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DjOwl

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  1. Stopped reading, of COURSE you have **** to do right now. One week? Yeah, I was excited the first week too. Give it another 2-4 weeks without 1.2. Now imagine doing that back around January first. 12 weeks? Come on, like you'd still be all excited to do all the same stuff you are doing now.
  2. Valid points. The thing is, currently we ALSO rely on procs. Do you use consumption when a free one isn't procc'd? My solution just reduces the amount it procs, bringing it to that which I believe to be the original intention with our mechanics/procs.
  3. My opinion on the matter... because all of our individual opinions matter... Credentials: I play and have played a sorc healer since launch. Leveled as one and have ONLY played one, my only alt is around level 10. My sorc is all rakatta. For PvP, I am just below Valor rank 60, mostly due to the fact that only 2 guilds on our server PvP and it gets old playing the same people over and over. I have a full Champ set, but only use about 280 expertise worth of it. More benefit from using partial rakatta. Just some some quick credentials. Some changes are necessary because we do indeed have "Infinite" resources relatively speaking. Infact I would say that it was definitely to the extreme, we are practically unkillable in PvP, although without question, squishy. The Bioware suggested solution to the problem, which would be in PTS patch 1.2, is an overly complicated solution imo. Working with procs the way we do now is a fun mechanic and to me the nerfs are removing both mainly used procs that make our class who we are. That being said, what is the underlying issue then? Real Issue: Too many procs. Really, ALMOST (and I mean maybe a 1-3% failure rate, if ever) every single time I cast innervate I proc a free consumption (on live of course), and 100% of the time I cast Resurgence I proc a 1.3 second (Alacrity included) pretty big heal. With my rotation, and I'd say 99% of all the other sorcerers, we proc every time on this rotation making us OP. Simpler solution: Reduce procs. Instead of 100% free consumption with the 2 talents, make it 5% and 10% proc rate with a crit, or even less. 3% and 7%. Instead of 'Force Bending' proc'ing EVERYTIME you cast resurgence, put a cooldown on the proc, "Can not happen more then once every 45 seconds", or every 60 seconds but alacrity affects the CD, in turn making alacrity actually valuable. What it does: Significantly changes the value of crit past the SUPER easily reachable 30% soft cap value. Takes away our Energizer bunny but doesn't feel like we are completely high and dry when we are running low. Gives more strategy/patience on when to use consumption. "Alrighty, here I am at 40% force, should I use it now and take an HP hit or wait to see if I get it soon with my RNG on my innervate crit, since I can't get it 100% of the time for innervate anymore?". For the length of the post, I apologize. Even though I absolutely hate the TLRD, or whatever the acronym is. I call it the lazy section, I will include it for those who are: Me: A lot of play time, too much probably. Real problem on live: Too many procs. Bioware's solution: Removing our classes BASE mechanical procs to almost create a new class altogether. Better solution: Reduce proc rates significantly. Suggestions above. What better solution does: Increases Value of crit, possibly alacrity. Takes away the energizer. Creates better management strategy, while keeping base class mechanics. Thank you, again I apologize for the length. ~Owl
  4. This + Horrible Customer Service, and still a broken Master Looter system.
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