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ProcessHeals

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  1. Merc set bonuses and tacts are being nerfed in 6.1.2, this was confirmed by the combat team in the theorycrafting discord. Still doesn't change the fact that sorc aoe heal potential is abysmal. The nerfs to roaming mend and revification healing were entirely unnecessary. At this point sorcs are about 30% behind ops and mercs in aoe healing. The buffs to single target and force costs did close the gap a bit overall, but the spec needs further adjustment. I think a redesign of revification is the best approach, but even just rolling back the healing% nerfs on rm/rev would even the playing field a bit.
  2. It's an adjustment to be sure, but not a loss considering the other changes. Sorcs would be in an overall good state if it wasn't for the completely lackluster 8-target potential.
  3. Disappointing to see no comment on the changes to healing. There are some solid improvements here, single target is at least on par with the other classes at this point, but group heals really need some redesigning. Let's just take a minute to compare sorc AoE healing 1:1 to the other two classes: Roaming Mend, while perhaps more versatile in terms of usage, objectively heals less (factoring for cds) than the 4 person smart heals of merc (Progressive Scan) and op (Recuperative Nanotech). I believe this is a reasonably balanced design and honestly don't want too much power to be shifted into smart healing as it has a much lower skill cap to use effectively. Revification heals less than half the amount (factoring for cd times) of the comparable 8 heal abilities of merc (Kolto Missle) and op (Kolto Waves) AND takes an excruciating amount of time to deliver the full amount of healing (1.4k ticks on a 300k health pool are like spitting into the ocean). Additionally, operatives can keep their probes up on all 8 targets for sustained healing that matches the output of Revification and Mercs can do the same with the HP-5 tactical for when sustained raid healing is needed (or take Vapours for added burst raid healing). You can argue that sorcs can do something similar with bubbles, but doing so is a lot more cumbersome due to lockout times and is a significant strain on resources compared to the free heals of op and merc. Precasting is also a really ineffective use of bubbles (considering the added healing they do now) and could create problems saving targets later due to the lockout. So what we have now is a class that has pretty solid single target sustain and burst healing, but severely lacking AoE to the point where it can be straight up detrimental to bring a sorc into certain encounters with a lot of raid-wide damage (e.g. MM Nahut and Izax). Maximizing output still falls short for that type of damage profile and that should never be the case. That's not even mentioning that the other classes have essentially no resource management in this expansion and can both do substantially better off-dps, but we'll set that aside for now. With all of that said, the best solution I can come up with is a complete redesign of Revification. Here are a couple of ideas brainstormed with some of the other top healers in the game: -Revification applies an instant heal equal to or slightly greater to the amount healed over time (12-15k base or so), but only during initial placement and with no change to the behavior or healing of the HoT. This will require more strategic placement while optimally providing the burst needed to counter large raid-wide hits that are seen in many boss encounters). -Alternatively, you could reduce both the cooldown and duration of Revification by 50%. This would double hps potential, but be a significant strain on resources in order to maintain. To be clear, these changes will still leave sorc behind both of the other healers in terms of AoE potential, but it at least closes the gap to a reasonable degree.
  4. If a target resists damage from Volt Rush, it negates any healing caused by the Storm's Succor tactical. If this isn't a bug, it's a horrible design choice. No other heal in the game is tied to accuracy and this should be patched along with the other changes to Volt Rush currently on PTS.
  5. Got a couple hours of testing under my belt now (including completion of the first boss in the new MM op). Still going to require some more testing before I give my complete thoughts, but the general impression is that while there are some improvements here, I don't think it brings sorcs in line with the other healing classes. It's a lot more work for noticeably less output than either operative or especially mercenary heals at this time. While single target burst and sustain have both received significant buffs, raid/party healing is still in an extremely poor state. Revification healing is now so pitiful, it makes me question if it's even worth putting down when healing next to one of the other classes since the group is likely to be healed back to full before even half of it finishes ticking. Off dps (which is crucial to a lot of MM encounters) still lags significantly behind the other classes and continues to be a brutal strain on resources. A couple of notable issues regarding the Volt Rush related set/tactical as quoted above: Had to make a little edit here since reading comprehension is hard and I didn't catch the second half of the 6 piece bonus on EO. Disregard previous criticism Furthermore, it should be noted that if a target resists Volt Rush's damage, it also cancels the heal. Not sure if this is intended or a bug, but it does seem like an odd design choice again considering that accuracy does not effect any other heals.
