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Skurkanas

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  1. The trees are the same. But the classes aren't. We need to be in melee range for TA procs, whereas the lethalty tree is mid/long range based. It makes for a very messy rotation. I guess the tree was designed with a Snipers playstyle in mind, then slapped onto Operatives as well
  2. It's sad that so much truth will likely go unheard;) They are already alienating a large part of the trinity by designing PvE progression around 1/2/1 (tank, dps, heal) from 10-50, then switching it to 1/5/2 in Operations. Basically, half of the servers tank population gets shafted Out of 6 tanks on my friendlist, 2 have quit, 3 have rerolled/specced dps.
  3. That one is actually very viable in HM Flashpoints and Raids as well. Not because of Corrosive Grenade, but because of the added regen value of the improved stim boost. Both Diagnostic Scan and Recuperative Nanotech can be safely ignored, for now
  4. Well sadly, it is. It only required some kneejerk percentage reductions to take the edge of concealment. But it would pretty much require a complete class rework to get Operative/Merc Healers on par with Sorcs. Being a full Rakata medic, I'm currently being more or less forced to spec dps whenever there are 2 sorcs available for our 8man HM/NM Ops. It's disheartening. And seeing as not dropping me for a Marauder (who at least brings some group utility to the table) is merely an act of kindness (but hurts the raid overall) makes it even worse. I'm certainly not a bad player, and I'm wearing the best gear there is - still why do I feel like a liability?
  5. And like Zapher explained pretty well in this other thread, it's not likely to change anytime soon. Getting seriously frustrated
  6. They realized that buffstacking, high base dmg values and high surge combined allowed some of us to kill people too fast. So they nerfed all of them. Better be on the safe side:rolleyes:
  7. While you're at it, remove accuracy as well. It's about equally useless. On the upside, we don't have to farm different sets for different roles. Power/Surge fits all. One could argue that the different set boni are a factor, but since the medic set doesn't buff any useful talents, we might as well all go with Enforcer;) Still, that's 6seconds of basically doing nothing. Even in the best of cases, that can't be a desirable goal for our healing rotation. Also, your calculation doesn't factor KP, which in the low/no-alacricity rotation is basically a free heal, but becomes exponentially harder to cast once alacricity kicks you out of the mana neutral rotation. You'd always have to keep a close eye on your "pause" in order to keep up the rotation. Plus, 2 KI every 10 secs (without KP) is nowhere near the amount of damage that you need to heal in Operations. In healing intensive fights, I'm burning away with 3 full KI+SP every 10secs, which barely cuts it. I really don't know why in this game, there is no way to improve regeneration proper. That way, we'd actually be able to adjust our gear in a way that would allow for mana neutral healing with different setups of power and speed. But the way it is now, theres really only one way to do it, and it's not going to change. All we can do is stack as much power, crit and surge as possible to make it count - which is both boring and inflationary
  8. I do wonder; with the 2nd big PvE nerf in 2 weeks, do we need a new thread or something? Then again, they probably don't realize how hard the surge nerf hit us. Much like they never realized that both accuracy and alacricity are pointless stats for Operatives. I'd love to meet the guy in charge of Itemisation...
  9. I finally lost it on our Nightmare EV/Karragga runs last Sunday. For 5hours straight I worked my *** off to avoid proximity aoe's, knockbacks & sweeps, tried to keep optimal distance to the unstable hitboxes, while staying both behind the target and within healrange, running to and fro secondary targets like stun droids, Mindtraps or Bonetrasher adds, all the while keeping up a rotation that doesn't allow for any misclicks (forget to reapply acid blade, or use your first TA for stim boost instead of lacerate and there goes your dps). I died at the Droid bosses, and had to listen to an Arsenal-specced merc telling me how I had to "l2movement" I was at a loss of words..
  10. This is true for many of the classes (alacricity being worthless for about anyone, accuracy being worthless for everyone but mercs and to some degree snipers). Still, I can't really argue about the playtesting. There are a lot of things that give you the feeling that no Dev has ever even bothered looking at Operatives past lvl 50 FPs. Well written post & true in every way. I too, was positive about this game and tried to overlook the flaws (seeing as it's still fresh). But the way BW reacts to feedback on the PTS, and especially these forums gives me the feeling that if we are to expect any improvements, they'll be well down the road. I'll see if I can bring myself to play a Merc instead, but it sure tastes like defeat...
  11. Easy now, nobody said they are nerfing him. I recon he'll drop the columi offhand token. IIRC, that one & the headpiece were missing from the initial HM Flashpoints, and consequently were to be added in Kaon. So it'll still be worthwile. And even though he's not quite as easy as the other bosses, he's certainly doable. Hint: Kite him to where you fought the boss before him, or bring enough people who can stun droids. Without his adds, he's just tank & spank
  12. Didn't test it myself (as I have way too much alacricity as it is, already - thanks Rakata:rolleyes:), but I've seen multiple people claim it in the treads about broken medical therapy. And like you said, seeing the state of many of our other talents, I was inclined to believe them^^ As for alacricity, the reason why it's ''harmful'' is that each point spent on alacricity is a point not spent on power/crit/surge. And all of those improve our healing way more significantly. Of course you can pause between rotations to keep up mana neutral healing, but that'll just add to the overall loss of hps
  13. Since you say you don't want to PvP, I'd reccomend this spec: http://www.torhead.com/skill-calc#401MffbzGoRzcZZhrMkM.1 It has the highest raw hps & best energy management of all possible specs right now, and is probably the way to go if you want to spend your time healing PvE. Things to have: Accomplished doctor: While a lot of the stuff you have to take to get there is mediocre at best (see "debatable"), 30% additional crit healing for your main rotation is too good to pass on. Things not to have: Deadly Directive. Alacricity is crap as it is, your gear will drown you in it, and to add insult to injury, this skill doesn't affect healing. So even if Alacricity should become useful one day (which would require a serious rework of our class, rather than a simple fix), skilling this still won't help you in any way. Survival Training: 3% for 3 points is a bad trade. And seeing as you don't need to advance further down the concealment tree, you don't want to spend any points there to begin with. It's a good ability if you're looking to heal yourself in PvP, but again, if that's not your focus, avoid this talent. Debatable: Medical Therapy: Right now, you might ofc replace the broken medical therapy with something else, but after that's fixed (ain't I the optimist? ), you want that, too. Diagnostic Scan: Many people will say that 4 points to make a useless skill well, actually just somewhat ''less useless'' is a waste. I can't really argue with that. Again, it's just part of me hoping that it'll get fixed eventually. Right now, you're probably better off taking Chem resistant inlays.
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