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Expertise scales better for healers

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

Yeren's Avatar


Yeren
03.15.2012 , 03:11 PM | #131
Quote: Originally Posted by Demarcc View Post
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?
I have a feeling that some of this stems from servers where 1 side is rolling in warzones all the time. I know on my server it takes literally 4 - 5 hrs to get 3 daily wins during the peak hours of play. Gets SUPER annoying and what I see most of the time is stacked healer teams on the other side when we have 1 maybe 2 usually. Even as a healer its SUPER annoying.
"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 , 03:19 PM | #132
Quote: Originally Posted by Yeren View Post
I have a feeling that some of this stems from servers where 1 side is rolling in warzones all the time. I know on my server it takes literally 4 - 5 hrs to get 3 daily wins during the peak hours of play. Gets SUPER annoying and what I see most of the time is stacked healer teams on the other side when we have 1 maybe 2 usually. Even as a healer its SUPER annoying.
Yup.

People around here seem to think that us healers just want to have 5 healer games so we can stand around and heal each other all the time. Thats not the case. We hate those game as much as you do. we have no DPS on our team and cant kill crap either. Hell In games like that I generally just forgo healing and try to DPS as much as I can .. for what its worth.

To Clarify ... healers HATE 5 healer games too. Nerfing us wont fix that issue, its an issue with the way people are assigned to games and biowares total lack of understanding with thier *build random teams* crap. Its also really annoying to get a huttball game with 3 smugg, 3 commandos and maby a JK or two on your team when then other side has three sages, 3 vanguards and a couple of healers .. yes those games irk me too. Your team has squat for mobilty (You Jk leaps up to them and gets pwn'd .. joy) while thier team is charging around, pulling you and thier own team about and generally whooping your arse.

If you want to ***** about 5 healer games, ***** about the queue system .. not the healers !!!

Darth_Ricky's Avatar


Darth_Ricky
03.15.2012 , 03:30 PM | #133
Can any1 whose not a nub argue w/ these facts:

Expertise favor's healing

Bio made heals do 30% less in pvp to balence that u need more heals for instance's

Bonus dmg scales betten then bonus heal

Heal abilities got a higher cofficient then dmg ablities

As u get geared its better to have cofficient then bonus

As u get geared u have signicifantly more hp then non-geared


Now pls tell me how those FACTS don't add up to what so many ppl are saying- that at high gear lvls the balence of pvp gets favored more to healing
Unsubbed, see u where the pvp is at

HooverHog's Avatar


HooverHog
03.15.2012 , 03:36 PM | #134
Quote: Originally Posted by Orangerascal View Post
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): 2.02 (usually instant cast because of POM)
Weaken Mind:

With the exception of 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.

I love how the guy below you quoted you though

I see. I was looking under advanced class, not base class. I was wondering where TT and Project were hiding. This is good information, but it only really shows that the most efficient attacks have slightly better coefficients than the least efficient (HPS-wise, AND Force-wise, of course Force is a non-resource in PvP, but that's another discussion entirely) heal. They still don't hold a candle to the shield which in a 1v1 vacuum could be seen as an instant cast dark infusion with a 17 second cooldown. Obviously it gets much much better in groups.

As to Dark Infusion itself (since we're bringing up talents), sure it's a 3 second cast, but it's actually a 2.5 for anyone casting it, and for healers it's a 1.5 every 6 seconds. Which is at least every other cast of it, and (with a very small rotation) every cast.

However, this does illustrate probably the most direct comparison between a heal and a damaging attack:

Healing Trance - 1.03
Telekinetic Wave - 0.79

These spells are in all other ways mirror images of themselves, 4 ticks of damage/healing during a 3 second channel, but the heal has a much larger coefficient.

Demarcc's Avatar


Demarcc
03.15.2012 , 03:38 PM | #135
Quote: Originally Posted by Darth_Ricky View Post
Can any1 whose not a nub argue w/ these facts:

Expertise favor's healing Agreed

Bio made heals do 30% less in pvp to balence that u need more heals for instance's Source pls? AFAIK the added trauma to make the games faster non heal fests. I've never read anything about instances requiring more healing. Theres WAY more damage floating about in WZ's than in instances .. WAY MORE

Bonus dmg scales betten then bonus heal Agreed

Heal abilities got a higher cofficient then dmg ablities Not so. I refure you to a post 1 page back

As u get geared its better to have cofficient then bonus See above

As u get geared u have signicifantly more hp then non-geared Agreed


Now pls tell me how those FACTS don't add up to what so many ppl are saying- that at high gear lvls the balence of pvp gets favored more to healing
Answers in bold

Dudious's Avatar


Dudious
03.15.2012 , 03:43 PM | #136
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.
Ok, we can look at it like that too:
Healer gets: +Heal, +Damage, +Defense
DPS gets: +Heal, +Damage, +Defense

Several DPS classes have a heal they can cast which gets a benefit. Additionally, classes that don't have these abilities generally have talents/set bonuses that return health based on damage dealt - these all benefit from expertise +healing.