  6. This is the date of origins kill of Terror (which was the last boss they needed): https://www.twitch.tv/videos/134294410 This is our date (also our last boss needed): https://media.discordapp.net/attachments/223280561098194944/381516841740402688/Screenshot_37.png?width=825&height=466 With that being laid out, the statement in the first post stands. We were the first east coast guild to complete ALL the NiM content available in the game (26/26). However, we're not entirely sure who did which boss first. If I'm not mistaken origin did Brontes first, whilst we did Styrak (or something of the manner). It doesn't really matter. And the so-called "imported players" were members of Shadow Council in 4.0, which was the guild Eon splintered from anyways. In other words, they all had ties to Ebon Hawk dating back to the last tier, but whatever floats your boat of justification. This is a recruitment thread and we are stating our credentials and a little bit about our history. At no point in time have we lied or given a false impression about our capabilities or achievements, so I'd refrain from speaking of subjects you cannot prove before you have hard evidence. Thank you for bringing this to our attention though, it's always good to verify the claims for veracity in the future!
  7. About Us: <Aeon> is a NiM-focused PvE progression guild. Founded on the Ebon Hawk server in early 5.0, we were the first east coast guild to clear all NiM content (pre 248 gear) before transferring over to Harbinger to network with a larger raiding community. Since the move to Harbinger, we have refined our membership and are now clearing timed runs on a weekly basis (all 5 cleared in 2 raid nights after 5.5 nerfs). The aim of this guild is to clear the hardest content with the highest level of consistency, but we also provide avenues for less experienced members to reach that level. Our core and policies have evolved over the past several months and with the mergers complete, we are again looking to bolster our ranks with some talented new members. Below you'll find a little bit about our teams followed by recruitment information, should you wish to join. Teams: We currently have 4 active teams: [Cooking w/ Process] (Tues/Mon 8-11p EST) is our main team, which has completed all HM and NiM content including timed runs and surviving achievements. This group is currently focused on testing and providing feedback on the closed pts, but generally still does at least one timed run on live per week. Current needs: 1 rdps (or multi role) permanent sub [16m Meme Team] (Sun 9-12p EST): Recently formed group for farming 16m NiM (+ Rav/ToS) achievements Current Needs: 2 rdps permanent members; 2 multi-role permanent subs [Thursday Team] (Thu 9-12p EST): Another recently formed NiM group that is currently building chemistry and working towards timed run consistency. Current needs: 1 rdps permanent member; 1 multi-role permanent sub [HM Farming Team] (Sat 8-10p EST): Team designed to farm gear for alts Current needs: Rotating roster Recruitment: Outside of our team needs, which are listed above, we are also recruiting general members for various fill-in opportunities as well as participation in weekly NiM pugs that get thrown together whenever he have enough bored members online. If we end up with enough interested members, new teams can be put together at any time. Applicants are expected to have at least HM level experience and NiM potential (although more experience is preferred). Heals and dps must provide recent HM/NiM parses that showcase your best performance (both raid and dummy in the case of dps). Our current recruiting priority is tank > rdps > mdps > heal, but all roles are welcome to apply and exceptional players of any role will receive a trial. All applications must be filled out and submitted here: https://docs.google.com/forms/d/1Lw3lE222krrVYGAu0bH6SEHU4KtQ5Vlg5oW2d4B6FEc All approved applicants will become trialists. Trials will consist of completing one NiM operation which will be selected based on your class and role. Trials are scheduled in advance and we expect you to be on time and have at least studied the encounters (but we recommend you become familiar with all of the NiM encounters before applying). Regardless of the outcome of your trial, you will be given constructive feedback on your performance. If we believe you're ready, an invite will be extended to you. Otherwise, we will let you know what to work on and what you'll need to prove in order to be given another trial in the future. Contact For further questions, please reply to this thread or contact the following in game or on discord: Process This - Recruitment Officer (discord username: Process#0721) Axomm - GM (discord username: AxommHarth#1621)
  8. They really just need to fix the blanking, rather than trying to go after the people exploiting it.
  9. It's different every season depending on the rating distribution. Always aim high if you don't want to be excluded from rewards.
