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Don't buff commando healers

STAR WARS: The Old Republic > English > PvP
Don't buff commando healers

funkiestj's Avatar

02.15.2013 , 01:48 PM | #21
If you play a commando healer in rated WZ, please make your voice heard in my SURVEY of Rated WZ team composition of thread.

Mr. Hat says "BW support is the best"!
I am a bad player, so what?

cashogy_reborn's Avatar

02.15.2013 , 01:53 PM | #22
Quote: Originally Posted by Tankqull View Post
just wanted to mention for those who still claim commando heal is in any way weaker than scoundral sage healer... ::
i watched about a minute. its really easy to heal when nobody pays attention to you. try healing when you have multiple melee opponents on you, coordinating their interrupts. not being able to cast your 2 main heals = you dead.

ps nice backpedaling
Dany - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads

foxmob's Avatar

02.15.2013 , 02:06 PM | #23
Quote: Originally Posted by SIDIOUSFAN View Post
Just my opinion :

My main toon is a concealment operative, and I can assure that the hardest class to take down is commando healer. Good ones are not killable for me 1 vs 1. If they are buffed they will be very OP.
1v1 a healer is a horrible way to judge the healer's worth in a wz. commandos are the hardest to 1v1 (if you know how to time your burst with ops). however, they are the least effective healers - reg or rated - on average. there are a couple commandos on my server who are exceptions to the rule...I mean a couple. like 2.

staying alive and actually healing other ppl are two different things. I can kite just about anyone on my mando using cds and just trauma probe, kolto, instant heal, cleanse if necessary. trading one healer for one dps out of the fight is a win for the team that lost the dps. 2v1, I'm going down. either way, the mando healer is sol.

in other words, if 1v1 a healer is the measuring stick, then he's not a healer. he's a tank. and he lacks stealth and leap.
JC -- Harb -- TEH

Glower's Avatar

02.15.2013 , 02:09 PM | #24
This is just....
Okay. PLS, dont buff only General_Aldo's healer!
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POPsi's Avatar

02.15.2013 , 02:16 PM | #25
I don't play a merc healer, I didn't read the comments here, but I call BS on this post based only on the subject.

klham's Avatar

02.15.2013 , 02:30 PM | #26
Quote: Originally Posted by MeatTender View Post
They're hard to take down because you can put points into the skill tree to increase all healing you receive. This means that they can sit their and heal themselves under their bubble for 12 secs and be a meatshield.
Only under ideal conditions (shield + 30 charges + available ammo/heat + no or few stuns). We're harder to take down than the other two trees, but healer merc/mandos who claim to be able to solo multiple good mdps without assistance are talking through their hats or not mentioning other factors (gear disparity, opponents at low health and/or no cooldowns, teammates peeling & healing, etc). Current Ammo/heat limitations don't permit burst healing + meaningful dps against attackers in the fairly short TTK window, and the amount of cc a good assassin can lay on you means you'll probably be unable to heal or attack for a big part of your healthbar depletion. The worst is when you pop your shield & Supercharge Cells/Gas for some burst healing only to get stunned through much of the duration. And note that you're popping almost all your cooldowns to pull it off (because you'll want to stun them and knock back if those abilities are not already on cooldown, then if they break your stun you'll want to instant-cast your mez), so by the end of it you've played your keyboard like a piano, you're all out of cooldowns and ammo, and you're a sitting duck. So the whole song-&-dance buys you a bit of time but in the end you still need to be rescued.

General_Aldo's Avatar

02.15.2013 , 04:27 PM | #27
We can agree on this. Commando needs to heal allies better, but not their self stronger. If commando is able to heal themselves stronger and more efficient now, good ones will be invincible. As of right now, I will only die when it's a 1v3 (The 3 MUST be above average players). When classes get nerfed and resolve gets addressed, I will only be more harder to kill. On my current server, I hardly see any commando/merc that actually knows how to heal. This only applies to the good players that understand the class completely.

klham's Avatar

02.15.2013 , 05:34 PM | #28
I don't agree. I think the trade-off for being a perma-snared zero-escape sitting duck interuptable leap-able "non-turret turret" single-target healer should be that we shine in at least ONE area. Make us difficult and costly to take down. Or make us more slippery to corner. Getting focused already forces a single-target healer to make a choice to either kite & heal themselves or sacrifice themselves and keep their tank/dps up as long as possible. Lots of merc healers choose the latter because they know their survivability is zilch once the players they're healing go down.

I'm also very skeptical about claims that a lone heal-spec merc/mando routinely wins against multiple good & geared mdps. The burst from one pyro-Pwrtech alone is crazy, let alone two, nevermind the string of cc from any combination of Operatives, Assassins and Juggs. I just don't see how some merc/mandos can continue to claim that they regularly solo multiple skilled mdps in high-level PvP, simultaneously kiting, self-healing, and putting out meaningful damage all the while. Even setting aside incoming burst damage and cc, the burst-dmg rotation on a heal-spec (such as it is) is very resource-intensive. Something's gotta give. The math here just doesn't add up.

funkiestj's Avatar

02.15.2013 , 06:09 PM | #29
Quote: Originally Posted by General_Aldo View Post
As of right now, I will only die when I'm focus fired.

Play rated WZ much? If not, come back after you do and then tell me you hardly ever die.

focused fire is the exception in regular WZ and the rule in rateds. Picking target, separating him from the herd (e.g. his tank) and burning him down is rated WZ 101. Of course your own team tries to disrupt this. E.g. by friendly pulling the focus target back to the herd.

Mr. Hat says "BW support is the best"!
I am a bad player, so what?

ktkenshinx's Avatar

02.16.2013 , 12:35 AM | #30
Quote: Originally Posted by SIDIOUSFAN View Post
Just my opinion :

My main toon is a concealment operative, and I can assure that the hardest class to take down is commando healer. Good ones are not killable for me 1 vs 1. If they are buffed they will be very OP.
For one, the 1v1 durability of a healer is not a good way to judge their strengths. If anything, healers need to be hard to kill in a 1v1 just because they draw so much attention in WZs (especially Mercs with their green bullets and beams). If a single DPS could mow through them, imagine what 3 focused DPS would do.

Second, Merc healers are actually pretty easy to kill. The trick is knowing what to do when they pop Shield. If the Merc is low enough (30% HP or so), then you can use your CC and burst combo (for Scrappers, it is Kick, Sabotage Charge, Backblast). Of course, this involves a bit of foresight on your part to make sure that all these abilities are up at the same time. On the other hand, if the Merc is higher than that, just switch to a very energy neutral rotation and let him heal back up. There is no point in burning through resources on that Shield CD. Heck, you can even just leave and come back later when the ability is down. Knowing what to interrupt (and when) is also important.

As to the OP, Commands should probably get a buff to raw healing but maybe at the expense of some survivability. In the "team healer" department, you would almost always rather have an Op or even a Sorc. Commandos need to fill a unique healing niche to be useful, and I'm just not sure they are doing that now.
The Outlaw Miyke Fink: Scrapper, Prophecy of the Five
See you, space cowboys!: Formerly of Brown Coats