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ChicagoBearsFan

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  1. Kolto bomb being "week" is a huge misconception. It has a very short cool down, has 30m range, small Hot for unlimited players in kolto cloud, has a 5% healing buff (kolto residue), is easily targeted where needed, AND all this for a low ammo cost! My KB hits for over 4k per person if it crits and being able to throw it every 6s....well, It adds up quick. Excellent healing skill! Commandos/mercs are every bit the healers that sages and smugglers are, just a different style.
  2. Part of the problem is that gun slingers and snipers are more popular in WZs and they have the stealth detection.
  3. As a healer and a tank I prefer damage mitigation over HP pool. While the extra HP seems tempting, i prefer the mitigation because damage mitigated = damage that does not need to be healed. A high HP pool Is nice for some fights but for most a high HP / low mitigation tank is going to stress the healer and take away from their ability to effectively heal both the tank and group. "Squishy" tanks are not fun to heal. Keep in mind (like Kitru said) that there are many other determining factors and a direct HP to mitigation ratio is difficult to really rationalize. Defensive cool downs, a shadow's self healing ability, and especially skill also need to be taken into account. It might be different if healers' heals scaled with a tanks HP (ie. a % based heal vs a static number heal) but if you are not mitigating damage and just soaking up damage with HP all the time that translates directly into extra healing required to keep you up. In the end, I am still a fan of maximum mitigation over stacking END.
  4. And I thought the goal of PVP was competition and to have fun, not to gain coms just to play STARWARS Barbie doll dress up. I like that WZ are competitive and the winner is not determined in the first 60 seconds. Since 2.0, I have been on teams that came back and won after the enemy 3 caped, I have also been in a match where we lost in hyper gate by just a couple of points! Epic fights! Some work still needs to be done but over all, the WZs are much more competitive, and that is a good thing.
  5. I have run about 100% on my shadow and my DPS commando and it seems to work fine. I havn't noticed many misses other than when the target uses a DC.
  6. You answered your own question correctly. PVE gear will get bolstered a fair amount. As to your 2nd question. I don't play that class spec but from my experience all classes are viable in reg. WZ if well played (some are not as viable in ranked). In reg WZ you will find good and bad players for all classes and specs.
  7. I play a shadow tank, scoundrel healer, and my commando I spec back and forth between DPS and heals. I have no desire to roll another toon after playing these classes as they are all excellent and fun to play. (not saying other classes are not)
  8. This is not as OP as you are insisting that it is. Counselor/Inquisitor classes have speed run that is nearly as effective and CAN keep up and snare. Other classes have ranged snares/stuns that are still effective against a scampering scoundrel/operative. Commandos/Mercs can electro net them, etc. I play a scoundrel, shadow and commando and I can tell you that there are many effective ways to counter, balance this skill out. Many times I have been killed by various classes while trying to scamper away because they effectively used stuns/snares/roots. Also playing as a shadow you can still get to ANY of the nodes in time to stop a cap. You MUST assume that the other team has a scamper class now and change tactics accordingly. With logic like this you can say "if you think healing is OP than you must be a DPS". I play all roles and healing is just fine I'm my opinion, people just need to focus better and lock down additional healers. I really think people need to move past the scamper thing. Ya it's a new mechanic that changes the game a bit but it is certainly not OP or "unfair".
  9. 1) TTK is too short so we need to nerf the healing? ... Genius. TTK is short with no healers as it should be to make healers relevant in PVP again. Focus, inturrupt & stun healers and they WILL die. This is a L2P issue and yes it may take some coordination from your team to accomplish *gasp*. 2) Nothing needs to be changed to scamper other than fixing the animation. Roll a scoundrel to learn how it works and how to counter it. 3) Guard has a nifty feature in that you can turn it OFF. If you are about to cap a door, turn it off, then cap. Wow, I can't believe this is brought up as an issue! Seriously folks, learn to adapt and use your head.
  10. Ya, this is totally a healer issue, not a tank issue. But it is good that you are aware of it so you can remind your healer when you come to this fight. The laser starts stacking a DoT that increases with each stack till 10, but most tanks are dead before 10 stacks. I usually cleanse at 2-3 stacks, heal, then cleanse again when it is off CD at about another 4 stacks. The last 2-3 stacks will fall off on their own at the end of the cast. Doing it this way makes healing the tank significantly easier than waiting for 5 stacks to build. Waiting for 5 stacks usually will drop tanks down to less than 50% health. The way I mentioned they usually drop no less than 75-80% health.
  11. CM is a top notch healer in PVE, falls behind the other 2 healers a bit in PVP. It can easily be respeced to gunnery DPS with only having to swap out 4 pieces of gear that add accuracy and set bonus. Best single target healer and average group healer with Kolto bomb. (but has no trouble getting the job done) Can heal AND add DPS to many fights. Has best knockback in game, and one of the best CCs. 2.0 added electro net and hold the line, both are awesome and useful skills. Fun class to play and has good durability and utility. IMO each op should have a commando paired with a scoundrel or a sage. If you go commando, then you are getting an excellent healer AND one of the best RDPS in the game.
  12. A well coordinated, well geared group SHOULD be easy to heal. Blame your group, not the op. SM is balanced so a moderately geared and moderately coordinated PUG can still complete it. It IS SM, if you want more of a challenge, do HM or NiM.
  13. For now I am keeping the set bonus only with the 4 pieces. All the rest of my gear is 69 or better. At this point I still like having the set bonus but once I get verpine armor I will replace the set bonus. As a healer I would rather have the set bonus. After all it's only 4 armorings.
  14. I play both and love both, but I love my commando a little more just because it is a fun class and I like to respec into RDPS sometimes. It is a top notch healer and gets generous ammo management. That being said if you are mainly doing FPs and ops, smuggler might be the way to go for you. It is a very versatile healer and stealth is priceless.
  15. I'm not confusing any thing and if you are using your KB on *only* your tank (as you stated in a previous post) than you are wasting KB. From your own math example 15000 hp heal (under ideal circumstances), or even lets say half of that, for 16 ammo and instant cast is still a great value heal. KB has a very short cool down and we and cast it more often than other classes can cast their AoE heals so in the end the healing done is not that far off. My KB is hitting often for over 3500 and the hot does more than 1k. Yes I agree the hot on KB is small but on 3+ raid members it starts adding up over the course of the fight. KB is commandos version of a group heal, but the fact that it is low ammo cost, instant cast, and low CD make it very effective for healing the group *if you know how to use it*. Yes Trauma probe is the way to go on the tank. That's what I use it for. I even switch it to the tank that currently has agro. But I still throw out KB at almost every cool down on 2 or more raid members that are not full health. Usually this is on myself and RDPs or tank/melee clusters. The problem is people like to pigeonhole commandos as "single target" healers (which yes, we are excellent at) but if you can only heal 1 target as a healer on a raid the you are useless. While we don't have the same hots/ group heals as sage/scoundrel but we still have an excellent group heal (KB) and our own HoT type skills (HS & TP). Simply relegating a commando to "healing the tank 99% of the time" is a waste of the commandos full potential. We are still *capable* group healers IN ADDITION to single target burst healing. I think your guild utilizes it's healing classes different and that's OK and you have a different style of play and that's ok too, but I *really* think you are selling the Commando, and KB for that matter, short. If you make effective use of HS, KB, TP, & BI, then you will have TONs of ammo and using AMP and MP wil become less of a necessity and will always be there ready to go for when that burst healing is needed. Feel free to hold back on your KB, but I for one throw that green goo around every chance I get.
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