Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Healers be happy - No nerf in pvp

STAR WARS: The Old Republic > English > PvP
Healers be happy - No nerf in pvp

MrXen's Avatar


MrXen
03.19.2012 , 03:42 PM | #61
Quote: Originally Posted by Sir_Toothless View Post
Good Luck planting a bomb with only heal specced classes.

Good luck planting it with a DPS team fighting them. See how that works?


Heal team can't be killed and can slowly wear dps down freely as they please (eventual win).



DPS can't stop a heal team in anyway.




Which is more useful to play?

astrocanis's Avatar


astrocanis
03.19.2012 , 03:43 PM | #62
Quote: Originally Posted by Sir_Toothless View Post
Except your instant hot gives your quick heal an effective crit chance of 100%.

Thus for a sorc:

1.2 Resurgence->DH will heal for more on average than 1.1.5 REsurgence->DI while taking the same amount of time to cast, and consuming less of your force resource.

You're chance for a 'critted burst' goes away, but your average healing goes up.

The only real loss thats sorc healers suffered was the fix to double-tapping DI, which was needed, and now consumption will take your health every time, which was needed.

But then again, Sorcs feel that maybe their QQing can make their class OP again, just like QQing got these changes.
So I'm to understand that spending time to HoT (which is already on a cooldown) then using a quicker but highly force-inefficient heal that CRITS for 2k is better than my 4.3k crit heal, 2800 non-crit heal as it stands? I can't spam the lower value heal because, while it's quicker, it in no way comes close to healing, it merely slows down the target's health loss (no upward movement at all) and runs me out of force MUCH quicker. I can't tell you the last time I bothered with the weenie heal. And now, I'm going to watch those awesome 1.2k non-crit heals while waiting to blow a GCD on a useless HoT (that is also wasteful of force) so I can heal for 1/2 to 1/4 as much while having no real way to regen force without killing myself?

LOL. Play a healer.

Dzhokhar's Avatar


Dzhokhar
03.19.2012 , 03:49 PM | #63
Quote: Originally Posted by Blotter View Post
Huttball is not as good for us as classes that can run around healing at the same time.
Mercenaries can't run around and heal at the same time either. In fact, they're worse at it than Sorcs are.

Quote: Originally Posted by Blotter View Post
We wear light armor.
Sorcs overrate the value of heavier armor. Operatives are significantly squishier than Sorcs because they don't have anything equivalent to a Static Barrier. Mercenaries' survivability mostly comes from Energy Shield, which lasts 12 seconds and has a 2 minute cooldown.

Quote: Originally Posted by Blotter View Post
All our casts are stationary except one.
Again, Mercenaries aren't any better off than you are.

Quote: Originally Posted by Blotter View Post
We get focus fired and destroyed fairly quickly without the survivability of other healers.
Your survivability is better than Operatives'. All classes die quickly when focus-fired.

Quote: Originally Posted by Blotter View Post
We have very little in the way of crowd control powers, interrupts or the ability to escape.
You have significantly more of those things than the other two healing classes.

Quote: Originally Posted by Blotter View Post
We can barely kill any of te other classes unless we win a long drawn-out battle of attrition and don't do much dmg overall in any event.
The same applies to all healers. Sorc healers actually do more damage than Merc or Op healers.

Dudious's Avatar


Dudious
03.19.2012 , 03:50 PM | #64
Quote: Originally Posted by Emencie View Post
Now that I think about it more I think we are saying the same exact thing. I'm just canceling out the damage with the damage reduction and then adding the heal. While you are canceling out the damage with the heal and adding the DR. (3-2)+5 = (5-2)+3

I suppose what it comes down to is no matter how you reorder it it all falls the same. being a healing class (with the current expertise model) will exponentially increase your survivability as expertise gets higher and higher.

Even without the healing increase to expertise at all. healing would still grow faster than damage.

25% expertise on all players without healing bonus
Victim health = 150
DPS hits for 100*1.25 = 125 damage.
Victim takes 125*0.75 = 93.75 damage
Victim health = 56.25
Victim heals for 100
Victim health = 156.25
Yeah, that's just it. We're agreeing (mostly) but just viewing it differently.

I'm analyzing each aspect of expertise separately whereas you're tending to lump the healing and mitigation portion of expertise together and label it all as "healing." I would agree that they both contribute to the same thing, but I would label that animal "survivability."

