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Thuggie

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    Draftsman
  1. You guys can do what you want, but if you have to use taunt to keep threat you are bad. Taunt is an ability in all games, every single mmo in the world has a taunt button. That doesn't mean it should be used on cool down. And if you are going to argue with that then you would never make it in any other MMO. They give you tools which allow you to hold threat, taunt is for when you lose threat for whatever reason, and to add more mechanics to bosses. And just so you know I have been raiding nightmare instances, just as I have been playing in top world guilds from each game I go to, I don't need to defend myself to the likes of any of you, and refuse to continue doing so. You want to use taunt on cool down, go right ahead its your monthly payment you can do whatever you want, however a good tank does not, it is that simple.
  2. You are the one that brought wow up and tried to use it as an example. I believe you even went as far as to compare it to this game, and by the way the 130% marker would also be the "yellow zone" I was speaking of. The point on my post was simple, you don't need to taunt on cool down and it is a bad practice, with there being situations where it might be needed.
  3. Your logic is simply flawed. It is a bad idea to use taunt on cool down. Period, it doesn't get "weaker" as time progresses. Pretty much what you are saying is you can not hold agro without doing so, which is false. Its also like I said a waste of a global cool down. There is no point in using it if you are sustaining enough threat without it. As far as your statement about wow you are 100% wrong. The way taunt works in most every other game is like this I will give you an example. You can argue with me but you are still wrong. DPS A threat = 100 TANK A threat =50 In this scenario the DPS would be tanking. TANK A hits taunt putting his threat at 101 Now the tank would be tanking. In all games there is a yellow zone and a red zone ( for lack of better words ) players in the yellow zone are about to take threat, while players in the red zone are the tanks or the people passing the tanks. Also in wow there is diminishing returns on taunt, something like 4 taunts back to back and the mob will become immune to taunts. Now I am also going to call you wrong on the taunt cool down in wow though its been some time since I have played, but just so you know it is an 8 second cool down. So before you began to argue or give anyone advice I think you should check your facts. Anyone who used taunt on a cooldown bases is a bad tank because it is there only to FORCE the target to attack you by putting you as the targets #1 hate position. If what you posted before actually worked you wouldn't need other abilities, you could just taunt on cool down to have enough threat to hold the mob. I just proved you wrong in more than one instance, so you sir are encouraging bad play. Taunt on cool down is the most moronic statement I have ever heard in any game, even going back as far as eq1. Will it hurt you doing so? Prolly not except in the examples that I listed above, but its not helping you. Also lastly I would like to know where you got your "threat from taunt" numbers.
  4. Most of your post is wrong. The over all values may be true, but you should never use your taunt when it isn't needed, which is not listed in your wall of text, but the wall of text you posted is also silently saying this. The job of a tank is to hold agro by generating more threat than the other people in the raid. Using your taunt on cool down to build threat is a waste. Why would I argue this? Simple. 1. If you are keeping agro on a boss there is no need to taunt, you are already on top of the mobs threat list. Meaning using taunt would only widen the gap between you and the next dps, the only thing you are accomplishing is being a wasteful over achiever. While also wasting a global cool down that does 0 damage. 2. If adds spawn and you have been blowing your taunt on cool down, well those adds may have just killed someone, good job again over achiever. 3. I am not 100% sure but in other games taunts have diminishing returns, meaning eventually your target is going to become immune to your taunts, when the tank swap mechanic happens you are SoL. Good job you over achiever. I would strongly recommend new players to totally disregard this nice looking wall of text. In lieu of what he wrote, I would strongly strongly suggest new players to practice building agro without using taunt, do this and you will be a great tank. For my input on the OP's helpful guide it was well written. But as far as being a new comer, gear doesn't really matter, the gear that has the highest priority should be any gear with aim, endurance, absorb, shielding. This gear will allow you to tank all flash points fairly easily. However skills is where the difference between a good tank and a bad tank comes into play. Lets face it most new comers aren't going to make it into Operations ( 55+ ) so the gear isn't as crucial. My tips for any new comer vanguard would be: 1. Make dps allow you to pull, if they don't vote kick the ones that are trying to rush you. If vote kick fails then leave the group yourself, they will be waiting longer to find a replacement than you will. 2. Know your mobs. Pay attention to which mobs are melee, and which are not. Typically the melee mobs will run to you, the ranged mobs will not. Being a vanguard you have a lot of options on pulls. Typically you should charged a ranged unit, then grapple the next. Then hit an aoe ability to hold agro. Simple. 