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Force Bubble Absorbs 3,941 damage

STAR WARS: The Old Republic > English > PvP
Force Bubble Absorbs 3,941 damage

paul_preib's Avatar


paul_preib
11.14.2012 , 02:20 AM | #41
Quote: Originally Posted by UGLYMRJ View Post
My head exploded on page 3....

I'm so glad there are people like you guys in my guild that do all the math for me... I just want to push buttons and kill stuff. Same thing in my Tekken days... people were counting frames.. I just know what works and what doesn't.

But kudos to you math loving, statistic freaks who do the work for us. We love you for it... and if you're ever in Long Beach... I'll buy you a beer and a jager bomb.
Heh long beach eh? Just moved after living in Bixby Knolls or about 3 years.
Cyperian -- Sorceror Cyterian-- Sentinel Cyrellian-- Trooper Cyprian-- Sage
Cylerian-- Scoundrel Kyrellian-- Sniper
Of the Bloodborne and Deargna-Fhuil Legacies

Boyana's Avatar


Boyana
11.14.2012 , 02:56 AM | #42
At least people will stop saying it absorbs 7k of damage and 8k if you use 'buffs'.

DroidDreamer's Avatar


DroidDreamer
11.14.2012 , 03:10 AM | #43
Quote: Originally Posted by Altheran View Post
But Force cost is insane (at least when DPS specced), and when you have no time to regen your Force pool before the fight it's like gun-shooting your foot.
Works best for healer Sorcs, obviously. Start spamming it at about 15 seconds before the WZ starts (if you have the CD reduction talent). You can even click your regen for a bit to be back at full power after exiting the spawn since for most WZs you don't want to rush in first. Love getting that 2.5k heal medal in the first moments of the WZ after a bubble pop.

Healer Sorcs are in a good place. Hope lightning Sorcs get some kinda love if the bubble gets nerfed.

For you old schoolers, I liked the concept of the speed buff under the old talents but the 20% buff was hardly noticeable.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.

AMKSED's Avatar


AMKSED
11.14.2012 , 03:24 AM | #44
How about Trauma Probe from Commando/Merc being able to put on everyone on your team? Sounds fair to me tbh.

MidichIorian's Avatar


MidichIorian
11.14.2012 , 04:08 AM | #45
I lasted a good two minutes against a fairly good mara yesterday on my sage in 1280'ish expertise. Now someone might wonder why it lasted two minutes. It lasted that long because I was marked and the mara had a healer. I didn't want to leave the objective so I ran around in an attempt to interrupt or damage someone els on the node.

Anyhow, the point is that survivabiliy on sorc/sage is good IF, BIG IF, you spend 17 points on a hybrid. And that is the crappy part. Without those 17 points, points that could have gone into dps/heal abilties, we're silly squishy. I don't play other classes at 50 but does any other class have to sacrificethat many points just to be "ok"? I'm not talking about sacrificing points just to become OP. No, points just to get by.
I actually do more damage in my PvE spec and PvE set than I do in PvP spec/set but I also die much faster if someone catches me.

Hence, the survivability stuff we take in the tele/lightning tree, except for perhaps bubble stun, should have been core abilties.

Ycoga's Avatar


Ycoga
11.14.2012 , 04:25 AM | #46
Quote: Originally Posted by cathulaa View Post
Now in PvP, since expertise healing bonus is technically trauma ignore, not throughput bonus I'm assuming that expertise doesn't affect the amount of absorb that a bubble has.