  10. A ~20% healing decrease (averaged based on usage) across all skills when hps output was not the biggest issue to begin with. This strategy overnerfs raw output while not properly address the problems with sorc/sage healing. There are currently two major issues with sorc/sage healing compared to the other classes: The first is that due to simple and overly-forgiving force management combined with over-utilization of 'smart' healing abilities, they're much easier to play at an effective level. The other issue, which is what sees sorcs rising to the top particularly in ranked pvp, is the high mobility and lack of necessary hard casting due to most of the healing being loaded into instant and 'smart' abilities. The proposed changes will have a severe negative impact healers at all skill levels. If it does knock sorcs and sages out of 'fotm' status, it'll only be because the healing output is so far behind the other classes. Any metrics you have showing that sorcs have a significantly higher output than the other classes is due to the fact that target selection and resource management are a lot more forgiving than other classes which allows inexperienced players able to put up bigger numbers than their skill suggests. With all of that being said, here is my counter-proposal with explanations for each item: Increase the cooldown of roaming mend by 5 seconds (15 to 20s) Reduce the base force regenerated by consuming darkness from 40 to 25 Increase the force regenerated by consuming darkness by consuming 1 stack of force surge to 15 (up from 5) (for the)DevNotes: The 5 second cooldown increase to roaming mend will increase the time between burst windows and force healers to think creatively both about what to do with the 3~ extra gcds between mends as well as think more carefully about it's usage as not to waste the potential. The end result is a 30% hps decrease for the ability and approximately a 4% hps decrease overall. It's impossible to make roaming mend ineffective as a single target heal (unless you nerf it by more than 50% or prevent it from hitting a target more than once), but this strategy forces players to do more casting (particularly infusion in single target) between mends. The changes to consuming darkness make resource management important. Overall force management will be tighter due to the decreased force regeneration of consuming darkness with force surge stacks (by 5). This will reduce sustained hps by a further 5% or so due to the added consumes needed to maintain force. In addition, the steep decrease in base the base regen of consuming darkness will make using it without force surge very costly in terms of healing downtime. These adjustments address both the sustained and burst healing targets, but do so in a way that creates a noticeable skill progression for the class. The maximum healing will go down moderately while the average healing outputs will probably drop sharply to become more in line with other classes at relative experience levels.
  11. You only get one 248 from the last bosses of NiM operations and not all of the 248 pieces are available through raiding at this time. Other bosses in NiM drop random assembled 244/246 pieces that can be for any class/role regardless of if it's in the raid. With that being said, it's not really ideal to buy 248 gear runs right now, but if you still wanted to you would probably be looking at a price of 100-200 mil per operation due to the crystals that would need to be popped to carry you. You're honestly better off waiting for rng boxes or upgrading your 242s via pvp.
  12. This thread is based off sustained numbers (5 minute+- parse), there's no way you're sustaining 20k hps (effective or raw) through the duration of a boss fight on a merc geared in less than 242s. It's fairly common to exceed 20k in openers and burst windows, but you won't maintain it for long. Also, if you're doing story mode operations, the bolster increases healing received which may further skew results when compared to this thread.
  13. Since apparently nobody likes sorc/sage heals on this server, here's a game from about a month ago, haven't had much time for pvp lately, but hopefully will jump back into it sometime soon. https://gyazo.com/31c0677af00a72091e891a035d2888d2
  14. > "I can do the know-my-left-from-right boss" > Posts video doing front and back mechanic Dyslexic much?
  15. Tell your dps to play their role. If they try to offheal in content that's tuned for a trinity comp it's going to equal boss enrages and ultimately wipes. Better that they learn to break bad habits now if they hope to progress into more difficult fights.
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