3. Don't be afraid to ask for a CC on any mob. 4. Don't be afraid to mark targets. 5. Always target the silver+ mobs first. The normal mobs can kill your healer and dps, but they are very easily disposed of by the dps. 6. Use line of site to your advantage. This alone will help you hold agro on large groups. By doing this you will ensure your aoe hits all targets. 7. Let the group know what your intentions are. 8. Take critics advise, sometimes it may do more harm than good, but you won't know until you try. 9. Be confident, if you act skittish most of the player base will blame you for all the mistakes, down to your gear. When honestly it may not have been your fault. 10. Use key bindings. There will be a lot of people on these forums telling you how pro they are at clicking, but as a tank you have to be completely aware of your surroundings at all times. The typical "clicker" wastes about .5 seconds bringing the mouse from point A to point B then clicking it. Rinse and repeat. During this .5 seconds they aren't paying attention to their surroundings. My own advise is only click your cool downs, it really stinks when you miskey a cool down. ( SITUATIONAL ) 11. If you are looking to tank, join a guild let them know you are looking for an offtank position. This will allow you to learn from their main tank, and give you some experience so you too one day can be a main tank. 12. Don't be afraid to ask questions about encounters in Operations. 13. Lastly as with any class, know your fights. Look them up on the internet, while all guilds do fights differently you don't want to go into a fight blind folded. You want to be able to go into a fight knowing the mechanics, so when the guild says tanks here, dps here, you have a general idea of what they are talking about. In closing, tanking in this game is far easier than any other MMO I have ever played. Don't be scared to die, and don't be hard on yourself when it happens, simply think about what you could have don't differently I.E. Learn from your mistakes.
  5. It doesn't devaule anything, it is your understanding which is lacking. You can buy Treek for 1 character on an account for roughly 20 dollars. You can EASILY get legacy 40 and 1 million credits in a month of playing which is only 15 dollars. Playing 3 hours a night 7 days a week. With that being said the math behind it doesn't support your statement. If anything it places value on your legacy and credits. It says that lvl 40 and 1000000 credits is worth 20 dollars. Because lets face it, achievements, legacy levels, credits, are all non-existent items. Sure it might have made you feel like you were accomplishing something great, but you weren't. Climbing mount Everest is an accomplishment, killing bosses in an OP and getting an achievement for it isn't.
  6. LOL at least in the debate I am making points which you sir are not. Single player or not doesn't matter. If I am a social butterfly, with 10,000 companions and always runs OPS or FPS what purpose does a companion serve? TO HARVEST MATERIALS. If I am a solo player who never groups what purpose do companions serve? TO SOLO VERY MINIMAL CONTENT, AND TO HARVEST MATS. Please keep talking like you have made a valid point, the other readers know you have not, as I do. So do the 15 other people who are against selling the companion in the market, even though they choose to skip over my comments and points and continue on their own little futile rebellion. AGAIN HOW DOES THIS EFFECT THE PLAYER BASE? IT DOESN'T. The solo player will remain playing solo, and the social butterfly will remain being social, there is no impact with or without companions
  7. AKA. Line your heals up on your 1-9 hotbar, randomly click people in your raid then slam your face on the keyboard, only look up to make sure you aren't standing in anything then continue slamming your face on the keyboard in a rolling motion. Helps if you have gear, but that is optional
  8. Yeah might as well make stuff up. Only a child would start an off topic about single player games when we are clearly talking about an MMO. But its nice to see the lack of ability you have of being able to stay on topic. Companions don't matter in this game period except to the solo player, which means they don't hurt the economy in any way shape or form. If anything the cartel cost of the item, helps the player base. An older person would realize this. It makes the game more profitable which in turn is spent on making the game better, a typical business model. Again it doesn't effect anyone, and again I will go into detail. What are some abilities companions have? 1. They a gather mats for the player for a fee. However at level 55 you can only send 5 out at a time, so the number of mats gathered doesn't increase or decrease. 