No working man on PST will see you.
No one works on the west coast. Buncha lazy Californian party animals ;P
No working man on PST will see you.
No working man on PST will see you.
Are we still complaining about slicing? The lvl 50 Dailys literally have you swimming in credits in just a few days of doing them.
Well, yeah. Slicing is awful now.
That's what I'm saying. Have it be a training scenario, if you will, where people can "spar" against each other - which makes same-side matches possible.i would think a new WZ would have to be open to both same faction and opposing otherwise the Republic wouldnt see much of it.
That's what I'm saying. Have it be a training scenario, if you will, where people can "spar" against each other - which makes same-side matches possible.
It's for casuals who don'twish to bother with crew skills.know any better.
Thinking about switching to Bio, but I don't know how much benefit that would be to a healer.
Thinking about switching to Bio, but I don't know how much benefit that would be to a healer.
JMO, but I don't think switching because it's the flavor of the day is necessarily a good long term investment. Imagine what happens once it's more balanced and you wasted your time and money getting a skill to 400 that really doesn't have that much of an advantage anymore.
JMO, but I don't think switching because it's the flavor of the day is necessarily a good long term investment. Imagine what happens once it's more balanced and you wasted your time and money getting a skill to 400 that really doesn't have that much of an advantage anymore.
IMO the actual crafting system is much more enjoyable than wow's. The problem right now is balance which is much easier to do than retooling the experience as much as your suggestion.
Are you cap? 20k credits in 4 hours is an extremely low money-to-time ratio at cap, where there are tons of easy dailies that can give you hundreds of thousands of credits in an hour or two.Wait... lol, maybe I'm dumb.
I stuck with slicing through the last nerf. No, it's FAR from as profitible as it once was; but to me, it still seems worth it. I'd say I'm about +5K credits just from slicing every hour. Means in a 4hr play session, I typically log off $20,000 credits richer. And I'm still getting creds from mobs, bosses, PvP, slicing on computers, etc that I can use on meds/stims/equipment.
I figured that was decent. Should I be switching?
I know that feel. Pubs on my server are fucking dumb.I want republic vs republic on Kellers because I think, as a healer, I can take out half of our faction because ALL OF THEM ARE STUPID OH MY GOD SO STUID
Nerf coming in 1.1, but still looks worth it. That's what I'm doing.
Are the nerfs known yet? Like any real numbers?
3.4k-4.5k, 15% max HP increase, HoT removed.Are the nerfs known yet? Like any real numbers?
It takes roughly a week to level all three skills from 0 to 400. Even if Biochem only retaints the reusable aspect of the consumables it'll still be a powerful profession.
Supposedly the level 48 Ultimate medpac blue/purple heals slightly more than the Rakata one, but the Rakata increases maximum health by 15% as well for a brief duration.
I'd give you the exact details, but there seems to be no way to copy a character to the PTR. I guess you'd have to take a new character through their starter zone to be able to access the fleet? It wouldn't let me on the shuttle when I ran a new character directly over there.
3.4k-4.5k, 15% max HP increase, HoT removed.
Supposedly the level 48 Ultimate medpac blue/purple heals slightly more than the Rakata one, but the Rakata increases maximum health by 15% as well for a brief duration.
I'd give you the exact details, but there seems to be no way to copy a character to the PTR. I guess you'd have to take a new character through their starter zone to be able to access the fleet? It wouldn't let me on the shuttle when I ran a new character directly over there.
Crafting Skills
Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players.
Artifice
All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased.
Biochem
All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use.
The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem.
The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem.
Cybertech
Wynz-Tek grenades now require 400 Cybertech for use.
Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level.
The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds.
I guess, I'm still only in my mid 20s so the problem I run into is just running out of credits to keep doing missions. But I guess if you don't care about the credit loss or the time investment then go for it.
Meh, it wasn't even the medpacs that most people were moaning about. It was the fact they aren't on the same CD as warzone packs, and also it was the reusable adrenals which allowed ridiculous crits when stacked with relics/exp increase potion etc.
Typical they nerf it instead of buffing other professions. The medpac is invaluable as a tank in HMs and Operations. So is the Fort Stim and armor adrenal too.
It makes sense if you view it through the lens of "bioware is not so good at mmos."The dumb thing to me is that they fixed all of the Warzone issues by making them share cooldowns and not stack with each other. The changing of Energized and Exotech consumables was totally unnecessary and literally does nothing but undermine their own effort to try and bring Biochem in line with the other crew skills. Really bizarre.
Biochem is way, way, way too powerful. The reusuable medkits heal for too much too often. i would put those at 75% the heal they are right now and a 5 minute cooldown instead of 90 seconds.Well, they nerfed Biochem and Cybertech instead of fixing the metagame problems surrounding it. Wonder what they'll allow their forum user base to dictate next.
Wait... lol, maybe I'm dumb.
I stuck with slicing through the last nerf. No, it's FAR from as profitible as it once was; but to me, it still seems worth it. I'd say I'm about +5K credits just from slicing every hour. Means in a 4hr play session, I typically log off $20,000 credits richer. And I'm still getting creds from mobs, bosses, PvP, slicing on computers, etc that I can use on meds/stims/equipment.
I figured that was decent. Should I be switching?
Have you ever played WoW before?
5k an hour is pretty poor at 50. You can make 200,000 credits just doing dailies, let alone the 150k MORE you make selling the stuff. I also easily can make tons more just doing diplo or UWT relatice to slicing, which is the real issue. Slicing is ONLY there to make money, and it doesn't do it as well as other mission skills.
Yup, for over 6 years, raided every other day for 5 hours.
There's your problem, you were in a crappy guild that raided for 5 hours 7 days a week. 35 hours of raiding a week, you probably didn't get to run a single dungeon. Any guild that needs 35 hours a week for raiding has issues.
edit: woops, every other day. that's still 15 hours a week!
35 is a lot more than normal, 15 not so much.
Even 15 sounds way too much to me. The most I've raided is 10 hours a week, and that's only when we had to push it if we had issues. It was usually 4 hours a day twice a week. And if we had to we added a sunday\monday for 2 hours.
The money loss is laughable from leveling a profession. The most you'll spend on will be the high skill trainer schematics. If I hadn't finished expanding my inventory, I'd have hit 2 million credits today...
There's your problem, you were in a crappy guild that raided for 5 hours 7 days a week. 35 hours of raiding a week, you probably didn't get to run a single dungeon. Any guild that needs 35 hours a week for raiding has issues.
edit: woops, every other day. that's still 15 hours a week!
Why are they still advertizing the game using high-res textures. :/
Biochem is way, way, way too powerful. The reusuable medkits heal for too much too often. i would put those at 75% the heal they are right now and a 5 minute cooldown instead of 90 seconds.