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AngelFluttershy
07.10.2012 , 02:45 PM | #13
Hey everyone, this is a very nice thread and I am liking the conversation between some of you on the specs. I have been a Sage/Seer since Early Access and am currently 4/4 HM EC 8 man and 4/4 SM EC 16 man. I just have a question or two about the original post and wanted to get some feedback from you all on some of my ideas and practice.

First, the "Priority Flowchart" seemed contradictory, or I'm just reading it wrong?
Quote:
4. Does tank have Force Imbalanced debuff? If no, Force Armor. Otherwise;...
Green (Minor): Tank? Wait for yellow...
Yellow (Moderate): ...Be conservative with your use of Force Armor, however; while reasonably efficient...
It's instructing the healer to keep Force Armor on the tank at all times but then states to save it until the tank is in the "yellow" zone of healing. With 20 seconds of Force-imbalance I can't see Force Armor always making it into the rotation for the tank. Out of practice, I find it better to save Force Armor for when you know a heavy hit is coming for any player (like the Baradium Bomber's Rocket Launcher), or if a player drops to around 25%, this depending on the fight of course.

Second, step one of the flowchart I see Seers doing all the time, and honestly I don't think it is necessary.
Quote:
1. Before the fight, Force Armor everyone and Meditate.
In most PvE encounters, Force Armor will wear off before most players even take any damage because of the time it takes for the encounter to even begin. The Sage first must buff everyone, Meditate, and then the tank must initiate the encounter. There are only a few fights where DPS and healers may be taking damage off the bat and even then it may not be for a few moments. Step one isn't bad practice for PvE, it just eats up time in my opinion. Force Armor the tanks and anyone you know that may initially pull lots of threat. Other than that I don't think everyone needs a safety bubble. Now for PvP it is definitely a great idea to armor everyone right before or after the doors open seeing as anyone and everyone may end up being targeted off the get-go.

The build of a spec is always in debate to the last point, but I have just been taking the point out of Valiance because I don't think the difference from Pain Bearer and Valiance is that significant. Pain Bearer is a live saver on fights where heavy AOEs or directed attacks are wailing on me (like Kephess). I can see where having 2/2 in Valiance can be more advantageous, but I generally don't have a difficult time maintaining over 75% Force with 85% health while even in the grit of my rotation. I just keep Rejuvenate on myself or stand in Salvation. I may try moving that point for the week and seeing where it goes, but in Ops, especially HM EC, you're going to be taking a lot of damage no matter what and having Pain Bearer on call has saved my buns quite a few times, and my Force Regen. Right now I crit for around 7.2k with Deliverance on myself and 6.75k on other players (with Consular + Knight buff but no stim) that don't have any increased healing received. That 8% difference saves me Force and time from dropping another heal on myself most occasions. No one is wrong where that last point goes because it will always be beneficial in one way or another, it just depends on what you do more and what the situation. To each their own.

Gearing, this is what I have been working a ton on recently and am still ironing out the fine details, so I have a lot of input here and even learn. Before I go on, just like this guide and what anyone says here, try to take everything here in bits. We all have our own ideas about healing and knows what works best for us personally, and what works for us may not work for you.

Onager, as said in his guide, has a personal preference of having a higher then average crit, around 35% unbuffed. I lean towards a heavier Power build with an unbuffed crit of 25%. Why so low of crit? Allow me to explain.

Lucky Shots, the Smuggler class buff, provides 5% crit automatically putting it up to 30%. Force Valor, the Consular buff, takes it up to 31%. Add just a Prototype Resolve stim (+104 Willpower) and fully buffed that's nearly 32% crit with already 1910 Willpower for my stats. Now that amount of crit may be on the low side for some of you but it seems to work out fairly well for me. I have a 73.64% Surge chance at the moment so when I do crit is well worth it. My bonus healing fully buffed is also 764.8 boosting my base heals by a seriously large amount making those crits all the sweeter. With enough power the versatility of Seer healing is endless because when you do need an "uh-oh" button you have Force Armor and Force Potency to throw that player back into the upper bracket of their health no sweat. I firmly believe that Seer healing is pivotal for Ops just because we are the most versatile healers and preform best when having to maintain large groups of players. Other healers shine with single-target healing or maybe four people at a time, but the Seer is the only one that can easily cover an entire 8-man Ops group no sweat. I feel that Power fills in as a better stat for maintaining the group than crit just because I don't need to rely on a chance of a critical to be effective. High crit, on the other hand, plays a huge role in single-target healing and an emergency heal, but as I said early, that's what Force Potency is for. I don't find myself using Force Potency often so it is nearly always ready to go in case a little burst healing is needed.

In the guide it said to stack Resolve augments no matter what. If you are favoring a crit build and already nearing or hitting diminishing returns (DR), then I would say go for it. Primary stats like Willpower, Strength, Aim, and Cunning don't start hitting "significant" DR until 2000, and even then the scale for DR is less than Surge and Crit. Personally, I use whatever augments compliment my gear make-up. At the moment I am using Overkill (Power) augments, but that may change soon in order to add a small amount of Alacrity so I can drop an Alacrity enhancement for some more Surge. As I said, I'm still itemizing my gear and will probably be at it for another week or so. Just to quell some worries, I am looking into boosting my crit a bit more, so I'm not that stubborn with my "unlimited power" build.

As for the four-piece being optional or not, it isn't vital, but why not get it? 50 extra Force is pretty darn nice and the only reason to sacrifice a four-piece bonus is to get the two-piece bonus from the other set. The two-piece for Force-Master's being 2 points reduced cost of Disturbance and Telekinetic Throw you're better off just getting the 50 extra force.

As I said before, sweet guide and I hope that Aurojiin is able to change and expand it in the future as patches alter Seer healing and new gear starts popping up.