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TheInquisitor

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  1. fair enough. Would have been helpful if it was made more clear in the patch notes or somewhere else, since rest of the legacy is shared among all chars.
  2. Was it intentional that the 1.3 Legacy perks dont work for the whole legacy? Unlike with everything else when I bought some on main character my alts don't get the bonuses. Its not a very big deal, it was only around 60,000 credits, but just seems bit useless if I have to buy them perks on every alt, since my main that pays for it all doesn't need majority of the perks.
  3. I can imagine there will be more events like that, I am just sad I missed Raghoul Plague. My legacy name is Plaguedancer (since I could get Legacy) and lots of my alts have Plague in the name, would make my RP experience much more awesome if I could have plague customizations and pets.
  4. Are there any plans for this to come back or at least have the items available for purchase? Like with the yellow-black pre-order crystals. I have unfortunately missed the whole event because of vacation where I couldn't play and had time it was over. Which really annoys me because I played the game since early-access before it was released and this was the first thing I missed There were some great mini-pets and companion customization kits that I'd really love to have, but can't seem to be able obtain them anywhere. Though I think it would be quite cool to be able to look infected yourself.
  5. I didn't feel like any companions were completely off, it fit the situation, maybe Ashara is little off with claiming to be a Jedi, but it does make sense in her story, I am half way through her Affection so I do look forward to see how it develops. Though what I really lacked in both Sith story lines was a companion that would be as evil as my own character, its so hard to get Affection with anyone just for doing stuff Sith would do. Khem in Inquisitor story is ok, he is kinda evil, but he speaks alien and his appearance doesn't change with armour, I found it really hard to relate to him. Best starting character in my opinion was Kaliyo, she would be so awesome for as a Sith companion because she is ******. I hope eventually when you do not have to stick with your original 5 companions there will be more evil ones for Sith that you get soon in story and not half way or when its basically over.
  6. Khem was great while I was leveling up my main, as a healer it was good to have a tank I could just heal and would kill the mobs/bosses, given it took a while sometime. Though after I hit 50 and started raiding your last companion is much better for tanking, mainly because you can give him your old gear of which you'll have plenty and now when he is full columi with rakata pieces he is just awesome. Khem became obsolete and only useful for crew missions and stuff, since you can get full Affection with him through your story easily. So no, I do not agree he is the best companion ever.
  7. Without looking through 80+ pages of posts, was there any comment from Bioware/Admins that same gender relationships are being in development or at least planned any time soon? I started one of my alts as a male and the amount of flirting you can do since Korriban is insane comparing to female character. Makes me feel like I am missing out on lots of funny parts in my female chars, which is frustrating. There is only so much I can with my 50 char everyday and I would like to be actually enjoying playing my atl's stories.
  8. Glad it helped. Yeah, healing in general is all about personal choice and preference, thats why I love doing it, nobody is telling you what to do, who to attack, where to stand (some might say otherwise, but as long as you stay away from damage you can be clone, you can be far, you can be away from everyone, your choice), bla bla bla, you just do what you want to do, since you just heal those that need it and there isn't any pre-made rotation that is the best and everybody should use it. Same with gear, instead of going for one thing you have lots of options how you want to affect your stats. I guess I would say that Willpower and Power is important, maybe the most, it simply means bigger healing bonus which is always good. But then again, one could argue casting faster and little less is better than casing slow and more, or that casting with crit most of the time is better than the other two. I say do what is the best for you, I am not saying neglect the other stats though, they are all useful, but I do not believe one is more important than the other. Only thing I think is almost the same for all sorcerer healers in the skill tree, so far I didn't see many differences between my own and other sorcerers, it was mainly little differences in 1 or 2 skill points. Yeah, I think Cloud