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Why do people still guard healers in flashpoints?

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Why do people still guard healers in flashpoints?

Xakthul's Avatar


Xakthul
09.14.2013 , 01:12 PM | #51
The problem is.... when all the healers wanna group together, guess who gets picked as the fourth member? I usually have two healers covering me, along with one covering the one I didn't guard.
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Mowermanx's Avatar


Mowermanx
09.14.2013 , 07:40 PM | #52
Quote: Originally Posted by Hockaday View Post
All this being said...there really is almost no reason to guard anyone in FPs.
Fixed for accuracy.

LordFen's Avatar


LordFen
09.15.2013 , 06:03 PM | #53
When I tank I normaly guard the healer mainly because,
1) I need the healer alive and focuse on healing not running around healing them self from agro.
2) as long as I am alive the tank and getting agro theres very high chance the mob/boss will be defeated.
3) despite healing only doing 0.5 per 1 point of heal, comming for a pvp experinces where 1 healer can out heal the dps of 3 dps healers can take alot of agro.
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AdrianDmitruk's Avatar


AdrianDmitruk
09.15.2013 , 08:54 PM | #54
Quote: Originally Posted by LordFen View Post
When I tank I normaly guard the healer mainly because,
1) I need the healer alive and focuse on healing not running around healing them self from agro.
2) as long as I am alive the tank and getting agro theres very high chance the mob/boss will be defeated.
3) despite healing only doing 0.5 per 1 point of heal, comming for a pvp experinces where 1 healer can out heal the dps of 3 dps healers can take alot of agro.
And if healer is accustomed to throwing grenades around in PVP and finds himself in situation where adds are going straight for him, and out of habit throws grenades to buy time to heal to full...well that just gives healer even more aggro in the end

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Solloby's Avatar


Solloby
09.15.2013 , 10:41 PM | #55
Rereading the tooltip for Guard:

While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.

The 5% less damage applies in PVE, so there's really no reason to not have this up on another player if you are a tank.
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sithBracer's Avatar


sithBracer
09.16.2013 , 10:34 AM | #56
Quote: Originally Posted by LordFen View Post
When I tank I normaly guard the healer mainly because,
1) I need the healer alive and focuse on healing not running around healing them self from agro.
A healer will only get attacked by enemies who are left untouched, so its usually a DPS fail when dps go after the gold/silvers immediately. Even when I just do 2 regular hits on enemies as a tank they will never attack the healer. It's .5 split over all the enemies, so if the healer heals for 5000, he only gets 2500 aggro split among the enemies (so if 5 enemies, 500 per enemy, when a dps can do a minimum of 1400 damage per attack it's not much).

If an enemy is left alone, then guard will do nothing for aggro, your healer will only get the 5% reduction but will most likely run away anyway and lose guard.

Quote: Originally Posted by LordFen View Post
2) as long as I am alive the tank and getting agro theres very high chance the mob/boss will be defeated.
Unless you are the worst tank in the world, a healer should never be able to take a boss away from you, as for mob, the only ones who attack the healer are the ones left untouched, so its a tank/dps fail.

Quote: Originally Posted by LordFen View Post
3) despite healing only doing 0.5 per 1 point of heal, comming for a pvp experinces where 1 healer can out heal the dps of 3 dps healers can take alot of agro.
Your PvP dps sucked, the healer was left free casting or was under guard and your team couldn't figure out to either kill the tank or separate the healer from the tank. Either way, it's 0.5 spread out evenly, in a worst case scenario where there are 2 enemies, the tank and one dps are on one and the other weaker dps is on the other, the chances of a healer taking aggro from that weaker dps are extremely rare. I as a healer have never been able to do this, I even tried on purpose a few times.
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cxten's Avatar


cxten
09.16.2013 , 12:18 PM | #57
Quote: Originally Posted by sithBracer View Post
Your PvP dps sucked, the healer was left free casting or was under guard and your team couldn't figure out to either kill the tank or separate the healer from the tank. Either way, it's 0.5 spread out evenly, in a worst case scenario where there are 2 enemies, the tank and one dps are on one and the other weaker dps is on the other, the chances of a healer taking aggro from that weaker dps are extremely rare. I as a healer have never been able to do this, I even tried on purpose a few times.
Best I can come up with: Sage healer pre-drops salvation, and fight starts with a big aoe hitting all four party members for at least 4k (so your salvation will be effective healing for a bit). Sage pops mental alacrity and force potency and hits two crit deliverances in four seconds (on the tank who is apparently taking over 5k damage/second even after the initial aoe). This is, in full kell dragon and with a roughly average number of crits on the salvation 900*4*4 + 10500*2 = 35400 healing in four seconds. So 8850 hps for four seconds. It's downhill from here.

This is 4425 tps. That's roughly the opener for some dps classes (though some are much higher, and some are a bit lower).

So you can pull off a dps (even a great one for a class without initial burst) under extreme circumstances. Decent tanks will still out threat you, of course.

This is essentially irrelevant to the thread.

(For what it's worth, I'm in the "you might as well guard a healer in a pug flashpoint until a dps shows he/she can pull off you so the healer feels happy and for the 5% damage reduction from any adds you don't get to quickly enough" camp.)

mikebevo's Avatar


mikebevo
09.16.2013 , 03:13 PM | #58
I've pulled off a tank before, but the tank was undergeared and I was greatly overgeared for SM TfB, sure my healing contributed but think it had more to do with opening with flyby, shootfirst and backblast (and getting some lucky crits) along with hots on both tanks. That said I have never pulled from a tank or dps from just healing.

I hate guard, in most PUG HM 55 FP I have better gear then anyone else in the group, so either guard the dps or save it until you know who to guard. Even when dps has gold fever, I don't care.

Xakthul's Avatar


Xakthul
09.16.2013 , 04:32 PM | #59
I usually have the Tanks guard me..... cause my DPS usually somehow has more health than them (Which abso****inglutely blows my mind) and better armor. Underpowered Juggs and Sin tanks, FTW.
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xJACKTHERIPPERx's Avatar


xJACKTHERIPPERx
09.17.2013 , 12:51 AM | #60
Quote: Originally Posted by Godly_CzL View Post
always going for the toughest opponents, instead of the weakest first
As a tank, I'd say this is the number one thing that bothers me the most. It's really annoying when I run into a pack of enemies and the marauder just plows right into one of the elites and gets tunnel vision on him while I'm getting attacked by 7 more enemies. They never seem to realize that if they were to kill those weaker ones first, there would only be 2 elites attacking me, and I could tank them all day.
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