so you get a nice simple equation to plug your own toon's stats into.
Bubble = {3.27 * [0.14(CasterWP) + 0.17(CasterFP) + 0.17(CasterP)] + 0.164(7085)} + 20 * {1 - [ 1 - ( 0.01 / 0.2 ) ]^[( TargetExpertise / 50 ) / 0.72 ] }
Then why is TargetExpertise in the equation?
'Pre-2.0 PvP... The gear gap was too big and some players became non-contributors quickly because of the gear gap. It wasn’t fun for the majority of players' - Alex Modny

truchaos's Avatar


truchaos
11.14.2012 , 07:31 AM | #47
Quote: Originally Posted by AMKSED View Post
How about Trauma Probe from Commando/Merc being able to put on everyone on your team? Sounds fair to me tbh.
I have always wondered why Trauma Probe and Kolto Shell are limited to a single target when sorc/sage bubbles can be placed on their entire team (I know it is high force cost to do this- the cost of trauma probe/kolto shell is significant as well) and a ops/scoundrel can stack healing probes on multiple targets at once.

Unlocking the single target limit on this very deep in the healing tree ability would help commando/merc healers deal with the massive amount of ae damage that is inflicted in a warzone.
Dread Slayer Daphni Morkai
I will not fail REIGN I cannot die

Solarenergy's Avatar


Solarenergy
11.14.2012 , 10:36 AM | #48
Quote: Originally Posted by MidichIorian View Post
I lasted a good two minutes against a fairly good mara yesterday on my sage in 1280'ish expertise. Now someone might wonder why it lasted two minutes. It lasted that long because I was marked and the mara had a healer. I didn't want to leave the objective so I ran around in an attempt to interrupt or damage someone els on the node.

Anyhow, the point is that survivabiliy on sorc/sage is good IF, BIG IF, you spend 17 points on a hybrid. And that is the crappy part. Without those 17 points, points that could have gone into dps/heal abilties, we're silly squishy. I don't play other classes at 50 but does any other class have to sacrificethat many points just to be "ok"? I'm not talking about sacrificing points just to become OP. No, points just to get by.
I actually do more damage in my PvE spec and PvE set than I do in PvP spec/set but I also die much faster if someone catches me.

Hence, the survivability stuff we take in the tele/lightning tree, except for perhaps bubble stun, should have been core abilties.
I have a full healing sorc, with 32 points in the healing tree, and yeah survivability is an an issue sometimes. Now if there's just one enemy on me I can survive a good while, by bubbling and healing through their damage as well as forcing them to chase me. Unless they are the derpsweep/smashers that warzones has become infested with. Since I'm not a hyrbrid though so I have to rely on my teammates to keep me alive and am always improving on staying as unnoticeable as possible by the enemy. I actually see quite a few sages/sorcs with the AOE heal, meaning there are a bunch of others who decided to take the same route as me instead of hybridizing. The full healing tree could use a buff so people wouldn't have to commit points to the middle tree in an effort to stay alive and do their job (healing) longer.

UGLYMRJ's Avatar


UGLYMRJ
11.14.2012 , 11:07 AM | #49
Quote: Originally Posted by paul_preib View Post
Heh long beach eh? Just moved after living in Bixby Knolls or about 3 years.
Yup... been in and out of LB for years. Graduated from Wilson. Small world.

paul_preib's Avatar


paul_preib
11.14.2012 , 11:13 AM | #50
Quote: Originally Posted by truchaos View Post
I have always wondered why Trauma Probe and Kolto Shell are limited to a single target when sorc/sage bubbles can be placed on their entire team (I know it is high force cost to do this- the cost of trauma probe/kolto shell is significant as well) and a ops/scoundrel can stack healing probes on multiple targets at once.

Unlocking the single target limit on this very deep in the healing tree ability would help commando/merc healers deal with the massive amount of ae damage that is inflicted in a warzone.
Being used to the other two healers, when I tried combat medic for the first time I actually spent half the first flashpoint just moving trauma probe around to different people thinking I was casting it on everyone. Once I noticed it suddenly disappearing from everyone's buff bar became sad panda.
Cyperian -- Sorceror Cyterian-- Sentinel Cyrellian-- Trooper Cyprian-- Sage
Cylerian-- Scoundrel Kyrellian-- Sniper
Of the Bloodborne and Deargna-Fhuil Legacies