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This game has no economy directly because of all the BoP items.
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First door. No one gets through a door. There needs to be a clear cut tiebreaker. My team had more kills. Had more Objectives Had more healing and we still lost?
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Why is it Kolto Cloud and Kolto Bomb can only heal so few people? Yet Salvation seems to be able to heal everyone?
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Official Q&A Thread for February 10th, 2012 Q&A Blog Post
Skaarrj replied to JovethGonzalez's topic in General Discussion
Are there any plans to make Alacrity a good stat for healers? -
Are you saying that casted heals need to be affected by alacrity more? And that Hot's need to be affected by alacrity by making the dot tics fasters?
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More importantly. How would alacrity be a better stat? How would it be improved?
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Tanks are absolutely fine in pvp right now. Their defensive stats work wonders against my commando. Making my High Impact Bolt, Full Auta, Hammershot, and Charged Bolt hit really low.
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Thank you. I knew that Crit, surge nad power were better, I just didn't do the math for 100% factual proof. I don't think I can purchase any of the battlemaster set pieces because of all the alacrity it dumps onto you. :\ I got the offset pieces, which are pretty nice, but those set pieces MURDER my other stats.
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I certainly notice a lack of strength in my heals the more alacrity i acquire from gear. It's why I avoid it. I do really well for myself in Warzones, healing 300k is pretty much minimum for me if I'm doing a full game of non-huttball. My problem is that there's a tradeoff with alacrity and other stats on your gear as a healer. If I get alacrity, I lose crit, surge, or power. One of the 3. And that to me is unacceptable.
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ha yeah, good call,
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I do know how to manage my resources. That isnt the issue. The issue is the amount of healing I would do per resource spent. Alacrity makes it worse, not better.
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Also, I wouldn't mind Alacrity if I didnt have to give up crit, surge, and power for it in anyway. But I do. So no.
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Why in the world....do I want to be able to cast my heals more quickly.....yet also run out of my resources THAT much faster? Healing spells, to my experience, cast quickly enough as a commando healer (without taking the alacrity skills) to where I just want to stack power, crit, and surge. I cringe when I see alacrity on my gear. I don't want it. Stop giving it to me.
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While I realize Trauma Probe is free to cast, and has no cooldown, i still don't feel like it's worth casting. The healing is too little, and the damage being done is too high for the healing to be worth it. I would rather see Trauma Probe cost 1 ammo, and have a small cooldown, and be buffed accordingly. Maybe even allow it to be cast on more than 1 person.
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They should remove all debuff's regardless of tech, force, mental, and physical, when you spec into the healer talent to improve upon it. Normally, I see many more force users in a warzone. I am a commando healer. I see a ton of Force Dot's in a warzone that is preventing my team from capping. I cannot dispell them because these dots come from force users, and I cannot dispell them because I am a trooper, not a force using healer. I think this is a tremendous flaw. I don't mind that dots prevent my team from capping, but when I'm specced as a commando healer, I can't do anything about it. I don't feel this is right. Healers already have differences enough without having this (as i view it) stupid addition to the differences. I feel like if I rolled a Sage Healer, I would be helping my team much more than a commando healer, because I can remove the most common DOTS in the game, which come from force users. Especially when you have a sorcerer with speed running into people dotting everyone up to preventing capping. Ugh.