Mind is general debuff, it doesnt say in its description it affects a target. I didn't use the AOE healing that much while lvling up, okay yeah you get it as your last spell, mostly I started to learn its importance on raids, where you have 8 or 16 people, it becomes rather vital to be able to heal 8 people at once. Only annoying thing about it is its long CD =P And you are welcome Honestly I didn't meet many healers that would be doing it wrong, since you can't go that much wrong with it if you spend time learning your spell and use them efficiently. Only thing I can think of from top of my head is when people didn't learn to use Consumption or just didn't realize its importance. I was like that. I never used it till fighting HK-47 in Foundry, that was longest boss fight for me at the time. Though I didn't use it so much after it either, only during that one fight, but eventually I learned how to tap myself without losing health and now I use it all the time. I guess if your party would be dying all the time then you'd know you might be doing something wrong
  9. Hi, This is going to be kind of a long post I wrote it as a guide and keeping editing on my guild forum, Apollynai, I hope it will help. I have to mention it is all from MY own game-play experience and opinions, I do not rely that much on math and other websites. Because I am always for improving myself and sharing tactics I decided to write guide for Sorcerer healers from my experience, hopefully it'll help any new healers and/or the current group of healers can find the best tactics. And yes, we are Necromancers because we reanimate the dead, so you are all bunch of walking zombies =P Since I joined this server few months ago I been playing with a friend or more, so I have healed through all storylines on all planets from level 1, some of the world-bosses, all flashpoits on normal and hard, all operations on normal and hard before 1.2 patch, succesfuly may I add. I do PvP sometime as well and when the group is good I am usually among the top healers. Since healing in story mode is fairly easy I will mostly talk about only PVE when you hit level 50. Might mention PvP a little, but not my priority. Also should mention, and this is important, I didn't play much after 1.2 was released and didn't raid again much yet, but so far from what I did it went good. +++Skill Tree+++ As you can guess I have most of the points in Corruption tree. I do NOT have points in these skills: - Sith Purity - Conspiring Force - Fadeout Sith purity is kind of useful, a little, in my opinion, its addition healing ability that is instant, and Purge is cheaper on force. I used to have it before 1.2 patch, if I recall correctly with bonus healing you can heal like 1k with it, not that much, but its instant. Now I dont have it anymore because I don't have the spare skill point to put into it. The other two either make your target with static barrier faster or slower, which I find useless for PVE, never had them and doubt ever will have skill points in them. Though I am assuming they might be good for PvP, slowing down your enemies or making your people faster can't hurt. Then I have 7 points in Lightining tree, and 2 points in Madness tree. - Lightning Barrier - Reserves - Electric Induction - Will of The Sith Plus 20% to the shield you can cast is pretty good, anything that helps your people take less damage is awesome in my opinion. Reserves give you extra 100 Force (with healers gear you can get 650 total Force!) which is again pretty good, more force means you can heal longer. Electric Induction reduces the force cost of spells by 9% (by 3% for each point) which means cheaper spells, which means more healing. Lastly Will of The Sith, gives you extra 6% Willpower, which is always usefull, since Willpower is your main attribute. When I was playing just story I didn't take skills from the other two trees, I didn't bother reading them and there was nobody around to help me, but as I mentioned earlier, healing was still easy. If anyone has their skill points distributed differently would be cool to know why and if it works for you better. +++Healing Spells+++ I am only gonna talk about spells that heal or help with healing in this. Will try to have it in two sections, explain what they do and then how I use them. Spells I have for healing: (should mention some casting times, healing values might not be exact, I need to record them more over time and will edit) - Dark Heal - Quick decent spell, I think it casts in 1.5 seconds basic and heals up to 1,500. I cast mine in 1.3 and usually heals up to 2,5k on crit. - Dark Infusion - This used to be my main healing spell, but since it was nerfed in 1.2 patch I use it a lot less. It heals up to 3k in 2.5 seconds (I think thats the base value), mine casts in 2.2 seconds and usually heals around 4-4,5k, it can go up to or over 5k, but thats