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thekrazo

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  1. That JT video is just funny. Obviously he chose fights where the people were bad. He still 2v1 and 3v1ed them. Here is a video of one of the best marauders on our server. Marauders were a big part of most of the top placing teams in our 3v3 and 4v4 tournaments. http://www.swtormovies.com/movieview.php?id=1591 Now compare his play to the video from the sig of one of the guys saying marauders are bad: ^ That guy is awful. There are probably 5 or 6 marauders on our server who come close to Bago. There are another 10-20 who are still really scary. Then every good player seems to be making a marauder alt. People saying marauders have no group utility have no idea what they're talking about. One marauder can negate a healer. The healer has to focus completely on staying alive because he'll never get a cast off. That's group utility. Plus marauders have the only real group buffs with predation and bloodthirst. And the ability to walk through fire and tank people carrying the ball across the goal line in huttball like Bago does in the video are pretty useful. I think they're the best class in the game right now and have thought that for a while. That's not to say they're OP. It's just to say that you're all clueless bads.
  2. If you have 3 two stacks of the hot on people, it's pretty much impossible to see which stack is about to expire to refresh it. It's easier to keep track of in your head than through the ui. Some easier mechanism to see which stacks are about to drop would be huge in increasing our efficiency (in pvp. I don't really pve so don't know if that matters much there as you'd probably only keep hots on people you knew would take damage aka the tank.)
  3. operatives get one hot. ALso, in pvp if people are spreading damage on a bunch of targets they're bad and it's not really hard to heal against bad players. I put out hots pre-emptively to build TA from splash damage so I can EMP a single target to regen energy for underworld medicine, but the hots aren't outhealing anything. Also trying to manage multiple hot stacks on several targets in pvp with the crap ui is a nightmare. That is the one strength of operative healing is that you can refresh a double hot stack with a single hot but it's really really tough to keep those rolling if the opponent is more than a little competent. This is my way of saying that your analysis is overly simplistic.
  4. I'm talking pvp. I don't think the gap is nearly as big in pve.
  5. Or as a sage/sorc, you can bubble for like 4x the healing and then drop big heals on them to full rather than let them sit at 30% with you spamming them non-stop.
  6. Had the opportunity to play a sage with less gear than my scoundrel the other day and the difference is ridiculous. I outhealed my highest healing I'd done on my scoundrel by 150k (680k on the sage vs. 530k on the scoundrel.) This was maybe my 7th WZ as a sage. I could save someone so much easier, I could spam when needed, everything was ranged that was melee before. Not to mention having something else to cast when interrupted. I think I can say that without a doubt, sorc/sage is much better than scoundrel/operative.
  7. Wow. I theorycrafted up this exact build for my alt. The only difference is that I was going to take 3 pointsin lethal dose. I'm not to a level where I can really do it yet but I'm glad to hear it does well. It seems amazing.
  8. I use 3.5 full bars. So 42 or so keybound abilities. Some of those are items (2 relics, health pack and adrenal.) I can't think how you could possibly use less than 18, even just in a single warzone. It's a lost cause. If you don't have enough keys available, move wasd movement to esdf movement and bind all the accessible keys, all the mouse keys and then all of them with shift as a modifier. That's what I do. I guess the naga is an alternative.
  9. I asked in another thread, why not take homegrown pharmacology if you plan to heal a lot. I play this spec with homegrown instead of the root. I can see taking the root for solo, but given that I tend to do more healing in warzones by a good margin (it's basically my heal build,) 10% to hots and 6% to EMP seems like a lot to lose. Is there something I don't know about Homegrown Pharmacology or is this really just a build designed for situations where a substantial increase to your main heals isn't as useful as a 2 second root? (And I'm not hating on the root. It's awesome. But when I do 300k healing in a wz, that's probably 20-25k healing lost from not taking homegrown.)
  10. They changed the animation. The old version made you hold your head like flash grenade from IAs or smuggler. This version is way way worse.
  11. That's very close to what I've been using, but how do you feel about the root over homegrown pharmacology? Why skip 10% to hots and 6% to EMP? That's most of what I cast and I primarily heal. I really like the root but I can't see taking it over the heal increases. Is there something I'm missing about homegrown pharmacology?
  12. Rank 59-60 is 46.9k. Rank 50-51 is 8k. It scales up unevenly but only ranks 58, 59 and 60 cost more than 35k valor.
  13. Yeah, I heal well, but I can't outheal a sage. I do think that the sages I see doing 500k-600k don't seem to be saving people like I am. I find I can keep a lot of people up a long time and it seems to me that sages tend to be spreading out a lot of healing but not outhealing burst. I haven't played a sage, so maybe I'm wrong, but I'm not convinced that 600k healing is stopping people getting picked off 1 by 1 better than my 400k healing. I think it's the one two punch of UW medicine and EMP that give us that big heal and then the EMP spam at <30%. My HPS on EMP spam isn't very high but with smart players who turn defensive when low, it seems to save a LOT of people. As far as damage from range, try 25/3/13. That's what I use for hybrid dps/heal and you can do a lot of damage with AOE and dots from 30m as dirty fighting. Shrap bomb is OP in both alderaan and voidstar. 21s AOE dot is just brutal for stopping caps.
  14. It's really the opposite. Expertise is amazing for healing because there's no healing reduction that balances out like the damage reduction balances out the damage increase. Trauma reduction is probably unnecessary in the 50 bracket because of it. Healing sucks until you get expertise though.
  15. snares, stun, aoe mez and los
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