2. They help the player solo some content. However, this doesn't affect the player base. Why? Because there were already companions available to us. At any given moment a player can only have 1 companion out and fighting at a time. They can help you do heroic +2, however again this isn't the new companion specific. 3. They can gather materials for you in the open world. This really effects the player base bro, the player being able to move quickly to the next node leaving the companion to get the first is almost game breaking, but again it isn't specific to the new companion. Now I will go over pros of selling the companion on the cartel market. 1. Bioware makes more money which in turn makes the game better. 2. Some classes don't get a healer early on, the new companion can heal, therefore it will make people who are just learning the dos and don'ts of the game a little more leverage. 3. Some players only have a single toon, which would take a long time to get Legacy 40, though I am not one of these players they should not be denied of a cute ewok because they don't want but a single character. 4. Some players only log on to raid, and help people which puts a strain on their credits. Offering a different method of buying more or less fluff material isn't a bad model. Now I will state the cons to selling the companion on the cartel market. 1. People who are selfish and self centered will whine and cry about people who didn't "work for the companion" by obtaining legacy level 40, and the credits needed ( which is happening in the thread ). When in all honesty how hard is it to smash buttons in a game compared to spending hard earned money of real life. Hmm in comparison people should almost prefer to buy it in game. In closing you haven't presented a single way in which it will have a negative impact on the over all game. You are still running your mouth, while I wait for a single piece of productive information to accidentally spew from it. Your statement is wrong, this has nothing to do with single player . Even if it did, companions are more used for the solo player than the group scene which validates the above points even more. Thanks for your input. KK THX BI
  9. No man you are wrong. My game is hardly effected by someone else companions, or someone's bought speeder, or even someone's bought appearance armor. Oh its gonna cause inflation? Wrong because you can only send out 5 companions no matter what, even if you have 20. So please tell me how me purchasing it with money or credits is going matter. Lastly don't lecture me on mmo's and single player games, I have been playing mmo's since you were in a diaper boy.
  10. Honestly I think the saber hits should buff us some how. I forget the names of the 2 saber hits, but I would be happy if they made them restore force for a sage, at least then they wouldn't be completely useless spells. Maybe increase the range on them a bit. In other games healers have casted pets which last for a couple of seconds. To keep in line with the lore of Star Wars, they could change them to be range and channeled allowing us to throw the saber, which in turn attacks the mob we are first for 3 hits restoring 10, 12, 15 force for each hit, the dps from these hits wouldn't be minimal, and it wouldn't be over powered for the simple reason the hits could miss because we aren't geared to ensure 100% hit. The other saber hit could cause splash heals for those around the boss. Something like 200 hp a hit, which again wouldn't be OP, but would allow us to top people off with little to no force cost. Something to that extent I would be ok with, it is sort of dumb to have a light saber we can't really use other than a stat stick.
  11. There is a saying where I am from, worry about yourself not others and it will pay off. Who cares how others get it, why would it make you any less satisfied you still worked hard for it which should be the satisfying part of it. Instead you whine about how you worked hard and someone else didn't. Well, I am here to tell you brainiac I worked hell hard for the 20 dollars I used to buy him. Prolly harder every day of my life then you ever work playing a video game, so don't tell the people that made the choice to buy him they didn't work hard, because I am sure every dollar spent was earned. Thank you sir.
  12. Drese, I have found in MMO's that every time you go into a fight there is always something different, be it the way people play that night, or the way the boss moves something always changes, sure the mechanics stay the same. I used to frap a lot when I played rift, I never clicked to win I always used key bindings. The first video I ever posted on utube was of me using key bindings, people complained about how I had my keys set up and I couldn't be effective unless I did click. From then on I started posting videos with out an interface, which made the game a lot more fun and allowed me to see it without cluttering. My point is though you may recognize you messed up, you still were able to get the job done. As far as your point about rejuvenate, I don't think it is a useless spell. However, I do think it wouldn't get used as much ( unless topping someone off ) if it didn't buff your next healing spell.