with high crit, will explain later. - Innervate - Channeled healing, heals for 900 and then extra 900 over 3 seconds. Mine channels in 2.7 seconds and heals around 1,4k on crit and then 900-1,4k per tick, I believe there is 3 of them in total. CC is kinda long on this one, 8 seconds, so can't spam it so much. - Resurgence - Instant heal up to 800 and then extra 850 over 15 seconds, its an important spell because it gives you Force Bending which is useful for some other healing spells, explained later. CC is 6s so I think should be cast carefully, but can be kinda spammed. Mine heals 800 or 1,5k on crit, then its 400 or 500 per tick, not sure how many of those happen over the 15 seconds. - Revivification - AOE healing, up to 8 people 8 meters around, the AOE field is pretty big and you dont have to stand in it, just close to it. It casts in 2 seconds and heals 3,5k over 10 seconds, not sure how many times, I think about 5-6. Each time mine heals around 400-600, and cast time is 1.8 seconds. CC is long on this one, 15 seconds, so dont waste it. - Reanimation - Raise the dead during combat. It will make the dead person appear on YOUR location with little health, so heal that zombie when they get up. Drawback is you can use it only once per 5 minutes in the party, so be careful who to raise, pretty much most of the time used only once per fight. I casts in 1.5s basic I think, mine is 1.3s. ALWAYS, always ask first before combat resing someone during raid if an order wasn't established before hand. Note for raised Sorcerers; you will come back with very little Force, which I always found rather annoying. - Consumption - This is very important during boss fights to keep your Force up. Its so easy to run out of Force in a minute and then you are screwed, so learn to use this. Since in 1.2 developers had this idiotic idea to make it always eat your health, you will lose 15% of your HP to get 8% of your Force. In my case it takes away 2.7k HP for 52 Force, I have 18k HP without buffs and 650 Force. I will talk about more how I use it later. - Recklesness - It gives you 2 ticks that each make your next damage or heal spell have extra 60% crit. Now, I am not sure on which spells it works and which doesn't, I know it affects Dark Heal and Dark Infusion, but not sure about the rest. It has 1 minute 30 seconds CC, so use it like relics, at start of boss fight and at the end, or save it. Whats interesting about this spell was when you used Force Bending to get extra crit on Dark Infusion and then used this one as well, it had LESS crit than when when spells used alone, I never figured out why, but in 1.2 they removed crit chance for Dark Infusion so I guess I never will know. - Cloud Mind - Reduces your Threat, which is useful, I am not sure if it works on targeret enemy or just reduces Threat in general, I just cast it during fights because it should help me not get aggro. +++ So now onto the tactics, at least mine. I use three spells the most to heal, Resurgence, Innervate and Dark Heal, in that order. It heals the target plus heals over time a little, gives me Force Bending so my next channeling has extra 25% crit chance, so I heal over the 3 seconds and then finish it with quick spell. Its a habit from before 1.2 where you could use the Force Bending on 2 spells if you were quick, I used to channel with high crit chance and then cast Dark Infusion really fast after, doesn't work anymore. I think its good practice to tap yourself (use Consumption) at the end of that combo or between, to keep your Force Up. Keep in mind that it also degenerates your force by 25% and it stacks up to 4 times, so it can hurt if you are not careful, but you can avoid it by getting crits on your Innervate, if you do tapping yourself will not degenerate your Force. See now why I use Force Bending on Innervate? With higher crit chance there is more chance I will not have degenerated Force. Though I do tent to tap myself twice in a row, which means I will get one degenerating tic, but sometime you just need to get your Force back fast. Since in 1.2 you will be always loosing HP by tapping (the worst thing they did to sorcerers, I have long rant on it somewhere else), its important to keep an eye on your HP more than before. AOE healing is useful to case near you to get the HP you lose back quickly, but sometime you dont have the time for it, so I tend to cast Resurgence on myself to have the periodic healing when tapping myself. You can see I don't use Dark Infusion much, it just takes too long to cast in my opinion, I usually use it when people are not in big danger of dying in those 2 seconds. But it wont be the first nor last time it has happened, its really annoying when your target dies while you are casting. I hope this all makes sense, suggestions are welcome, I'd like to see how other Sorcerer healers play their spells. +++Gear+++ I know there