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Trajal

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  1. Cool, I might finally be able to be bothered to get my poor 44 missing guardian up to 50! Or most likely I'll just powerlevel through pvp with my 31 shadow heh. Still, fun, and good idea to help people up the tree before the expansion drops. Oh and another thing, thanks for my Luxury Skiff. Best. Mount. Ever!
  2. You're quite right, I really haven't gotten heavily into pve yet (although apparently my time will come soon as my guild are keen for me to join them in ops and HM eek). Was discussing based on PVP only, I should have made that clear, sorry! What is the sum result for PVE ? Extra hammershot heals mid fight to allow for the slower regen?
  3. Hmm. Not sure that this is a good way to encourage commando healers... I understand some of it but a lot of this is far far too much. Will stick with my combat medic and see how it looks, I admit that I am guilty of pvp damage reduction stacking, which inevitably is why they reduced one of those from 10% to 5%, but that alone won't kill the game. Trauma probe should probably have cost 1 not 2, but I admit that it was OP to be free, especially in pvp where you could just put it without penalty on the ball handler in Huttball everytime someone passed lol. Bomb doesn't heal enough but I tend to spam it as I run, now it'll help those around me a bit more, so no bad thing. Supercharge cells will take a bit of adjustment, only restoring 1 and a general nerf isn't going to win any arguments. I don't really see why they felt the need to lay down such a broad nerfbat, but whilst some of it isn't nice, it shouldn't take too much of an adaption of playstyle to compensate. Yes this will make us comparatively weaker than we were, but then I do think we were a little too unkillable before to be fair. That said, most of this won't have a lot of an effect to those who play combat medic properly anyway - will still be a seriously annoying class to have to deal with, just slightly less so.
  4. Well actually that's how this started, sort of, with the comments about power on relics. But it has to be said if you have a huge elephantine tank of hp and defence stats then swapping in some dps stats won't hurt in the slightest. Doubt our gear levels are there quite yet, but next couple of patches I expect to see this happening more and more at high end as we discover the edges of our diminishing returns. We'll need it anyway, with the dps increases caused by upgraded weapons and gear, question for me is whether bioware will understand that they need to increase our threat abilities before this new stuff comes into the game - as it undoubtedly will.
  5. Yeah we're not going to rock the world in pvp. Damage is pretty jokeful, defences are fairly easily bypassed, we have some utility in a group but don't bother going off solo. You may feel like a paladin but you aren't.
  6. Exactly this. I was having so many issues with him, at least the bug made me disgusted enough with the encounter to get help from a guildy! Just move on, if you have any form of latency and can't interrupt, he will own you. And the bug thing is just bleh.
  7. Agreed but I understand the frustration given the issues that many of the DPS have come from WoW also, so they are spoiled rotten in terms of threat and need to be completely re-educated in terms of 'deeps not as important as cc' situationally speaking of course. Smart dps is always going to do well, but dumb dps destroys the pleasure of grouping. Unfortunately as tanks, the responsibility of explaining and educating the dps falls onto our broad and manly shoulders!
  8. You don't let the DPS aoe, just don't. Tank AoE -v- DPS AoE are different tools. The tank AoE is for grabbing a bit of threat on a few mobs around you whilst you start to cycle your primary threat generating tools and attacks around the important (elite/champ) targets. The DPS should be single target burning the weaker mobs first whilst you build that hate. Then the DPS single target the mobs that you set the order of preference towards one at a time, burning them down as they go. Then you pickup, tank and kill the CC'd mobs, in order of whatever was mezzed/sapped/whatever first. To reiterate: Tank AoE is for gathering up mobs at the early part of the encounter and keep threat off initial heals. DPS AoE is (as someone correctly said earlier) for swarmers. And only swarmers. Nothing else in PvE because the tanks simply don't have the tools to cope with it on any scale. -------------- I feel like a lot of people seem to think that WoW is the first MMO or something and everything was ripped off from that subsequently. Just to comment, there were many games prior to WoW and the tanking mechanics here have been used since time in memoriam. Whilst not always quite so visible (such as in DAOC and Anarchy Online), the skills and effects nonetheless draw parallels from many earlier games, were polished by Blizzard and released as WoW. Tanking in this game, for me, feels far more like the old DAOC days of "darkness falls" than anything else - no visible threat, just having to do everything by instinct. It does make for far better players than the zergathon that WoW sadly became. Just try to remember that you cannot tank everything, educate your dps and cc a bit and concentrate on the hardest hitting mobs first for threat generation. Your team members will soon learn to kill the weak ones whilst you build threat on the ugly dudes and it makes for a very smooth run after a few false starts.
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