  13. I think my quote was from reading page 5 but not the rest. Supergrunt I am sure you are a fine healer, it doesn't take much to run normal ops or hard flashpoints. You could run them naked, and I am sure your guildies would say what a fine healer you are. Heck just the other day I was running an op and got told I had good force management. I welcomed the compliment, but honestly I could have just not been healing. Your statement about having 30% crit is valid, but your elitist attitude is garbage. Insulting people on the forums, not willing to prove anything to anyone. Its like arguing whether or not God is real with nothing to back it up with anything other than mere a-holish statements of I am right you are wrong. I am pretty sure you couldn't cut it in a hardcore guild. Now that I got my bashing out, your theory on crit is WRONG WRONG WRONG. Though it isn't a bad stat to have, it isn't a stat you should ever gear for. Now matter what you will be wasting some of that geared crit chance, because rejuvenate buffs healing trance by 25% crit. Sure you can say rng blah blah blah. But if you had 100% crit the 25% crit would make your total crit on healing trance 125% chance, when 100% chance is all you need guarantee a crit, in short what this means if that is a waste of a stat. Here is some simple math even you can understand and if needed I will draw you some pictures using a crayon. Lets say you have 30% chance to crit, this means 3 out of 10 times you will crit. Sure rng will sometimes roll for you or against you. But for simple monkey math lets say you always get 3 crits out of every 10 ticks of healing trance. Great now lets buff crit ( oh we don't need to gear for it because we have a buff that gives us more crit to healing trance ) So now we have 55% chance to crit which means 5 ticks of healing trance will crit. Thats great except. Lets again assume you always get your 5 ticks. But wait healing trance only ticks 3 times. For easy math lets say those 3 ticks always crit, still you are losing healing because 2 of those ticks are being left unused. Now you will argue WHAT ABOUT MY OTHER SPELLS. You are right omg. However your options are very minimal at this point. You might get 2 deliverances out before healing trance comes off cool down if you press buttons hard enough. Which crit will sometimes help out, but most the time you will only get 1 deliverance out before you have to put force armor on someone ( which is never ever effected by crit ), cast rejuvenate, or salvation. Now crit can effect rejuvenate and salvation, however healing trance should be your go to ability. But rejuvenate isn't meant to be effective healing, its more used to a. top off someone, or b. to give you the proc you need to buff your next heal. Essentially Force Armor and Rejuvenate are two abilities which are completely useless with high crit. Then you have salvation which has a decent cool down. Therefore you won't be using it as much as any of your other healing abilities, which in short means gearing to get this ability to crit is useless. A general rule of thumb is to gear to your best & most commonly used healing spell, for sages that ability is healing trance, like it or not. In closing will crit help you? Sure, but not to the degree the other stats will help you.
  14. I would have to disagree with your over all statement, but I am not calling you wrong by any means. As the op claimed his hps scale is a very generic and general spreadsheet, nothing can take into account for the raid having to move, dps being lazy or other random generated situations. However, it does show what your HPS should be if you stand still with minimal movement. The hps number of his spread sheet will be the same regardless of the raids damage intake. Why? Because the raid taking damage or not has nothing to do with your ability to produce HPS. As far as your statement about crits, even if you had 90% crit chance, there is that 10% chance you won't crit. Not to mention when your heals do crit they crit hard, but gearing for so much crit for it to be viable would cost you so much in other stats which makes crit less of a priority because it is making your non crits less effective. Also the op said he isn't a healer and is trying to help the community, its nice of you to argue but your arguments are flawed. You called it "artificial intelligence healing" when it should be more " Theoretical Healing" . Even more so if you are really going to argue with his assessment then maybe you should give us the proof to back that up. During your next 10 raids log the parses, take note of the tank damage, and the raid damage, along with your HPS ( keep in mind HPS is heals per a second which inculdes over healing, if you want a number that is closer to accurate then take note of your effective healing ) then locate the average of each section. The point of an average is to find and allow for a closer to accurate spread sheet. Lastly you named negative influences in the raid which could have an impact on your healing, but failed to mention the use of medpacs, which the raid should be using to help the healers out. This alone will effect your Effective healing. As far as the OP's original post the only part I disagree with is the use of salvation, I don't use it on cool down its pointless. Yeah I do understand it can heal the tank, but at that instant you have other abilities which can do this more effectively. Typically your salvation won't hit 8 people for every tick. I will admit there are times when salvation is extremely useful. As far as force armor goes, I use it on cool down. Its a preemptive heal more or less. Normally I work out with other sages, which groups or people I will make sure to use it. Also force armor being used on cool down on the main tank is a heal without numbers, unless you can calculate how much damage you are reducing due to the buff force armor gives. At the end of the encounter I would imagine the minimal mitigation offered from this buff would be quite noticeable. However, I do feel the use of force armor could be argued. A couple of pointers for heals I would like to give to make healing simpler 1. Increase the size of your buff bars, as well as your debuff bars. This will make it easier to remove any debuffs, as well as helping you to see when Force Armor is used or falls off, which makes the most of your force. 2. Carry medpacs, use them to heal yourself when using sacrifice. 3. If a medpac is on cool down and you need Force, make sure you put force armor on yourself then use rejuvenate ( also depending on your situation ) then start using sacrifice. The ticks will keep you healed enough to still be able to eat an aoe or two. If all else fails use your self heal. 4. Personally I think the most important skill any healer could have is knowing the encounter inside and out. And also your example of tank trash is written with a biased opinion, because in theory you could go multiple heals without a crit which could cause your tank to die because you are losing 600hp every time you don't crit. Specially if rng is your enemy and you get 0 crits a fight.
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