The Glade 4.0

"Turn the lights down, the party just got wilder."
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PostPosted: Thu Dec 22, 2011 9:33 am 
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Joined: Tue Dec 13, 2011 10:12 am
Posts: 25
I know it's early but going to extoll/vent about my toons.

Kalentor : level 21 trooper vanguard

Even with sub-optimal armor he's a brute and definately fits my Kzinti playstyle. Playing the vanguard is like crack to me. I might respec him to more dps at some point but happy going up the shield tree for now.

Spoiler:
Having Elara Dorne as a healer definately helps out and provides a nice safety net. I really like the trooper storyline of searching for traitors to the Republic.


Elantor : level 17 trooper commando

Definately more squishy than the vanguard and requires more forethought when approaching combat. I like the healing mechanics and enjoy laying down the ranged smackdown. I'm even starting to accept the look of the BFG. I got the orange Esseles cannon which, in my opinion, looks much better than the blocky orange starting cannon.

Spoiler:
My enjoyment level may further increase when Elara Dorne joins and when the droid from Nar Shadda joins the squad.


Mal'reynolds : level 17 smuggler scoundrel

I do not like
Spoiler:
Corso Riggs
:!: There I said it. I do like the cover mechanics but I'm having problems adjusting to the healing mechanics since one of the heals only works after getting upper hand. At the moment I can only generate upperhand through getting a death blow or pistol whip. Probably less playtime for now.

Spoiler:
The storyline, searching for lost treasure, is quite intriguing and it will be the driving force keeping me leveling the toon.


Pelentor : level 3 consular-> sage

I gotta have a force user at some point, after all this is a Star Wars MMO. I am also anxious to try the heal mechanics and, let's face it,
Spoiler:
getting a bipedal green lizard as the first companion is a plus in my book.


Crew skills: Kalentor is slowly working up the cybertech tree and Elantor is slowly working up the Biochem tree. The others will be straight up gatherers.

Oro


Last edited by Oromeb on Thu Dec 22, 2011 10:43 am, edited 1 time in total.

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PostPosted: Thu Dec 22, 2011 9:53 am 
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Sensitive Ponytail Guy
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Oromeb wrote:
I'm having problems adjusting to the healing mechanics since one of the heals only works after getting upper hand. At the moment I can only generate upperhand through getting a death blow or pistol whip. Probably less playtime for now.
Exploratory Surgery - learn it, love it. It's in the very first tier of the Sawbones tree. 2 Skill points to get a 100% chance of having Underworld Medicine proc Upper Hand. You cannot should not heal without this.

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Go back to zero, take a pill, and get well ~ Lemmy Kilmister


Last edited by Shelgeyr on Thu Dec 22, 2011 11:00 am, edited 1 time in total.

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PostPosted: Thu Dec 22, 2011 10:42 am 
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Joined: Tue Dec 13, 2011 10:12 am
Posts: 25
Ok, let me take a long look at my scoundrel and ensure that Exploratory Surgery is taken. Thanks for the observation and also the spelling correction. :D


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PostPosted: Sun Dec 25, 2011 1:00 pm 
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So here's where I'm currently at in my spec, with the following notes:
  • Exploratory Surgery grants Upper Hand procs from Underworld Medicine.
  • Slow-Release Medpac is a pretty energy-efficient HoT and works very well with ...
  • Medpac Mastery gives Slow-Release Medpac a chance to grant Upper Hand procs.
  • Emergency Medpac requires (and consumes) Upper Hand, but as an instant-cast ability with no energy cost or cooldown, it's pure awesomesauce, especially when combined with ...
  • Emergent Emergencies causes the Emergency Medpac to refund Upper Hand when used on a target below 30% health. When the tank's dropping, spam away.
  • Healing Hand might be the toughest one to manage, as you benefit most from it when you hang onto at least one stack of Upper Hand.

All in all, it's a pretty tight system. Almost everything synergizes with something else, and Upper Hand really is key. When Corso and I get ourselves into a really tight spot, and I have to heal full-time, we stand or fall on my ability to find some kind of rhythm that allows me to economize my energy usage. It's all too easy to spam the expensive heals and burn out my energy pool, at which point we usually end up dying.

So far, my rotation notes are as follows:
  • Start the fight by applying 2 stacks of the Slow-Release Medpac, then re-apply as needed to keep it from dropping off
  • Use Underworld Medicine as needed to achieve 2 stacks of Upper Hand
  • Use Emergency Medpac when you've got 2 stacks of Upper Hand and someone's hurt enough to benefit
  • Use Diagnostic Scan in between other abilities to keep from draining your energy pool (remember, your energy replenishment gets poorer as your energy level drops)

And hopefully, analyzing the Scoundrel healing enough to make this post will help me perform better in the field :D

_________________
Go back to zero, take a pill, and get well ~ Lemmy Kilmister


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