like you have a trouble balancing optimal skills with your resource pool. A common adage is that if you're out of resources, you're out of DPS/HPS. The key is to find a rotation that weaves in resource building abilities while maintain competitive damage or healing. Sassy posted a good rotation. If that doesn't suit you (and you're healing), remember to weave in force bending, innervate and consumption for mobility and regen.
  2. After reviewing the thread, I declare Siko's build and reasonings superior. But seriously, PvP is all about survivability. Survivability>DPS has been the rule of thumb for a good reason. You can argue that sooner dead better is the way to go, but if you can't survive long enough, then you're not going to get the kill. This was the warrior's problem in WoW. Warriors in PvP (around Cata's release) had the highest burst damage in game. They could down any opponent in a few globals, but it was at the cost of all of their cooldowns. If something happened such as an interrupt or a stun to break the burst, warriors were pretty much worthless on the battlefield. This brings home my point: if you can't survive long enough to kill, you can't kill at all. That's the point of CC, self-heals an increasing your resource pool over reducing the cost of a few abilities. Everything is situational. Good PvP requires planning for the length of the match rather than a minute at a time.
  3. This. But remember not to position your bars in a place that blocks the action.
  4. I don't know if any of you played WoW, but before Blizzard switched to the 31 point method, talent trees had some nice, important talents while many of them were mediocre. It was a nightmare for theorycrafters (compared to the 31 point version) to optimize with a ton of smaller choices. The argument is that the smaller trees are more casual-friendly in that it is pretty easy to differentiate PvE for PvP talents. These trees are more clear cut by having talents that make you say, "Would I rather give a player a 10/20% speed burst or snare mobs by 10/20%?" The other perspective is "I can give a player 5/10/15/20% speed burst or snare mobs by 5/10/15/20%?" The latter method makes talent points a little less lackluster than the current system in my opinion. But I do agree that overall, it's a less-than-exciting system.
  5. I think I've gotten the point, but I will still say that some healers that weren't great at managing mana were still constrained for mana. It does make sense to say that Alacrity will not increase throughput without draining the resource pool as opposed to Crit which will increase chance of throughput with any resource drain. I guess that's what all the fuss was about.
  6. This was exactly my point. Haste would allow for better force efficiency due to the lower cast times and lower GCD. Of course there is an optimal haste rating that would allow for faster a decent cast time for spells without sacrificing other stats. At the same time, healers that have an issue with standing still would also like haste. I meant will it scale to a point in which something like Innervate get a 5th and 5th tick with enough Alacrity. This was a little while after Cataclysm was released. I had just dinged 85 on my disc priest and the rule was that haste is a pretty negligible stat. Theorycrafters were saying stack enough until you're comfortable with cast times, but there was no hard number to hit.
  7. 1. Please. If not another, at least a greater radius. 4. Definitely reasonable. I'd even accept it on a long CD. 4a. I think the way Consumption works is fair whether we get the second force regen ability or not. You can talent it down to 13% health loss through Dark Resilience (if its really that big of a deal) and Force Surge, along with a decent amount of crit (which you should be stacking), will almost guarantee that it won't cause a regen or health loss. You are inevitably going to take manageable splash and AoE damage, but your defender should be helping you out in the damaged received department. 5. Yes 6. This makes sense no matter how you slice it.
  8. This wouldn't be my first time asking a question about a stat that increases cast speed. I used to be an avid WoW player, and I asked about it over on EJ. They dismissed my thread as rubbish. But as a newer community, I am hoping that someone would provide some feedback on Alacrity. My first question is about HoT ticks. In WoW there was a mechanic that increased ticks of HoTs and DoTs when Alacrity (using SWToR terms here) reached certain points. Certain HoT and DoT classes strived for a sweet spot with Alacrity. Is this the same case in SWToR? My second question (the one for which I was shunned on EJ) is why is Alacrity a bad stat for Corruption? I understand that (using fake examples) a Sorcerer using no Alacrity may be able to cast a spell 20 times over 60 seconds before going OoF, and a Sorcerer stacking Alacrity may be able to cast the same spell 20 times over 30 seconds before going OoF. Is it really such a bad thing for that spell to have a cast time half that of someone with no Alacrity? Alacrity allows for one to cast low-cost, high HpF spells in the place of the high-cost low HpF emergency healing spells. If Alacrity has the same mechanics as WoW, then wouldn't there be a "plateau" for which Sorcerers should strive for that extra Innervate tick? It would still make sense to me to stack Crit over Alacrity as secondary stats, but in this case, I don't think Alacrity should be looked at as a near worthless stat. Thanks for the help. Acronyms: EJ - Elitest Jerks HoT - Heal over Time DoT - Damage over Time OoF - Out of Force HpF - Heals per Force
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