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Expertise scales better for healers

STAR WARS: The Old Republic > English > PvP
Expertise scales better for healers

MrXen's Avatar


MrXen
03.15.2012 , 02:16 PM | #121
Quote: Originally Posted by belialle View Post

What class do you play? How's your gear level? Judging from the extreme ignorance of this statement, I'm going to guess that you are still rocking a lot of Centurion pieces, if that.

If you actually believe this BS, I am going to have to say that the issue is with you. Yes, marauders are definitely dangerous, but they aren't the only ones. There are good operatives, assassins, sorcerers -- even a grav missile spammer can be extremely dangerous if they think about their positioning and LoS on me before they start laying into me.



I play a DPS assassin, one of the underpowered things in the game. And I'm battlemaster if you want to know. And as such I compare myself and teammates only against other...>battlemasters< more specifically with full champion gear (since that is what I have currently).


No amount of interrupts stops a healer (realistically, 5 coordinated DPS can naturally), each one has a basic 3 options and a general panic button. All of which erase any dps a single guy can ever do.



And by "poof back to 80 percent" I mean in a matter of a few seconds, not 2 seconds like some guy stipulated out of no where.




All of you saying healing needs buffed or whatever nonsense, try playing against a DPS that doesn't out gear you by 2 tiers of pvp gear. One champion merc (i know him personally and his gear) can out heal me and 2 other dps without dropping below 60 percent (don't know the other two DPS gear) but my gear is full champ and my damage on him is a consistent 2000-4000 per maul (which my spec allows me to maul about once every 1.5 seconds) and my other skills that go inbetween deal formidable damage. On top of this I never miss an interrupt (especially against him) but it does not matter. Of the teammates I had on him, at least one was interrupting his other heal and we were trading (surprising in a pug) but he easily...easily just ran around shrugging us off for an entire 70 seconds or so before his team came.



I quote him: "yeah playing healer is easy and no one can do anything to me."



Do speculate more on my skill, gear, or experience as a person who has pvp'ed enough to be battlemaster and can do basic math unlike some of us apparently.


elementary... 1 guy gets 10 percent bonus, other guy gets 2 different 10 percent bonuses, who benefits more?? Argue this some more, its amusing me.

HooverHog's Avatar


HooverHog
03.15.2012 , 02:23 PM | #122
Quote: Originally Posted by Orangerascal View Post
Unfortunately I've not had time to write new articles. You could look at torhead.com or search the sithwarrior.com database and look for abilities with the highest coefficients.

I'm sure something like the scoundrels shoot first has a ridiculously high coefficient.
Shoot First is 2.48

Here are some heals and attacks from the Sorc to compare:

Static Barrier = 3.27
Dark Infusion (3 second heal) = 3.41
Dark Heal (1.5 second heal) = 1.75

Lightning Strike (1.5 second attack) = 1.32
Chain Lightning (3 second aoe) = 2.02
Thundering Blast (2 second attack) = 1.58

This is a very limited list, but it shows a trend in abilities (that have short or no cooldowns) to have a significantly higher coefficient on heals than damaging attacks. Unless all of the skills I looked at (more than I listed here) are outliers then I think it's still unfair to say that healers are allowed to scale more with expertise just because their base bonus healing is lower than base bonus damage. This discrepancy is more than made up for in the individual skill coefficients.

MrXen's Avatar


MrXen
03.15.2012 , 02:25 PM | #123
Quote: Originally Posted by HooverHog View Post
Shoot First is 2.48

Here are some heals and attacks from the Sorc to compare:

Static Barrier = 3.27
Dark Infusion (3 second heal) = 3.41
Dark Heal (1.5 second heal) = 1.75

Lightning Strike (1.5 second attack) = 1.32
Chain Lightning (3 second aoe) = 2.02
Thundering Blast (2 second attack) = 1.58

This is a very limited list, but it shows a trend in abilities (that have short or no cooldowns) to have a significantly higher coefficient on heals than damaging attacks. Unless all of the skills I looked at (more than I listed here) are outliers then I think it's still unfair to say that healers are allowed to scale more with expertise just because their base bonus healing is lower than base bonus damage. This discrepancy is more than made up for in the individual skill coefficients.


Someone who actually knows w t f. Nice to see.