are some people, that calculate their gear in how much Willpower, power, Surge, crit rating, etc to have but I don't really do that. Currently I am full rakata with some black-hole bits and so far didn't really have problem with keeping people alive. Because of 1.2 patch I am kinda aiming for Alacrity to cast faster, currently I have 10.5% (bit bigger bonus now) bonus to casting and channeling. As a healer you do want the Force-Mystic bonus, at least the first one, it reduces CC of Innervate by 1.5 seconds, and we all know that second can be the difference between dead and alive team-mate. The second bonus gives you extra 50 Force, which I do find useful, others might prefer losing it in favour of augmented gear. I advise to have the best relics and implants and eat piece you can find, as well as the off-hand. I do not have any specific set-up, I just aim for Black-hole and Rakata stuff. I have black-hole ear piece, but for implants I prefer rakata, I think they give me more crit chance or alacrity (can't recall which atm). As far as relics go, I think its really good to have the healing one, it boosts your healing a bit and then as second I use one that gives you Power bonus when activated, since more Power means more Healing bonus. As was pointed out to me, its useful to have Augmented lightsaber, it can get little expensive though, buying one, then ripping out mods, buying augument and a colour crystal cost me around 700,000 credits I think, probably even more than that and it gets more expensive the better mods you rip out. My lightsaber is a battle-master and rakata saber mods in augumented saber, the auguments is for extra Power and Endurance with pink colour that gives me +33 crit. I am one of those people that care about the colour, so you won't find me running around with black saber or jedi colours. When I can be more picky about the gear and mods I will try get as much Alacrity as possible, but thats just my preference because I want to cast fast. Crit is kinda important to me too. I didn't mention soft caps at all in this because I do not believe in them, unless Bioware will confirm them for 100% I doubt I will be convinced otherwise. +++ I think that about covers it for now, please if you have any questions or if something doesn't make sense let me know. Also, if anyone wants to post this somewhere else like forum or a blog, I do not mind, just credits me please (and anyone I give credits too here): by Lilithe The Plaguedancer Legacy Apollynai guild Tomb of Freedon Nadd server
  10. Is it just me or does someone else finds the new gear kind of useless? For some messed up reason all the Alacrity and Crit rating, and similar stuff is other way around, so instead of that gear piece giving more it gives completely something else, which I find rather strange and annoying. I want to just improve on the stats I have without spending hours with a calculator to figure out how to do it. Why for example force-mystic gear just doesn't give the same bonuses just more than rakata? Does any other class have the same issue? It might be just me that would like to have easy time picking new gear =P And on top of all this it all looks really silly too, especially inquisitor stuff with the pieces of random metal, horrible. It would look ok if they would just leave out those curved blades. But that shouldn't matter in 1.3 patch I hope.
  11. I have the same issue, my character is body type 2 I believe, human female.
  12. @ antshock: Of course I can always go play some other class, but that is not really a solution. I love to play as Sorcerer Healer and not interested in making a different main. The Development Team should be making all classes enjoyable to play, not only some. If they want more people to play something else than Sorcerers, nerfing that class down doesn't seem like a great solution.
  13. Realized I read something wrong, in the first point its 30% cheaper to cast Infusion, not faster. So we spend less Force on it, but it takes a lot longer to cast and we will always get Health reduced to get Force back, so over all, its even worse than I thought. @ MrStyles: Fair enough, its only 3%, I don't play PVP that much, so my bad, but still at least in PVP you can get some HP back. Personally I think its much easier in PVP where if you have 100% or 50% or less HP doesn't matter that much, it makes a big difference in PVE, especially on Hard Modes. Back to the topic, I don't think it will make that much of a difference for PVP and basic gameplay (like just doing the story line), but it will hurt the most PVE healers. It can be already really hard to keep your party's HP up during Hard Modes and Nightmare modes, and now it will be even harder. Decent solution might be some kind of system where healing is different according to difficulty of flashpoint/operation or maybe the new gear will come up with new bonuses.
