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Malixor

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  1. I'm more aggravated w/ the RNG of the companion skin lockboxes.... I play a Sentinel and I would be happy w/ the Kira Carsen skin alone.. but I've open 15 lockboxes and received the following. 4x Elara Dorne 4x Andronikos 2x Mako 3x Corso Riggs 1x Quinn Edit: Opened two new boxes.....2x Vector I understand the reasoning behind RNG, but you think they would realized the communities rage w/ RNG bag/boxes with the whole uproar over the Champion/Battlemaster bags. I do not understand why they did not just allow you to purchase the ones you desire. It's great they are legacy bound, but that doesn't help me when I don't plan on playing an Empire class. Even if you were to buy the 8 unique skins, I feel that is more than enough DNA to spend along w/ the other items. DNA may be easy to get, but not all of us have the time to sit in the fleet AFK and collect it.
  2. It was once possible to get onto the Empire fleet/Repub fleet if you were the opposite faction, they have since fixed that bug. It was reported that some people took advantage of it and grabbed the opposite sabers.
  3. Wait... did someone say Sage/Sorc don't have the accuracy stat...? /goes to check lowbie Sage.
  4. That could be a very good reason he's tearing into them so easily. I've yet to get any BM pieces, maybe things will change. The healers I tend to run into have 18k health or just around there, could just be a gear disparity.
  5. What type of gear is your marauder running then? I'm speaking solely on BM geared people, where the Empire has handfuls more of that Republic. Empire also has many more healers than the Republic side at the moment. Perhaps the people I'm healing are just getting many cross heals as well, but it seems a bit ridiculous at times.
  6. Ontop of it, ever fight a Juggernaut/BH Healer combo? Full BM gear you'll never take them down, they can defend a door, terminal, or huttball all day long; same goes for Guardian/Commando healer.
  7. Sorc and BH have an almost infinite healing pool if they play it right and time their heals correctly, the only class I see that can run out and have to spam themselves are the Ops/Smugs. But, I could be wrong about them since I rarely ever see any in WZ's. Also, yes I do use Crippling throw, doesn't stop them from healing all my burst if they get 1 heal off. I'm bad? Play a Sentinel and come back, I do have an easy time w/ most healers, it's the BM healers that are un-killable.
  8. I did not include Smug/Ops because I think they are the more balanced healers. You can shut them down w/ 1 or 2 people, how it should be... You shouldn't need 3 people to shut down a healer, this isn't WoW. Also, I've played many MMO's and healed in all, this is the first I've seen w/ so much CC on 1 class type. WAR, RIFT, WoW, and other misc. MMO's give healers a few options to survive and escape, SWTOR gives Sorcs/BH's way too many tools to CC. You can say I'm bad at my class, but I'm one of the top Sents I've seen and have a strong Sentinel community on my server which we all discuss new options and playstyles. The problem is I've gotten a BH down solo to 22% easily, then if they get 1 heal off I've seen them easily go back up to 100% health in 1 heal. Dispatch them? Can't... their bubble saves them everytime.
  9. So, lately I've noticed that whenever I kick a Sorc or BH healing, they get interrupted and just immediately cast another heal. I realize the interrupt skill only locks out that 1 ability, but why even bother having that? Kick (for Sentinels) at least should lock out that entire school, like every other MMO. It's hard enough taking out a healer in pvp, unless they are incredibly bad. Currently I am wearing full Champion + Columni Pants, I average 200-350k in most WZ"s (when focused more on the objectives, sometimes over 400k if I just go for healers 100% of the time.. But, the problem w/ expertise currently is even if you cancel each others rating out, healers still always get the +% over everything. So if I'm running 12% Expterise currently and the enemy is, our damage and reduced damage is cancelled out, but the healer will still be at an advantage w/ +12% healing. I think the Trauma debuff needs to be 50%, not 30% also. If that isn't enough, healers need a change over all. Too much CC, can't lock out the healing school, decent damage over-all w/ gear that buffs damage AND heals. Most MMO's healers have to have a +healing set or such and suffer on damage, this isn't the case in SWTOR. I'm not really complaining about the Sentinel class, since it's very strong in my opinion. Great survivability, great damage, and tons of utility... But, why do Troopers/BH's get a knockback immunity and a class completely dependent on melee not get this talent? Though, that is completely off subject.. just complaining here. My aggravation is also from playing Republic, where we do not have nearly enough healers compared to the Sorc obsession that the Empire has. Too many games have been 6/8 players being Sorcs, 4/4 Sorc/BH, sometimes even full 8/8 Sorc and 8/8 BH teams. Argh... /rant TL;DR version: Healers are too powerful, Empire has too many healers compared to Repub, interrupts don't work properly.
  10. This has happened many times in Voidstar, we make it farther than the enemy team. Disable the shield in the last room and they merely just blast the 2nd door and yet it counts as a loss. Why would it be considered a loss if we made it farther, known bug?
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