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Cross healing is ridiculous

STAR WARS: The Old Republic > English > PvP
Cross healing is ridiculous

SuperGrunt's Avatar


SuperGrunt
07.10.2013 , 01:03 PM | #41
Quote: Originally Posted by Capt_Beers View Post
Sniper shave a 30m FB Ops have a 10m FB.
Just logged onto my Sniper to check that out, and you are wrong FB has a 35m range with a 5m AOE which makes it's actual effective range 40m. Considering all other classes have a 10m range on Stuns, and FB isn't a Stun, it's a Mezz as it breaks on damage, I still don't see a big problem with it. Comparing it to as Stun and saying it needs it's range reduced, is like comparing Lift/Whirlwind the same way, with the only difference being FB is instant and Lift/Whirlwind have a cast time. Although I do think that Advanced Targeting needs to have it's tooltip updated, as it states that it sets FB and Distraction to a 30m range.
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frankiejo's Avatar


frankiejo
07.10.2013 , 01:11 PM | #42
Quote: Originally Posted by JackNader View Post
*Operative healers need to have their healing output more dependent on their casted abilities.
*Mercs healers need a healing boost.
*Expertise healing debuff needs to be adjusted again
*Marauder/Sniper healing debuff should not respect the global cooldown, have no damage component and be boosted to 30%
*Cross healing bonus's need to go.
*Powertechs need some burst back
*Marauders need the range of obfuscation increased and their general mitigation lowered.
*Smash marauders need their perma snare on leap removed.
*lol roll needs a cooldown.
*Deception needs to have its maul damage shifted into discharge/shock. Low slash's needs a longer cooldown.
*Hunker down needs its cooldown increased or its duration cut in half.
*Madness sorcs need more efficient force management
*Madness sins need a complete revamp.
*Debilitate should be on a 1m cooldown like every other 4 second stun.
*Snipers flashbang should be 10m
Wrong on most accounts for various reasons, now if you specified specs on some of them they would make sense, such as increasing the cool down on debilitate for healers but not concealment/lethality, and if you even tried to lower the mitigation on carnage marauders you'd be taking one of the worse classes in the game and making them worse.
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Tragamite's Avatar


Tragamite
07.10.2013 , 01:56 PM | #43
Quote: Originally Posted by Maelael View Post
There is no challenge in stalemates due to poor game design. If a heal-off stalemate of "nothing happens" is a challenge to you, or even "fun" to you, the current state of PvP is for you. Not for me.

And as a Jugg, I've tanked 5 people with one Op healing me. For 10+ minutes. All DDs. Something is wrong with that, as I, nor the Op, is that good nor were we that well geared at the time.
Seriously? Nothing happens when you don't make it happen. If people are fight but no one is making headway is not "nothing's happening" you just are not making things happen. Unless they have 8 healers on their team so all of them free cast it is not a healer problem its a teamwork issue.

JackNader's Avatar


JackNader
07.10.2013 , 01:57 PM | #44
Wrong, no. Right on all counts bro.

Trying to argue that marauders are "squishy" is pretty amusing tho. They are close to the top of the list in survivability to damage ratio. There is only 1 spec that out does it and it's a jug spec. Bad marauders who can't push their defensive cool down buttons at the appropriate time are squishy.

Tragamite's Avatar


Tragamite
07.10.2013 , 02:23 PM | #45
Quote: Originally Posted by Technohic View Post
Yeah, and I use that to keep a pesky healer that is almost down, stay down while I line up an Ambush, or to flat out keep them out of the fight at a distance for a few seconds. I'm actually for insta-whirlwind to be brought back for this purpose as well. You use that to separate healers from their support and healers then are not so hard to take care of.

^This... Taking a healer out of the fight is more important then killing him. Insta stuns helped facilitate that as long as someone didn't break it and fill the resolve bar.

I believe healing is fine as is except mercs/comms need either a new quick cast or slight increase in their healing to stay competitive with other healers.

Plenty of DPS classes can regularly hit for 5-7k. The average player has 26k health, do the math and see how long you would last without a healer. Now times that x 8 cause that is what a healer has to deal with.

Take away the cross heal then add the boss immunity shield that once you've been attacked only that person can kill all melee are knocked back and down and all range is reflected then healers won't need to keep other healers up as once they have been attacked they only need to worry about that 1 person trying to kill them all others would kill themselves trying.

So then someone drops an aoe and hit 3 targets now he is the only one who can kill those three and leaves 2 players twidling their thumbs cause they can't attack anyone without hurting themselves.

Maelael's Avatar


Maelael
07.10.2013 , 03:01 PM | #46
Quote: Originally Posted by Tragamite View Post
Seriously? Nothing happens when you don't make it happen. If people are fight but no one is making headway is not "nothing's happening" you just are not making things happen. Unless they have 8 healers on their team so all of them free cast it is not a healer problem its a teamwork issue.
Seriously.

It's not an every warzone experience, but it's 1-4 times a day at least (Of course, I may play more warzones than the average player.) How you haven't experienced this is beyond me if you've actually done your fair share of pugs and rateds. Good healers, especially three of them, can cover easily. Puddle+Op HoT is godmode for Maras/Sents.
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Capt_Beers's Avatar


Capt_Beers
07.10.2013 , 03:12 PM | #47
Quote: Originally Posted by Tragamite View Post

Take away the cross heal then add the boss immunity shield that once you've been attacked only that person can kill all melee are knocked back and down and all range is reflected then healers won't need to keep other healers up as once they have been attacked they only need to worry about that 1 person trying to kill them all others would kill themselves trying.

So then someone drops an aoe and hit 3 targets now he is the only one who can kill those three and leaves 2 players twidling their thumbs cause they can't attack anyone without hurting themselves.
What in the world are you talking about?
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anwg's Avatar


anwg
07.10.2013 , 03:24 PM | #48
Quote: Originally Posted by Maelael View Post
You haven't played enough of the boredom of 3 cross healing healers at a node that neither side can take for 10+ minutes straight yet. Doesn't even take a talented healer to do it either.
That has more to do with the node capping mechanism in most warzones than healing.

Maelael's Avatar


Maelael
07.10.2013 , 03:29 PM | #49
Quote: Originally Posted by anwg View Post
That has more to do with the node capping mechanism in most warzones than healing.
Eh, both. They could change node mechanics or nerf healing. Either would fix the problem. The example from the other night though, nobody got further than 2 seconds of node capping that I saw. I think I used predation more in that fight than I did all weekend.
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Biotic_Warlock's Avatar


Biotic_Warlock
07.10.2013 , 04:16 PM | #50
I'd agree that snipers are the cure to any healer, but the only problem is that operative/smuggler healers can use their dodge power to avoid all damage from an ambush.

The pull ability from vanguards and powertechs I've found to be most annoying.