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Onager

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    http://www.kinofthedamned.com
  1. The best one is Power, but I'd say between Crit/Surge and Alacrity, I'd look at whichever one gives the biggest boost over your native state. If you've been stacking a lot of Crit/Surge at the expense of Alacrity (like me) then the Alacrity one would probably be the best for you, likewise if you're using the normal Power/Alacrity stuff your gear came with naturally, then the Crit/Surge relic will probably provide the biggest benefit.
  2. You want at least the gloves and boots to be tier gear, you can't get augments on those yet anyways and the 2 piece bonus is definitely the most important. I know the gloves are the worst looking piece of the entire set, but IMO you gotta suck it up. Otherwise I advocate just taking 1 orange augmented piece (Head, chest, or legs) and having the rest be tier gear for the 4 piece bonus. For Campaign gear, this isn't a problem, just for Columni/Rakata.
  3. Yep, basically any deep balance build that ends up NOT taking those points is essentially bad out the gate.
  4. Most of the damage taken in operations is pretty predictable, and unless your DPS or other healers are tunneling and not watching what's going on around them, you should pretty much always be able to get Deliverance off before it becomes 'bad'. Deliverance is still filler though. You're treating it like it's our main heal. Maybe people are getting low enough to make non-conveyed benevolence seem like a viable option because you're not using Deliverance filler?
  5. The guide is aimed more towards helping newer healers get a handle on the resource mechanic and intentionally pushes concepts like HPF and not overhealing. FWIW, I don't really advocate using Conveyance on anything but Salvation and Healing Trance. Deliverance filler though when you need to continually heal and your other stuff is on cooldown is the best option. If you can wait for Conveyance > Trance, you do so. Also you'll notice in the 'Purpose' section that the guidelines here aren't implicitly intended for people who don't want/need the info. At least I took the time to write a guide and help people out, right?
  6. I see the 'dangling dots' (lol any Locks remember this thread?) misconception coming up. Total damage matters more than DPS. If you're doing 200 dps due to affliction and the lightning guy is doing 0, you're outdpsing him. It's not a negative to have dots on a mob, if people are stupid enough to misinterpret how to calculate edps they shouldn't be using those meters.
  7. It's not gonna be like this when you finish the Knight story, is it? Tell me if it is so I can ignore you now. I mean, despite still having two months left on my TOR sub I haven't even been playing the game in favor of TERA, you didn't see any tearfilled goodbyes from me, and I'm still coming around to watch for patch notes and maintain/respond to my stickies. Not sure what the aim of this thread is, other than attention whoring.
  8. I leveled my sage as healing + effusion so I can totally vouch for how good the build is, and I think it'd also work for 16-man content where your 3 other healers are somewhat geared and you can afford to roll hybrid.
  9. Think the OP got his generator's name wrong, survivor is what they use for the tank shield.
  10. I personally think they should put roots and snares on a second resolve bar and call it something like Tenacity or something. Have it fill up separately and affect only roots and snares. At least that way actual resolve is unchanged and stuff like the Human Centipede force leap maneuver gets addressed.
  11. http://www.swtor.com/community/showthread.php?t=157437
  12. Predict when he's about to frenzy and throw Rejuvenate on the tank, and put Salvation so the tank can benefit. Then during the actual Enrage you'll do the standard (Power Relic) Force Armor (Crit/Surge or Alacrity Relic) > Force Potency > Deliverance x2 > Rejuvenate > Healing Trance > Deliverance Filler routine. This is in the guide under the Triage section under Red.
  13. Old guide is old. Let it drop, guys. Should probably just be locked.
  14. PVE. We're intended to maintain tanks through boss damage, which is usually higher than player damage. (Usually) If healers could maintain a single target through coordinated burst, they'd be completely off the scale.
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