Demarcc's Avatar


Demarcc
03.15.2012 , 02:34 PM | #124
Quote: Originally Posted by MrXen View Post
I play a DPS assassin, one of the underpowered things in the game. And I'm battlemaster if you want to know. And as such I compare myself and teammates only against other...>battlemasters< more specifically with full champion gear (since that is what I have currently).


No amount of interrupts stops a healer (realistically, 5 coordinated DPS can naturally), each one has a basic 3 options and a general panic button. All of which erase any dps a single guy can ever do.

So fail. What are these 3 basic options all healers have? My Smuggler has 1 basic heal I can cast. 1 More I can cast if i have a second resource available. The rest of my heals are HoTs or an instant EMP that again requires upper hand. What are these 3 basic options I have? Also my cast heal heals about 2400'ish no crit in Wzs. Takes 1.7s to cast. If you cant out DPS that as a DPS you bad. Also I'd like to know what my panic button is? Vanish? My 3 min and hope you dont AoE spell? the one that puts a 100% incoming / outgoing heal debuff on me? Maby its my Dodge that allows me to avoid your white attacks for 3s. Are you auto attacking me? you bad. Possibly you mean my defense screen that absorbs ~1400 dmg once every 45s?

And by "poof back to 80 percent" I mean in a matter of a few seconds, not 2 seconds like some guy stipulated out of no where.

For me to heal myself the 50% your claiming I'd have to cast on avr 3 heals, assuming one crit. That takes me ~6s. During that time you did'ent use an interrupt? or a stun? you did'ent use a Knockback? you bad.


All of you saying healing needs buffed or whatever nonsense, try playing against a DPS that doesn't out gear you by 2 tiers of pvp gear. One champion merc (i know him personally and his gear) can out heal me and 2 other dps without dropping below 60 percent (don't know the other two DPS gear) but my gear is full champ and my damage on him is a consistent 2000-4000 per maul (which my spec allows me to maul about once every 1.5 seconds) and my other skills that go inbetween deal formidable damage. On top of this I never miss an interrupt (especially against him) but it does not matter. Of the teammates I had on him, at least one was interrupting his other heal and we were trading (surprising in a pug) but he easily...easily just ran around shrugging us off for an entire 70 seconds or so before his team came.


Mercs have an ability to shield themselves and ignore interrupts for 12 while taking reduced damage. Did you white bar him and allow him to use his shield? you bad. Try learning how other classes work

I quote him: "yeah playing healer is easy and no one can do anything to me."

Your healer friend is either very dumb or runs in a pre-made with a tank whoi guards him. Guard is NOT a healer issue. If you wanna ***** about guard tank forums are over there ----->

Do speculate more on my skill, gear, or experience as a person who has pvp'ed enough to be battlemaster and can do basic math unlike some of us apparently.

Oh your a battlemaster? So i should bow down to you? Not really, see I've got some PvP titles under my belt too .. so being battlemaster impresses no one around here


elementary... 1 guy gets 10 percent bonus, other guy gets 2 different 10 percent bonuses, who benefits more?? Argue this some more, its amusing me.


Correction. One guy gets 10% outgoing dmg and 10% incoming dmg bonuses. Sure the healers dmg is weak sauce but if we're talking 1V1 hes still gonna try to kill you. The healer gets 10% dmg reduction 10% dmg increase (Laughable but we'll add it) 10% healing increase and 30% healing decrease.
Answers in bold.

Dudious's Avatar


Dudious
03.15.2012 , 02:36 PM | #125
Sad that only two people alluded to this before.

Healers get +% heals. DPSers get +% damage. These two facts (generally) balance out.

EVERYONE gets -% damage.

You're going up against a healer solo and you're complaining that the healer is getting to utilize both of these bonuses simultaneously while you aren't? Damn... how unfortunate for you... the nature of the combat you are involved in is so one-sided that the defensive bonus your gear gives you ISN'T EVEN BEING USED.

Also, 1 DPS is not supposed to be able to solo 1 healer in any reasonably short amount of time (assuming both classes are using interrupts/cc/snares/etc).

Why are people not seeing this? It's balanced around team on team. Healers get +heal, dps get +damage, everyone gets damage mitigation.