Sure, the DPS class gets less overall benefit from the +healing effect, but the healing class gets less overall benefit from the +damage effect.

Quote:
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
Every class gets more powerful in a group. Focus firing damage classes are much more powerful than two DPSers just doing their thing separately, much as cross-healing healers are more effective than when they are both doing their own thing. It's harder to make the same analogy with tanks, but we all know how valuable they are to groups already.

Quote:
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.
I think the design intention is as follows:
Heals, on average, are harder to get off than damaging abilities so the healer is rewarded for doing so with a better coefficient. Obviously most healing abilities have longer cast times than damage abilities so get a higher coefficient by default, but when comparing 1.5s lightning to 1.5s dark heal, the heal still gets a higher coefficient - I believe this is due to what I just said.

I've also considered that it may be because talent trees generally have more talents that boost damage (within any one tree) than talents that boost healing (in the healing tree). I may actually be wrong with this assessment, but it's a general feeling I have when perusing talent trees of various classes.

Demarcc's Avatar


Demarcc
03.15.2012 , 03:46 PM | #137
Quote: Originally Posted by HooverHog View Post
I see. I was looking under advanced class, not base class. I was wondering where TT and Project were hiding. This is good information, but it only really shows that the most efficient attacks have slightly better coefficients than the least efficient (HPS-wise, not Force-wise, Force is a non-resource in PvP, but that's another discussion entirely) heal. They still don't hold a candle to the shield which in a 1v1 vacuum could be seen as an instant cast dark infusion with a 17 second cooldown. Obviously it gets much much better in groups.

As to Dark Infusion itself (since we're bringing up talents), sure it's a 3 second cast, but it's actually a 2.5 for anyone casting it, and for healers it's a 1.5 every 6 seconds. Which is at least every other cast of it, and (with a very small rotation) every cast.

However, this does illustrate probably the most direct comparison between a heal and a damaging attack:

Healing Trance - 1.03
Telekinetic Wave - 0.79

These spells are in all other ways mirror images of themselves, 4 ticks of damage/healing during a 3 second channel, but the heal has a much larger coefficient.
If your bringing up talents be sure to factor the DPS additional talents to thier attacks in thier trees please. Dont just cherry pick the healers talents. EG as a scrapper you can get 16% to backblast / shoot first as a T1 talent .. that crap adds up !

As for the shield, yer that crap is OP, said that from day 1. However labeling healers OP b/c 1 archtype gets what I think we can all agree on is an instant OP shield is kinda lame. I dont get a shield as a smugg .. why nerf me?

Orangerascal's Avatar


Orangerascal
03.15.2012 , 03:47 PM | #138
Quote: Originally Posted by HooverHog View Post
Healing Trance - 1.03
Telekinetic Wave - 0.79

These spells are in all other ways mirror images of themselves, 4 ticks of damage/healing during a 3 second channel, but the heal has a much larger coefficient.
The healing is a 21 pt ability in the healing tree and has a higher coolown cooldown.

Also healing is suppose to be higher than dps. but your right, this particle heal is much better than the dps counter part. This is probably due to the good talent you get for this ability.
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HooverHog's Avatar


HooverHog
03.15.2012 , 03:51 PM | #139
Actually, having JUST looked at the sorc healing tree I was amazed to see how much plus healing they have in there. Most of the DPS trees I know about are focused more on DoTs or Crits and less on flat damage boosting.

My argument relating to group vs. 1v1 is that healers get more powerful in a group setting than other classes do in a group setting. 1v1 a healer will almost always lose to a DPS (gear, skill, etc. being equal), but 1 Healer + Anything will generally beat out 2 non-healers. This problem becomes more apparent as gear levels increase and heals gain more benefit (through expertise) than damaging attacks.

Darth_Ricky's Avatar


Darth_Ricky
03.15.2012 , 03:52 PM | #140
Quote: Originally Posted by Demarcc View Post
Answers in bold
So all u need is to be shown that boss fights need more healing power (lol?),, and that coeficients favor heal..
Unsubbed, see u where the pvp is at