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Graziell

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  1. From my expierence ACW and NC both award the win to the side with less players if it cant be determined by objective (no cap ACW, max 1 cap per side in NC). They should have implemented the same win criteria used in Hypergate where the first team to capture another objective "earns" the victory. Both huttballs use the ball possesion > last touched > lesser player logic as far as I know.
  2. This is wrong. Probes heal comes with application. Check for yourself, look closely while testing this on fleet. You will see 2 healing numbers stacked. Though it still is not enough, this leads to a measely 3kish heal (7kish if both crit) that will not provide lots of heal. As pointed out by others: Oper/scoundrel is now the new sorc. Really great second healer in any 8vs8 wz that can pump out impressive numbers if opponets do enough damage and team composition (mDD camp or rDD camp) is in its favor. Good luck heal carrying your team without a tank in a pug match. This is only possible against fotm dotter. The burstheale is so measely compared to sorc or merc. Regarding OP: My wave does roughly the lower boundary of our big heal, in 1 and a half of the time. As healing starts instantly I deem 6 ticks to be efficient. But that is just my minimum.
  3. Diese 50k Sorcs mit 1000 Kompetenz sind aber auch schöne Punchingbälle:D
  4. Several things come to mind: 1) Against any meaningful opposition your scenarios require coordinated effort of more than one player. Sadly, only the capper/scorer/planter would receive recognition with this change. A nicely timed aoe mezz or chargeable beacon (read stealther) is just as valuable from an objective oriented playstyle. 2) People don't know west and east doors in Voidstar, let alone North and East door. I hardly doubt that these type of players, who I bet are have a large intersecting set with objective shy player, will notice this information at all. 3) It is already there for everyone to see. True, not directly but you can check your minimap if you are fast enough and you can always review objective points at the end. Hover over them and you see offensive points, which highly reflects the examples you gave. 4) Regs dont mean anything. Too much of a lottery.
  5. not when it comes to burst healing. Mercs can chain 4 big instant heals (granted, with power surge talent and power surge off cd) that heal way more then our puny hots and instants. Sorcs heal massive amounts with their one and only cast ability. Compare that to the immediate output of our two casts. As for anything that is less burst I totally agree with you. Especially wave is nice in zerg situations with its low cd and neglectable energy consumption.
  6. Your argument is flawed as this was possible pre3.0 too. And there are only 2 AC with a viable purge.
  7. The new gear comes with new set boni. The 6er offers a measly 1s CD reduce on our new channeled aoe heal, bringing it down to ~8.5s. I am debating with myself about if this CD reduction and some stats are really worth the loss of +15% for the small aoe which resides on the old pve set as 2er boni. I am leaning towards mixing the sets - what do you guys think?
  8. *** are you talking about? AOE heal is a new ability. Old RN (old aoe heal) got a nerf, but you can still use old pve set boni to counter that. Also energy management is still a joke and scan got buffed pretty bad. Heals for around 2.5k now. We also offer 2 unique defcds the other 2 heal classes have not available: Purge every ~30s and stealth with purge every 90s. I think this is way better then oh **** bubble. What really stinks is offdps output. That got nerfed really hard with orbital, charge and vital shot gone:mad:
  9. That's not correct. KP starts ticking now when it is applied. Therefor refreshing results in another tick. I really like this change. Paired with the new careless TA usage it rocks.
  10. sure moar stalemate wzs, or more stunfests (pre2.0) i like it /sign
  11. arena, ohne 69er enchants, conq/ob mixed: nerf scoundrel
  12. Mit Sieg wärs noch schöner gewesen, aber die MVP-Truppe mit ihren 3 Hütern waren überraschend gut:D
  13. ********. Wenn der Mando mit Tank im Rücken gegen nur einen DD Probleme bekommt war er einfach schlecht. Generell war Solo Arena gestern Nacht ein großes Trottellotto und nicht wirklich aussagekräftig. Im 4er Ranked habe ich allerdings bis auf ein Match (Sorc) nur Schurken/Sabos als Heal gesehen. Das große Plus von Scamper in den WZs war immer das schnelle Verschieben zu den Objectives, entfällt jetzt im gewerteten Bereich. Für Sawbones ist es als Defensivtool nur mittelmäßig. Da sind die Snare entfernenden CDs vom Sage oder Mando besser. Der Scoundrel ist aus anderen Gründen wohl trotzdem die beste Wahl (Heal im CC, lolclean, Castunabhängigkeit, voraussichtlich mehr Tech/Mental Mezz als Force Mezz).
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