Also, like Lace has said (and others) several times: The primary/secondary stats provide a much lesser bonus for healing than they do for damage.

Khoraji's Avatar


Khoraji
03.15.2012 , 02:38 PM | #126
Quote: Originally Posted by MrXen View Post

No amount of interrupts stops a healer (realistically, 5 coordinated DPS can naturally), each one has a basic 3 options and a general panic button. All of which erase any dps a single guy can ever do.


elementary... 1 guy gets 10 percent bonus, other guy gets 2 different 10 percent bonuses, who benefits more?? Argue this some more, its amusing me.
Sorcs/operatives/mercs can also heal. So those DPS classes get 2 different 10 percent bonuses as well. Not to mention as a dedicated healer, the 10% damage bonus rarely comes into play. Keep pretending like expertise mechanics is why you can't kill someone.

3 basic heals plus a panic button huh? Where are these 3 basic heals that will negate 4-7k crits by a DPS?

Merc Healer:
Option 1- Healing Scan: 1.5 second heal with a 12 second cooldown that normally goes off for around 2-3k (plus a very small HoT)

Option 2 - Rapid Scan: 2 Second heal with no cooldown and hits for around 2-5k depending on adrenals and cooldowns are popped. Usually its around 2500 without a crit.

where is the 3rd basic heal? thought so.

Emergency Option: Emergency Scan which is a weaker heal than Rapid Scan and has a 21 second cooldown.

HooverHog's Avatar


HooverHog
03.15.2012 , 02:50 PM | #127
Quote: Originally Posted by Dudious View Post
Sad that only two people alluded to this before.

Healers get +% heals. DPSers get +% damage. These two facts (generally) balance out.

EVERYONE gets -% damage.

You're going up against a healer solo and you're complaining that the healer is getting to utilize both of these bonuses simultaneously while you aren't? Damn... how unfortunate for you... the nature of the combat you are involved in is so one-sided that the defensive bonus your gear gives you ISN'T EVEN BEING USED.

Also, 1 DPS is not supposed to be able to solo 1 healer in any reasonably short amount of time (assuming both classes are using interrupts/cc/snares/etc).

Why are people not seeing this? It's balanced around team on team. Healers get +heal, dps get +damage, everyone gets damage mitigation.

Also, like Lace has said (and others) several times: The primary/secondary stats provide a much lesser bonus for healing than they do for damage.
If a DPS get +% Damage and Defense, then a Healer gets +% Damage, Healing, and Defense. The damage and defense negate one another. Nothing negates the bonus healing. If expertise gave -% Healing received by target of your attack, your argument would be accurate.

Additionally, you are absolutely correct that PvP is not balanced around 1v1. If it was, I would call for a healer buff as many classes can (slowly) work them down. However, healers only get MORE powerful when placed in a group situation, especially if there are a few other healers in that group

Finally, primary/secondary stats have lower healing coefficent, but the heals themselves have a larger coefficient than damaging attacks, so having a lower base bonus does not imply healing for a lower total amount.

Orangerascal's Avatar


Orangerascal
03.15.2012 , 02:59 PM | #128
Quote: Originally Posted by HooverHog View Post
Shoot First is 2.48

Here are some heals and attacks from the Sorc to compare:

Static Barrier = 3.27
Dark Infusion (3 second heal) = 3.41
Dark Heal (1.5 second heal) = 1.75

Lightning Strike (1.5 second attack) = 1.32
Chain Lightning (3 second aoe) = 2.02
Thundering Blast (2 second attack) = 1.58

This is a very limited list, but it shows a trend in abilities (that have short or no cooldowns) to have a significantly higher coefficient on heals than damaging attacks. Unless all of the skills I looked at (more than I listed here) are outliers then I think it's still unfair to say that healers are allowed to scale more with expertise just because their base bonus healing is lower than base bonus damage. This discrepancy is more than made up for in the individual skill coefficients.
chain lightning is usually instantly casted
thundering blast is elemental damage and not used in pvp
lightning strike is not used in pvp for good reason.