Quote:
I think this is what bothers me and others most. Healers (especially with the guard mechanic) are some of the hardest to kill characters in PVP if not the hardest. The increase to expertise will just make them even more durable.
Yeah, I definitely get that. But I'd like to point out that a DPS player can have the guard mechanic on them while being healed by their healer. On a team, the healer isn't able to survive any better than any other member unless they prioritize healing on themselves, and the tank prioritizes putting guard on the healer. This is a tactical decision, though, and is not an inherent factor in a healer's survivability.

Does this tactical decision get made more often than not? Hell yeah! How many healers and how many DPS players are usually on a team? 2 healers 6 DPS is pretty standard; when this is the case, it naturally makes sense that the healers and tanks prioritize healing and guarding the class archetype that the team has fewer of. What do you think would happen if it was the other way around? 6 DPS players and 2 healers? I know I sure as hell would focus way more on making sure our two DPS players don't die than I would focus on keeping myself/another healer alive.

There's always another way to look at something, but I find that analyzing factors individually to determine how they all contribute to the overall picture to be more useful than trying to look at the whole picture at one time. It's easy to add everything up in the end!

On a side note, I vote that our back and forth over the past couple of pages is stickied as a demonstration of how to not spew useless drivel back at other people on the intrawebz!

Sir_Toothless's Avatar


Sir_Toothless
03.19.2012 , 03:54 PM | #65
Quote: Originally Posted by Blotter View Post
Except if you're using that crit quick heal instead of one of the other ones, you're an idiot. Your math is wrong. It will not beat a crit of DI and it won't beat Innervate crits.

Nobody is disagreeing wih the double tap fix...that was not working as intended and isn't part of the conversation about what people are reasonable concerned about.

What makes you think Sorc HEALERS were OP? Depending on the WZ they frequently get beat on the healing chart. Huttball is not as good for us as classes that can run around healing at the same time. We wear light armor. All our casts are stationary except one. We get focus fired and destroyed fairly quickly without the survivability of other healers. We have very little in the way of crowd control powers, interrupts or the ability to escape. We can barely kill any of te other classes unless we win a long drawn-out battle of attrition and don't do much dmg overall in any event. So tell us...what was OP about sorc HEALERS?
Apparently you can't comprehend what I said, so I will put it in easier terms.

A quick heal with a guaranteed chance to crit is better than a nuke heal with a ~37% chance to crit. The math has been done and proven.

Unless you've never done any serious pvp, then you might think that sorcs get beat all the time, but a sorc healer who tries will never get beat, especially outside of huttball. You might light armor, but you have also get damage reduction and a bubble with a quick recast, that you can cast on whoever you want. You get focus fired because you have the highest healing output, which isn't the case anymore, because Op healers got a buff, and you lost some sustain with your resource pool.

Don't even try to talk about how bad your CC is. I mean really, don't even start to talk. My main is an Op healer hybrid, and I dream about getting an AoE knockback, a ranged stun, 2 ranged slows, a ranged interupt, and force speed. So really, just forget any argument about how bad your CC/utility is, because you lost that battle before you even started to type a response.

As a healer, you're not supposed to just burn down other classes, thats common sense, and if you think otherwise, then you fail and conceptualization.
In your current hybrid spec you have the highest damage output in pvp right now. I hear stories and see screenshots of sorc doing over 1 million damage when no other class that I have ever seen can even break 800k. So, EL OH EL if you think your damage output is 'low.'
<({[|Shadow Hand|]})>
Coup Torrent - 50 Scoundrel - <Strange Brew>
Foil Torrent - 50 Op. - <Total Carnage>
Psyclone Torrent - 50 Shadow - <Strange Brew>

astrocanis's Avatar


astrocanis
03.19.2012 , 03:55 PM | #66
Quote: Originally Posted by Dudious View Post
Yeah, that's just it. We're agreeing (mostly) but just viewing it differently.

I'm analyzing each aspect of expertise separately whereas you're tending to lump the healing and mitigation portion of expertise together and label it all as "healing." I would agree that they both contribute to the same thing, but I would label that animal "survivability."



Yeah, I definitely get that. But I'd like to point out that a DPS player can have the guard mechanic on them while being healed by their healer. On a team, the healer isn't able to survive any better than any other member unless they prioritize healing on themselves, and the tank prioritizes putting guard on the healer. This is a tactical decision, though, and is not an inherent factor in a healer's survivability.

