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Shroudveil

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  1. yeah just unsubscribbed as well, it's been too long since they even adressed a single concern about the worst healing changes imagined (apart from a consolidation brez for mercs.. lucky them). everything in this game is getting dumped down, worst of it all the healing, which is being made boring, dull, and unimaginative.
  2. sage: has the most tools for the job. his resource is force which is a very large pool with moderate regen (~6sec of regen for his main heal, pool size ~12-14main heal casts) regardless resource level. he has quite a few tricks that can really save the day and are unique to this class. as far as unique mechanic: he has a short cd hot (6sec cd) that significantly changes the next heal spell after that. light armor 1 heal+hot 1 channel 2 direct heals 1 stationary aoe/unlimited target 1 shield trooper: mostly stationary casts, his resource is a fast regenerating small pool (~5secs to regen his main heal, ~4casts to run dry) that the less resource you have the less you regen making him rely to a 0 cost heal quite a lot. his unique mechanic is a slow building (~25-30sec) "buff" that he can spent for a moderate duration (10sec) boost to his heals heavy armor 2 free heal (one no-cd poor healing/ the other good healing with cd) 2 direct heals 1 instant 4 target aoe heal 1 reactive shield scoundrel: resource is like the trooper's, his mobility is good, atm equal to sage but come 1.2 it should be the best mobility out of the 3 healers his unique mechanic is TA which is a LIMITING factor to which heals he can actually use. you gain it from main heal and a 6sec melle attack and spent it to fuel your more energy/hps efficient heals medioum armor/stealth (keep in find that if you stealth in combat you sever your healing capabilities to 0 for 10secs) 2 free heals (1 no cd really poor hps, 1 no-cd moderate heal that requires TA) 2 direct heals (main heal+ burst heal that requires TA) 1 hot 1 4 target aoe hot
  3. yeah... once again read my post. i said that in pvp we do fine: if merc has his 2min cd up he can usually heal through a dps and survive till help comes. if ops has his 3min cd vanish up he can usually vanish and go away. it all boils down to the same thing. i don't say mercs are in a good position, i say we are on equal. also, you seriously compain about a 2sec cast when our alternative is to be both in stealth AND our taget be ooc AND be within 10m of them? their charge has 20sec cd? and range on snare doesn't matter cause their range on charge is bigger than the range on snare. they charge you->snare you, your alternative is filling their resolve bar to full. if they have their cc break up you die, simple as that. as a matter of fact, their snare is bigger than yours (50% vs 30%, and they root you to boot, to add to that many of them are specced to +speed and etcetcetc). As a healer, whatever kind, sents/maras are nightmare if they are played properly (thank god so many of them suck), usually it boils down to cds, for merc it is bubble, for ops it is cloaking screen, for sorcs... well, they can usually survive with good use of kb+sprint i admit i don't have a 50merc, but i do have a 50op and a 50sorc, and you really don't understand how huge that kb is unless you don't have one.
  4. the kb is far from worthless, on huttball p.e. it is the best CC there is. you also get an incombat mez "talented sprint" just lol, evasion is only useful for poping vaniosh since it only blocks white hits, and a 30%speed boost is laughbale low on a class that his only way to make distance is to snare a single opponent and start running praying that he is not up against an assassin (who can sprint), a bh (who can either pull, or both pull+charge), a mara, so yeah... single target snare is good for fighting... other operatives. interrupt is good for pvp, i give you that, but for pve it is 1000%worthless, 99%of the abilities are uniterruptable, the few ones that aren't (jarg+sorno p.e.) are being taking care off by the dps/tanks (so as not to penaltize your regen) btw, do tell what tools we have to get away from the sent apart from a 3min cd vanish? because as far as i can tell they can perma 50%snare me and they can charge me. to top it off, either of my 2 CC will bring him to full resolve so.. yeah. grass is greener on the other side always: for pvp, operative's mobility and CC are good, from pvp standpoint he is in a good place for pve, he has 0 utility abilities. not a single thing he can offer to the operation apart from straight HPS. 5%DR shield on the other hand is still HUGE (not as big as 10%, and i am NOT defending the nerf), but still preventing close to 400-500 damage/hit to 4people is god sent, that is in addition to another ~3%more mitigration from armor buff, and that is in top of another 3%healing received from all healers
  5. the same applies to orbital from his operative list. but that aside, for endgame pve merc has way more utility than operative: operative: battle rez merc: 5%healing received buff, 10%armor buff, 5%DR buff, (as of 1.2) battle rez according to patch notes CC is worthless is engame pve since everything is immune to it, and in the only occasions CC MIGHT be of value (1st boss KP p.e.) merc has it better with his incombat cc compared to operative's ooc one even if you count all the hard CC, the merc has a ranged 4sec stun as opposed a melle one, and the oper has a mellee pbaoe 8sec mez which is 100%useless in endgame. interrupt is also mute point since 1/16can interrupt without having to magically switch target from the person who he is healing, interrupt, switch back to his healing target, all withtin the 1-2secs that the ability is casted, that is assuming somehow he is able to track which ability a boss is casting cause focus target doesn't show a cast bar at all, so you have to guess... in current endgame pve, the ONLY thing that oper does is spam heals, even battle rez is much overrated since you are bound to have at least 1 sorc in 16people to cover up for this one spell for the entire operation. stealth rezzing as an operative is also much worse than stealth rezzing as an assassin due to the 10secs 100%incoming/outgoing heal debuff that you get which practically means that if you do it you have a)wait for 1-18secs for your hots to drop off, vanish->rez, wait an additional 4-5secs fiddling your thumbs, start healing again
  6. don't count it like that. count it in how many seconds of regeneach class needs for 1 heal. op/merc are better marginnally when above 60%resource, sorcs have way larger pool and have better regen when the other two are less than 60%of their regen. i have both classes (sorc, op) and managing force is laughable easy atm.