  14. I was just reading the notes for 1.2, I agree with some points made in this first post and so far I hate the patch. Lets take a look at the current notes (as of 19/03/12) and let me explain what I don't like. 1. "Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%." I don't know if all healers know it, but currently you can activate Force Bending and kind of use it twice by activating the Innervate so you get the increased critical chance on it and before the channeling times runs out you can activate Dark Infusion with 1 second takes off the activation time. Which is really needed, you never cast it for the full time thats over 2 seconds. So it was kind of an exploit as you should use it only on one power, so that doesn't bother me as much, what I hate is that they want to change it so you can't cast Dark Infusion quicker (for non-healers, this spell is biggest single target heal). I think all healers that do Hardmode/Nightmare raids can agrees that even 0.5 second per cast can be a big difference to keeping people alive and them dying. Instead its only 30% bonus to casting time, which might not seem that much difference but it will take longer to cast it, which is just annoying. Even with Alacrity bonus it will be slower (I am two pieces away from full Rakata and I only get 10% bonus to casting.). Sure we can use Dark Heal (lower healing spell) which takes half the time to cast, but also heals only half as much, even with critical it won't heal the same as Dark Infusion. The critical increase on it is not needed anyway, I never use the spell and don't know who does (high lvls), you can get that from a difference ability anyway, activate Recklessness and 2 of your damage/heals get 60% critical chance so they could just keep Force Bending making Dark Healer cheaper on Force Points. Would be a lot better if they just fix it so you can't use one Force Bending for two abilities and then leave it as it is. Unless of course Alacrity will be somehow increased or we can get the extra bonus for casting somewhere else to make it as fast as now or better. 2. "Force Surge no longer removes the health cost from Consumption." This I hate the most. I mean seriously, you pay 15% of your HP to get 8% of you Force back, Force regen is slow and it stacks up to 4 times. This can be negated by getting critical on Innervate so you don't lose health and Force regen is not affected. This is life and blood for healers, you can't heal for long without it, you need it to keep your Force up, otherwise you can run out very quickly. It is important not to lose Health from it, especially during PVE, because 15% is a lot during boss fight. Makes no difference for PVP since the PVP gear makes Force Surge heal you. Who thought that it could be a good idea for game play for make healers lose their health all the time, is beyond me. They should just leave it as it, at least for PVE. Unless of course somehow we that Force Surge healing on PVE gear too or something else to help us with healing ourselves without wasting time. 3. "The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System." Since I don't use this spell it doesn't bother me, but its just like adding insult to the injury. Great that we can get it back from Legacy but we didn't need to lose it in the first place, could have just been changed to be different from Legacy spell. Could have at least give us something new instead. So overall, beside changing/fixing some visual or sound stuff for our spells healers are getting nerfed a lot. From what I seen for most other classes they all get improved bonuses or their spells are fixed up to make them more efficient, but not sorcerer healers. Not one Corruption tree change helps us in any way. Don't see it will be making a big difference in PVP but PVE is getting screwed over. I really hope all other Imperial classes are getting tougher because so far they can all expect slower healing or less of it, because we just can't cast faster and have to waste more healing on ourselves. Combined with the ridiculous looking new PVE and PVP gear (I mean really, who thought Sith would want to look like growing seaweed in PVP. I have no words for PVE gear, that design escapes me completely.) I feel like I don't want to be a healer anymore after the 1.2 patch. I do not mind adapting to new game style of being a healer, but it does bother me a lot that development teams seems to think making healers less efficient will help anything. This is post is not meant as hate towards the development team, I love the game, but everywhere I see how you try to make the game more balanced and improve the player experience, but as Sorcerer Healer I fail to see it. I would like to see we gain some new spells or have some improved if the most important ones we use now will be decreased in efficiency. Lets hope before the patch is released things will be improved. I think this probably applies to Republic Consular healers since their spell are exactly the same but have different names, animations and icons. Which I think is little silly, I was disappointed that the two factions are basically the same as abilities go. Seems a bit lazy from design team.
  15. I have the same issue, its not only that item though. Sometime when I view the low res textures they are black when they are not suppose to. Strangely I noticed it only on body armours. I been trying to find a fix for a while but nothing.
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