Archive | April 14, 2012

The Problem with the Sage/Sorcerer Nerfs

I had known about the nerfs for a while, but decided to wait until I had a full chance to test them out in a flash point or operation. The funniest part though? This was done mostly due to PVP complaints which I actually still have no problem gaining force back through. Essentially, if you’re having a bad time, you’ll die so fast, you don’t need to worry about gaining force by through that kind of method. If you’re having a good time, you’ll be able to get your force back quick enough without needing to use anything for it.

So despite being done to lessen the “overpoweredness” of Healers in PVP, I don’t see much of a change. In PVE however, it’s right there. There is nothing more insulting than wiping on a boss because your force gets way too low for you to be able to do anything. To see someone die, unless the idiot was stupid and ran away from you, is really depressing, especially when you can not do anything about it.

We finally got around to doing Kaon Under Siege and Lost Island on Hard Mode today. Having just finished the former and about to start the latter, I’m incredibly paranoid about how it’s going to go. The issue with Noble Sacrifice taking HP (and the “now takes no force” thing is a joke as it barely took any to begin with) is because as a healer, your job is to keep the team alive. If you’re too busy healing yourself to do that, what use are you?

The best way I’ve noticed to get around it is to get an AOE Heal down and then use it as that will usually get most of your health back up, but for fights where you have to move around a lot or worry about being interrupted among other things, that’s not always possible. There’s also the fact that it’s a constant risk of when to use it–you have to essentially predict how it’s going to go and how much damage you may take next. If you wait too long to try and do it, your force may get too low too fast. If you do it too soon though, the enemy may one-shot you the next hit because of that health removal.

However, the other big issue is the fact that there is no way to quicken up Deliverance/Dark Infusion. The heal is anywhere between 2.3-2.5 without being quickened. The problem with this is the main healing class in the game has the slowest heal. Everyone else’s biggest cast on a heal is 2 seconds. And that .3-.5 less actually is a big deal. The amount that Deliverance/Dark Infusion does, while good, is not helpful enough for those extra seconds. That extra time could be the time between someone’s death and someone still being alive.

On a different note, I hope the Set Bonus issue gets fixed soon. I kind of kind ahead of myself and put everything in my Elegant Set before realizing…so umm… yeah… >>

Rumors Confirmed :(

Normally I’d be excited, but I’ve managed to get only 3 (4 if we count the Legacy Ram pet) of the new pets and none of them are the random drops and considering the only pet I never managed to get before 1.2 was a random drop, I’m a bit stressed (and it doesn’t help that I’m sick too).

While there has yet to be photo proof of Taunling from Gargath, multiple confirmations have arrived and this is most likely true.

Similarly, photo evidence of one of the Rakling pets has been revealed (see post below) and I wouldn’t be surprised if the other two are available as well now considering the sets of 3 with the Orobirds and Taunling.

We’ve seen Orosquab so I don’t think they’d be lying about where the egg comes from. Though, with this and the Rakling, that makes two kinds of pets from the new flashpoint on HM.

What bothers me the most is nothing was said about new Rakling pets in the flashpoints. How many other new pets may there be without us even knowing? That we may just accidentally stumble upon? The idea of that drives me crazy in itself.