Giving this a whirl for a bit.
Fordel:
Which guy is giving you problems? In the dark heart?
Sky:
Yeah, I believe that's where he is. I was starting to zone out as it was the end of a marathon (for me, maybe 3 hours!). I might have missed something easy in the fight, too. I figured best to just snag some green gear and pop a couple levels running Voss quests. Thanks for the offers, though!
My initial plan is to now play a tank Jugg/Guardian. Apparently I'm best at playing a tank PC with a healer NPC. I find other combinations more frustrating than fun. Too bad, I like dps, too; the Operative is pretty cool with all the knife fighting stuff but I can't keep Kaliyo up with my crap heals, it's mostly not even worth dropping my dps to try. And lately she's been aggroing on npcs after I break the combat with my combat stealth skill, which is a lot of fun. Don't think I've died as much with any other character (though of course, gear is an issue).
Ingmar:
I would suggest trying your healer in the tough fights. He can wear your extra gear.
Sky:
I wish companions could be dual-spec or something (ditto characters, but eh). But that goes back to some of the core issues of the (otherwise awesome) companion system. Like getting the coolest companion near the end of the game. Maybe that's awesome for people who play at the cap, I dunno. But it would be pretty cool if all companions unlocked by level 15 and all had a backup healer spec.
I know, water under the bridge, but they were so close to getting it right.
Fordel:
Just use your healer companion, it's the best choice for almost everyone while leveling in crap gear and stuff. It will work better with your CC as an Operative as healer companions don't have AE attacks.
I'm also betting you are just approaching the fight wrong, it's not a difficult encounter. I blame your sleepiness or whatever. You have enough CC as an Op to shutdown the gold while you clean out the adds.
-fake edit-
In Beta, companions used to have 'kits' that would define what role the companion would play and you could swap the kits so any companion could do any role. They put the kits in when you used to be able to kill off companions, so no one would ever be without a healer or tank or whatever. Then they found that a very large number of people that killed off their companions in story quests ended up regretting it and wasting CS time with tickets to restore/rollback so they just removed the ability to kill companions off and in turn removed the kit option.
Why they didn't keep the kits regardless is a question only Bioware can answer.
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