Does this tactical decision get made more often than not? Hell yeah! How many healers and how many DPS players are usually on a team? 2 healers 6 DPS is pretty standard; when this is the case, it naturally makes sense that the healers and tanks prioritize healing and guarding the class archetype that the team has fewer of. What do you think would happen if it was the other way around? 6 DPS players and 2 healers? I know I sure as hell would focus way more on making sure our two DPS players don't die than I would focus on keeping myself/another healer alive.

There's always another way to look at something, but I find that analyzing factors individually to determine how they all contribute to the overall picture to be more useful than trying to look at the whole picture at one time. It's easy to add everything up in the end!

On a side note, I vote that our back and forth over the past couple of pages is stickied as a demonstration of how to not spew useless drivel back at other people on the intrawebz!
In your perfect analysis, one should ask the question: if the healer becomes a barely mobile immovable rock and has no value other than as a dps sink, what use is he? He surely won't be healing his team much - at least now I can throw out the occasional heal if the other team loses focus on me.

The point regarding keeping the dps alive is moot if I am focused to the point that I am only paying attention to myself. And then dying anyway.

We aren't going to agree - I don't think healers should HAVE to decide whether they live or someone else does - that renders choice moot. If I live, the dps doesn't. If I don't, neither of us do. Not a choice at all (given a 2v2 environment).

Sir_Toothless's Avatar


Sir_Toothless
03.19.2012 , 04:01 PM | #67
Quote: Originally Posted by astrocanis View Post
So I'm to understand that spending time to HoT (which is already on a cooldown) then using a quicker but highly force-inefficient heal that CRITS for 2k is better than my 4.3k crit heal, 2800 non-crit heal as it stands? I can't spam the lower value heal because, while it's quicker, it in no way comes close to healing, it merely slows down the target's health loss (no upward movement at all) and runs me out of force MUCH quicker. I can't tell you the last time I bothered with the weenie heal. And now, I'm going to watch those awesome 1.2k non-crit heals while waiting to blow a GCD on a useless HoT (that is also wasteful of force) so I can heal for 1/2 to 1/4 as much while having no real way to regen force without killing myself?

LOL. Play a healer.
Just another QQ sorc who can't read. I mean really, do any of the sorc players understand math? I guess now, because you are all probably just children who were attracked to the shiny lightning. But that's besides the point.

The current best burst heal rotation is:
Resurgence->DI

Ask any 'pro' sorc healer, they will confirm this.

The thing is, with 1.2, resurgence doesn't make DI a 1.5s cast, but it does give DH a 100% chance to crit.

A DH with a guaranteed chance to crit heals for more than a 1.5s cast DI with a ~37% chacne to crit. Do the math. Also, resurgence->DH will consume less power than teh current resurgence-DI rotation.

Now really, read the above information.

Read it a couple of times.

Because you will find that the logic that is present is good, truthful logic.
And you will realize that you sacrificed a chance for a burst heal, for a guarnanteed sustaining heal.
And you will also realize that the only losses you suffered was that happend was the loss of double-tapping, and the fact that consumption will take your health every time: both of which were needed.

Thus, resurgence->DH will take the place of the current resurgence->DI rotation.
<({[|Shadow Hand|]})>
Coup Torrent - 50 Scoundrel - <Strange Brew>
Foil Torrent - 50 Op. - <Total Carnage>
Psyclone Torrent - 50 Shadow - <Strange Brew>

Sir_Toothless's Avatar


Sir_Toothless
03.19.2012 , 04:02 PM | #68
Quote: Originally Posted by MrXen View Post
Good luck planting it with a DPS team fighting them. See how that works?


Heal team can't be killed and can slowly wear dps down freely as they please (eventual win).



DPS can't stop a heal team in anyway.




Which is more useful to play?
The team that isn't specced for healing will be able to use the base heals to out heal the damage that the heal specced healers do.

So its a tie. Logic is good.
<({[|Shadow Hand|]})>
Coup Torrent - 50 Scoundrel - <Strange Brew>
Foil Torrent - 50 Op. - <Total Carnage>
Psyclone Torrent - 50 Shadow - <Strange Brew>

Nessirin's Avatar


Nessirin
03.19.2012 , 04:03 PM | #69
Somehow I doubt the expertise number is going to get boosted by so much. And seeing as how that thread got deleted off of sith warrior... I'm starting to think people just got trolled.
Darth Mado vas Nightfall 50 marauder Ven Zallow

Daecollo's Avatar


Daecollo
03.19.2012 , 04:04 PM | #70
Marauders/Sents also get a healing/DR buff, making them even more powerful to use all there amazing CDs.