Real pvp abilities:
Telekenetic throw (per tick, 4 ticks in 3s): 0.79
Project: 1.85
Force in balance: 1.87
Telekinetic wave (3s aoe): 2.02 (usually instant cast because of POM)
Weaken Mind: 0.31 (5 ticks)

With the exception of weaken mind and TT all of these abilities have more coefficient than Dark Heal (1.5 second heal) = 1.75. Dark Infusion (3 second heal) = 3.41 is obviously quite large because ... it's a 3s cast. It actually scales worse than dark infusion.

I love how the guy below you quoted you though
Quote: Originally Posted by MrXen View Post
Someone who actually knows w t f. Nice to see.
Lace - Sage / Fleet - Scoundrel / Vaine - Guardian - www.jedilace.com
<Sphinx> - Tomb of the Freedon Nadd

Yeren's Avatar


Yeren
03.15.2012 , 03:05 PM | #129
Quote: Originally Posted by islander View Post
aha! Point taken.

Still, you could still break it by a knockback/pull/stun. It's a good tactic though and one I hadn't thought of until now
The knockback/pull/stun .... Only breaks it for what 2 seconds? I think the issue the healers in here (myself included) is that some people are forgetting that stuff.

Pull - breaks our cast
KB - breaks our cast
Stun - breaks cast and keeps us from healing
Interrupt - breaks cast
Interrupt 2 (some classes) - another break cast

Some of those KB's can be speced to root. Healers can get a beatdown. A 5 man team can probably take down 2 healers and a tank if they split up to CC/interrupt casts, but it still takes some time and the bomb is planted. I think this leads to what is normally seen as one of the big issues in PVP right now .... STUNFEST!

Glad I could give you a new tactic .... as a healer I find ways to keep people busy for just long enough for something to happen (cap turret, plant bomb, or score a TD). I get SUPER focused on my server it seems so I have to find some other way to be useful to my team (i.e. pulling DPS away from the turret in Alderan).
"You can only punch a rancor's nose so many times before you realize there's got to be a better way" -- Han Solo

Demarcc's Avatar


Demarcc
03.15.2012 , 03:05 PM | #130
Quote: Originally Posted by HooverHog View Post
If a DPS get +% Damage and Defense, then a Healer gets +% Damage, Healing, and Defense. The damage and defense negate one another. Nothing negates the bonus healing. If expertise gave -% Healing received by target of your attack, your argument would be accurate.

Additionally, you are absolutely correct that PvP is not balanced around 1v1. If it was, I would call for a healer buff as many classes can (slowly) work them down. However, healers only get MORE powerful when placed in a group situation, especially if there are a few other healers in that group

Finally, primary/secondary stats have lower healing coefficent, but the heals themselves have a larger coefficient than damaging attacks, so having a lower base bonus does not imply healing for a lower total amount.
The damage and defense WOULD cancel each other out if the two partys were doing the same damage to each other. Everyone know's healer (with the exception of BH/Troopers when at 30 stacks) do crap for damage. So in effect the net result is the DPS'r gets much more value from his 10% attack (10% of 2000 is greater than 10% of 500 .. trust me)

Now you could argue that the healer gains more from the defense stat since mitigating 10% of 2000 is better than mitigating 10% of 500 based on raw numbers (Ie the DPS'r mitigates 50 and the healer mitigates 200) The simple case is though that at those rates without healing the healer will die. Healers would become valor-cows. So healers heal to offset incoming damage. Now this is a choice .. heal or DPS. Healers tend to heal and run away since its not helping our team standing there trading blows with a DPS, and will generally get you killed Vs a good DPS anyway.

I do agree that healers get more powerful in a group situation, thats the archtype tho. Tanks also get more powerful in a group situation, as do DPS who can assist and work interrupt rotation.

I am all for Bioware making the WZ's queues more balanced and adding a *Queue as* feature where you queue's as a healer / tank / DPS and the game tried to balance the groups. I hate 5 healer games as much as anyone else. Nerfing healers on an individual basis because of that is dumb though. As is nerfing healers b/c some other classes have trouble (or cant) take them down 1v1. There are several classes that can destroy healers 1V1, if your not playing one get some help on that healer, its a team game. If you are playing one .. well get better.

I mean as a healer should I be calling for nerfs on marauders and sentinals b/c I cant solo a good one? Yet people feel its fine for them to call for a nerf on healers when they can solo one? /boggle. Bit of a one way street here no?