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People that think 2 ops is awesome


xIphonex

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Idk why so many think that 2 op healers is all that great. I mean to a certain degree they are good since their ammo management is ridiculous but I don't get why people hate sorc heals in ranked. Here are a few links of me doing some healing in rateds.

 

http://i.imgur.com/RrbIPcl.jpg

 

http://postimg.org/image/6vhccmhnl/

Edited by xIphonex
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pretty solid numbers, But OP's are literally OP with heals at the moment. Not taking anything away from you at all, just that they have a slightly unfair advantage over other healing classes at this point in time.
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Operatives are OP because they can heal while stunned, most heals are instant and cannot be interrupted, they bring utility with roll to grab the ball in huttball/grab node in civil war/smuggle in voidstar/aoe stun. You can't look just at the healz. Operatives bring more utility to a fight while doing equal or more healz than sages. That is why people use 2.
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The big numbers are fluff from the hots, most teams run a sorc and an op for a reason. 2 operatives in rwz team is a significantly weaker combo then a sorc and an op. Operative is really good at keep people topped up with all there hots and small instants but when it comes to keeping a target whos getting focused up? sorceror is better thats why many people will run sorc and op instead of 2 ops. Its a good combo imo.

btw sick hps ts :cool:

Edited by AngusFTW
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I am presuming that those 2 screenshots are from ranked matches... if so.. what they "do" show is that healing is vastly overpowered. You've got healers putting out twice the Healing output as your DPS. That's disgusting. Judging from both of those screens, healers need a 30% HPS cut across the board to pull them into line. Edited by JackNader
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Looks like you guys have good guards. Everyone knows sorc/sage is a great healer. Its downfall however is that its action heavy and extremely squishy. Both of which Agent/Scoundrel don't have a problem with. and they can produce those kind of numbers too.

 

That said, many teams run 1 scoundrel/op and 1 sage/sorc as their healers. Some just chose to run 2 ops/scoundrels instead for the above mentioned reasons. Oh yeah and as others have mentioned....ops/scoundrels have the overpowerd /roll at the moment and utility that sorcs don't have. Being able to traverse terrain in the blink of an eye is BROKEN in some of these warzone matches. Huttball being the best example.

Edited by SOULCASTER
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I am presuming that those 2 screenshots are from ranked matches... if so.. what they "do" show is that healing is vastly overpowered. You've got healers putting out twice the Healing output as your DPS. That's disgusting. Judging from both of those screens, healers need a 30% HPS cut across the board to pull them into line.

Something that most forget is having a sorc/sage healer in any given warzone will skew the dps numbers on the final scoreboard due to bubbles. The damage absorbed by bubbles counts towards our healing numbers... but not your dps! :p

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´Rateds or well organized premades who get lucky with their team mates in normals arent the problem. Infact, a sage/sorc who's guarded and protected, such as on a rated team, probably has "better" healing, as in not just a ton of HOTs, and can be on par in overall output. The problem is in pug/unorganized premade normals (which makes up for the vast majority of games) , for a couple of reasons:

 

*DPS are clueless

*DPS will prioritize the sage healer, knowing that it will be easier and less time consuming

*DPS give up. And yes, this does somewhat apply to skilled sages and commando healers too. You will have a DPS on your tail but when he's noticing that it's not going anywhere he's going back to padding stats instead. The difference between sage/commando and OP is that it requires much less of the OP, which makes more and lesser skilled players capable of it.

*The utility in combination with heals that the scouprative has. Sage pulls are overated and pretty much non-existent outside Huttball and commandos have nothing at their disposal. It is significally easier for an OP to play the objective and heal at the same time.

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Sorcerer healers are essentially carried by operatives; without operatives you do not function within rwz. Thats why we generally don't run one because it's infinity less work for the operative when it isn't babysitting the sorc thats always getting FF or running low on force.

 

...You're facing some pretty fluff damage teams ... x2 smashers and at least one lethality ...jokes.

Edited by Blasphemerr
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Operative healers are often mistaken for having no energy management issues. Yes you can spam kolto probe and surgical probe, both of which are very small heals - however if someone is getting focused and you need to keep them alive that is when you will either consider running into energy management problems or letting them die - a sorceror is far superior at keeping a single target up. Operative heals are topping people up.
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Operative healers are often mistaken for having no energy management issues. Yes you can spam kolto probe and surgical probe, both of which are very small heals - however if someone is getting focused and you need to keep them alive that is when you will either consider running into energy management problems or letting them die - a sorceror is far superior at keeping a single target up. Operative heals are topping people up.

 

Keep them up with what? The 2.3s cast or the 2.8s channel? Or maybe the 1.4s energy draining cast?

 

But probs to the op, pretty sick numbers.

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sorc heals is definitely still viable, lots of good teams run sorc heals and sorc dps, and some teams like 2 ops because they can run a sorc dps that can also respec heals. plus ops are imo slightly better than sorcs healing, but not by a large enough margin to make a huge difference
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