  7. because you don't regenerate 2force/sec when you are low on force. and because your pool allows for something close to 13? base heals, as opposed to 4. the base 2resource/sec that merc's/oper regenerate when low on their resource means that they need 12.5sec to cast a SINLE heal. even when you are at 0 force you need only 6secs to cast your main heal. you also have a somewhat fast way to gain a bit more force, each consumtion is nearly 1 heal. ofc, you cannot compare the different mechanics so simplistic, but in a few words, if you had a cd that would give you force it would need to be something akin to: cd 2min, grants 100force. and even that would be op compared to how force works compared to energy/heat
  8. if their purpose was to heal through utility they have failed miserably due to glaring utility disperancies but ~equal amount of hps. take p.e. operative. in endgame operations he brings nothing apart his healing, not a single ability can be considered "utility". on the other hand sorcs still bring defensive buffs, pulls, speed buffs and etc, while merc's still brings (although nerfed) DR shields, +healing received buffs, +armor buff. so, apart from dispel which all healers have, and apart from combat rez which is an ability that only 1 person/8-16people actually bring and can be easily substitued, they should have include viable utility skills for the operative in order to make him competitive in that department. alas, they simply nerfed sorc to the healing numbers of operative, left their utility alone, and did QoL changes to operative. merc's utility was even further reduced in half (buffs from 10% cut to 5%), their resource managment which affected only their heals also gutted due to supposingly high numbers. so no, nothing shows that BW intended to have healers heal through utility apart from the sorc model who has some tools to do so (in addition to his healing).
  9. actually they nerfed sustain even MORE than burst for some stupid reason of their own. combat logs now show concealment being last in dps by a good margin last time i checked the pts forums.
  10. actually i prefer the warrior buff, +5%blanket buff to damage is better imo than +5%crit... now i have to level a warrior too:
  11. and that boils down to what i said in my earlier post. substituing SP for infusion is lower hpe but higher momentary hps. in order to balance your energy you need to follow up with more DS afterwards. if you add the lull phase then you come to ~equal hps over the course of those DS but still a little lower on energy. so, in a sense you gain more burst but that burst is followed by a period of very low healing. this means you lose energy to gain burst without affecting your overall hps over a longer period of time so far, for the content i've healed (missing 3bosses for full nightmare clear) i prefer to use SP. there ARE occasions that i use infusion, but each week i doubt i use it more than 10-15times. more often than not, in current content i find myself hardpressed to use abilities that i would like to use more (rn, more infusion, etc) because choosing those will mean lower regen without a lull phase coming directly afterwards. if they balance the next operation with small bursts followed by small lulls it will favor infusion more. the way they changed DS and the +1TAmeans even more leaway to using it. by how much? unknown till i test the new content, but it still feels too situational. imo, it just misses a little something, even if it is more for flavor (+5% intenral resistance buff for 10secs and etc, that would certainly help it more)
  12. not true. in all the fights, you need to try to keep above 60energy, using infusion means that at some point you NEED to cast 1 more DS for each infusion. so even if you cast inj->inf->sp it just means that you just DELAYED the additional DS, not avoided it. so the thing is if you can stomach the loss of hps for 2 consecutive DS versus spliting them in ~equal time fragments. so a rotation that would be something like inj->inf->sp->inj->sp->ds->ds isn't all that different from the inj->inf->ds->inj->sp->ds the thing is that you need MORE than 1 DS for EACH infusion you cast to remain energy neutral. this is why i compared inf/ds vs sp. and ofc, hps isn't always >hpe. in fact, most of the times, the way our healing works, hpe is >>>hps when your hps is above a minimum threshold.
  13. ...none. operative: 1hot stackable up to 2 stacks +1aoe very short duration/long cd hot sorc: 1direct heal with hot component trooper: talented mini-hot on one of their heals
  14. first char i leveled was a healing operative. doing space dailies, pvp dailies, and SOMETIMES dungeon dailies, and simultenously skipping all mobs not tied to a bonus q. the after math was that i skipped over half the planets cause i was oerleveling them quite easily (there were even points were i had to skip 2 planets in a row) so, if you do the dailies, exp is abudant.
  15. actually, hps wise, infusion tramples injection in the ground, but it is much more expensive (-5energy but also costs TA while inj generates TA) single target healing for sustain will remain the same, maybe a 0,5%increase due to a bit faster DS once/20sec if you only do sustain. i expect our burst healing to rise a bit though due to no lost KP procs (which were 60% lost prior to 1.2 and they SHOULD have fixed it) leading to some leaway to cast infusion now and then. edit: as far as the OP question goes, sage/sorc is till the easiest and more versatile healer for pve content still.
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