Jump to content

UnregisteredUser

Members
  • Posts

    7
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Nashville, TN
  1. Depending on the difficulty of the FP and gear levels of the group, the core heal abilities for a sage (Force Armor, Benevolence, and Deliverance) could possibly be enough. However, you will certainly run into force issues during sustained encounters, and all high-end FP content (any HM 55) will be a strain on your healing ability since you are limited to a single-start one-at-a-time style of healing. If you are serious about healing, it is highly recommended that you go with the full healing tree build for sages. It helps with resource management as well as overall power levels for healing. The top of the Seer tree (Salvation) is required for anything more than casual SM FPs. The recommended spec is generally this. For leveling FPs, they are generally tuned for that level and what is available at that point (for example, taunts and interrupts are not required for lower FPs, but they are very beneficial for mid-level or higher.) So if you are queuing for the healer role, it is expected for you to have roughly what is available for that level of healing, so if you aren't that spec, please do not queue for that role. It will only make the experience bad for the whole group. As far as killing things quickly, you should not be relying too heavily on that ability as a healer. Your basic dots and occasional telekinetic throw will be more than enough to help the dps in your group out. For solo content, I can see a concern. Your basic attacks will be more than sufficient to burst small groups down for things like dailies and whatnot, but your sustained damage output is hindered by a very rough force management situation for a Seer sage trying to dps. But what did you expect? You cannot have the greatest (or even near average) damage output in healing spec. Your weak/standard target burst is just fine with dots, project, and telekinetic throw. I highly recommend buying the field respec on your toon and switching to Telekinetics or the hybrid (my preferred build) for daily grinding. You don't have to switch gear or anything because accuracy isn't important for this purpose. You are only switching for the force management to kill things faster.
  2. Our group did it like this: Mainhand: dps (based on biggest upgrade then a roll-off for any ties - ie. 2 dps have 72 barrels, 2 dps have 69s. the 69s would roll for the 75) > heals > tanks Offhand: dps that use offhand barrels/hilts > other dps > heals > tanks Implants/Earpieces: tanks (if it is BiS for that class) > dps (based on BiS) > heals Relics: Tanks (until they have their 2) > heals (1 BiS for each healer) > dps Set pieces: Tanks > heals 2-piece > dps 2-pieces > heals > dps Belt/Brace: Tanks > dps > heals That was a VERY general guide we used. We did look to see the BiS pieces. For example, if we had pants drop, we'd check three things. If the tanks had their set bonuses, we checked the healers. If the healers have their 2-piece, we go to the dps. If the dps have their 2-pieces, we get the healers their 4-piece. If there are two people looking at the same piece (both healers need their 2-piece and neither have pants), we will see if the pants are BiS for a specific class to maximize the upgrade. If all things are equal, we have a roll among the 2-4 members that qualify for the piece. My group was pretty chill about gear though. If there were any disputes, the raid leader would simply take the piece and RE it for schematics (and mats pre-2.0.)
  3. Previous raid group has disbanded. Need a raid group for tuesday-thursday HM/NiM raiding. I can fill any role needed. I have the following: VG Tank, min/maxed 72s Sage heal, min/maxed 72s with a few 69s. dps, min/maxed 69s Scoundrel heals, min/maxed 69s with a few 72s. Sent dps, min/maxed 66-69s with 69-72 set bonus Willing to make more alts for whatever is needed. I am 5/5 HM TfB and 7/7 HM SV. Previous raid team has fallen apart the last 3 weeks for NiM runs, so I haven't gotten into it yet.
  4. There is a soft enrage at 10%. To fully explain it, the phases work in 20% intervals with a jump at every 10% between them. At 90% there is a jump, and at ~80% you go into Toth's Berserk. Toth tank will take a lot of damage and Zorn will be pounding the ground sending rocks flying into the air. The person with a yellow target underneath them (Zorn's Heave target) will need to run under Toth to break the Berserk. At 70% there is another jump, and at ~60% there is a red reticule phase. Zorn will scream-stun the tank and everyone should avoid red circles. These two processes repeat once more at ~40% and ~20% respectively with jumps at 50% and 30%. At 10%, there is a final jump with a soft enrage. Zorn will start pounding the ground for massive aoe damage. This is likely the phase where you are dying. Since you say you only get one red reticule phase, I am assuming your dps isn't so bad that you are hitting the actual enrage, so I am ruling that out as a possibility. Now, there are other issues that you have mentioned. Yes, your google search is correct when it says dpsing the boss too fast sometimes causesd problems. In the past, you could dps the bosses to their 10% marks before they finish the previous phase/action, which would cause stacking phases (red reticules during Toth's berserk). Or it could cause problems with the Fearful debuff timing. But those issues have been fixed since Jumps will not happen during mechanic phases anymore and the Fearful debuff has been shortened by a fair amount. Since the fixes, there shouldn't be problems with too much dps. In fact, you can really end up skipping phases if your dps is that strong, and that could work out to your benefit. Bottom line is: Do not be afraid to dps this boss too much anymore unless it is severely hurting your mechanic timing (ie. being too low to skip phases, but so high that it pushes phases to a point of being uncomfortable). Another possibility is that you are killing one of the Drouks ahead of the other. It's hard to tell from the post, but if you are killing one while the other is at, say, 8%, there is a very steep increase to that one's defense and damage. Make sure you are killing them within 1-2% of each other. Other than that, I cannot think of any other reason that would wipe your raid consistently at that point. Just make sure your healers are feeling comfortable going into that last ~10% burn phase and have your dps pop defensive CDs if needed and definitely make sure that dps that have fearful are still concentrating on Toth and do not attack Zorn until fearful is gone - even if Toth is dead.
  5. I'd assume to remove too large of an advantage and help speed up the process. You already get to see what AC you're facing. Why do you need time to inspect and diagnose stances/cells to decide who to pair against them? Your team should be doing that homework before and during the first duel.
  6. I believe that willpower > power when compared to in a 1:1 basis. When switching from 27 to 27A, you will end up with +16 willpower at the cost of -31 power. I believe that loss is a bit too much based on what I've read from this thread.
×
×
  • Create New...