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orontes

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    Lier, Belgium
  1. LoL, epic shameless facepalm on myself ^^ guess I wasn't suspecting that kinda quality of life improvements on the ui by now
  2. Did anyone else finds it annoying that the Tatooine condo exit is on the other side of the map? Other houses are awesome in being travel hubs, yet on tatooine you have to travel to the other side of the planet to reach the travel console. I wonder why it wasn't added to the elevator options?
  3. Has there been any talk by the devs to improve the UI from a healers point of view? Changes in the UI will be made so you can see Proc's etc for deeps. Tracking our HoTs (like the charges of trauma probe) is a nightmare now, and not user friendly. In general the raiding frame is a travesty. Information is hidden. Buffs and debuffs show up almost in a random order, (debuffs show by a max off 4!) Will there be improvements made? for instance, It would be nice if you can follow the buffs *you* place on a character in next to the healthbar. a bit like this:http://s1111.photobucket.com/user/Orontes447/media/buffs_zps7023733b.png.html
  4. on the red eclipse server, a lot of guilds have basically dissolved in the recent 2 months. Some of even the larger casual and raiding guilds started to have problems filling Operation groups, because interest in OPs decreased. I was hoping the recent stronghold update would fix the issue, yet i don't see the tides turning yet. DF and DP HM feels like grinding after doing it for more then a year; SnV and TfB have some fun mechanics, but NiM isn't really rewarding (nor should it be), EV - KP - EC can be done with half the group on NiM to make it somewhat interesting, and feel less like a FP... When you don't realise new group content for over a year, it's only normal people start complaining. I felt there should have been some hard Flashpoints as smaller tactical challenges released by now.... [don't you dare name the tactical fp's challenging - remember LI at release, hard yet rewarding when completed]
  5. bump Following your own placed buffs (trauma probe, slow release medpack, etc) would be a great asset
  6. EHPS and HPS – effective healing and “overhealing” in hard content Using a raid meter can be an interesting tool to make your healing and damage dealing more effective, yet the numbers don’t tell the entire story! It is important to know what these number can tell you, and even more important what they cannot. Healing is not about the raw output of heals, In this post I will explain why… First of all, the healing is awesome when all party members stay alive, and especially the tanks have full health. This makes the operation go smoothly, and we can compensate for errors and bad luck. Keeping everyone alive takes some training and fast responses, and a knowledge of the operation/flashpoint is essential. Its especially the spikes that make healers go mad. And handling these is something every healer has to manage. That and the stupidity off other players The three healing classes also have different strategies in keeping people alive. Some rely heavy on cheap ticking HoTs, some use well timed shielding and others deal single target casts. In the end, it’s all about knowing your class, the abilities and the timing. The meter will show you two stats, both of them can be important, but the relation between them even more: HPS – healing per second This is the raw outgoing heals, the health you are giving to someone’s even if they have full health EHPS - effective healing per second. These show the healings received by party members, that actually restore health. What is the ideal situation? HPS=EHPS? We basically want all our heals to as effective as possible, the right heal at the right time makes all the difference in the world. In a perfect world 100 damage is restored with a 101k heal. No overhealing someone, no loss off force/ ammo, no one dying. However, that’s not how it works in reality. Even when the party has full health, especially in harder operations, we are constantly pre-casting heals and placing healing HOTS on people. When we know the tank will take incoming damage, we will cast an ability that shields, buffs, Hots him to prepare him for it. When group members are piled up on one location, we will drop AoE heals to top everyone’s health without sacrifices too much ammo/force. Anticipation is our most important stat, and can be called the healers sixth sense. This makes that not all our heals are “effective”, but is necessary to help teammates survive. The relation between your effective healing and overhealing These actions make that we overheal. On the parser this will show up as a difference between EHPS and HPS. The difference between the two depends entirely on class, play style, operation and job assigned between healers. Ideally, we want the difference so be as low as possible. And to reach that goal, every player needs to attune in a different way. An effective heal is ammo/force well spend. Large heals on a group member with full health is a waste. Now, be aware that in the examples I’m giving, only apply in hard content which needs continuous intensive healing. Unfortunately, older content like TfB and S&V ISN’T always healing intensive. Be prepared for some spikes from time to time, and of course the stupidity off the DPS, and the healing output will be fine. It’s when dealing with ultra-hard hitting bosses on our beloved tanks, or the raidwide AoE damage that we need to prepare ourselves. That means going in an operation with the gear it was disigned for. It’s only in these situations that analyzing numbers makes sense! Large difference between effective healing and overhealing, party health high: The healer is doing 3500 HPS. awesome. Yet only 1500 points of it is effective. Well, what a waste! this can tell that you are constantly overhealing. Especially with an overpowered group, the healing simply can be too much. Here you want to slow down, especially on the big single target casts. Keep some AoE up and focus on the tanks. In situations where the group has full health, be conservative with your force. This will make you able to deal with spikes when they appear, without having to use cooldowns. Normally one healer can start throwing in some DPS, while the other keeps guarding the healthbars. Eg: When dealing with styrak in S&V, there are a lot of different phases in the battle. However, not all those phases are equally healing intensive. When the entire group is piled up dealing with the different forms of manifestations, an AoE will do. The fight is designed that healers can throw in some DPS here. Just don’t waste too much force/ammo, and prepare for the burnphase. Large difference between effective healing and overhealing, party health low: This is not an ideal situation. People are low on health, you are casting like mad and yet not all heals are effective. This means there is a problem. We need to get the heals on the people that need them. Cooperation between healers is a must. The raids health is low, so both healers need to heal everyone. In most harder content there is an understanding between healers. Sometimes a healer is designated to a certain tank or part of the group. Try changing these and you might see a difference. A system that work well for our guild is that each healer takes “priority healing” on certain members: if one of them is low, that healer takes action first and the other healer jumps in after his current cast. It needs some training but proves to be very effective. The correct use of AoE abilities is also a must. Some healing classes depend heavy on these to keep the group alive, yet the group has to make use of them. Scoundrels have the advantage that they can cast on a group member, so DPS can be more ignorant. Commando’s have a short CD on the koltho bomb and an instant heal with it. But for sages they need to cast it. If the group is ignorant of the healing zone – the AoE is ineffective, if they use it well – it’s an awesome heal. other raid members need to cooperate as much as they can, full party health means less use of force/ammo, so we can deal with the spikes or bad luck more effectively. E.g: the first boss from DF acquires constant tank healing. However, we need to cleanse constantly, which interrupts our normal casting order. Here I place an AoE on the tanks, which dot heals them (and some mdps) so I can focus in the mean time on cleansing. The outgoing heals will be more stable that way. After that phase, I place the AoE again on the healer/Dps group to restore the loss caused by the dot while I focus on the tanks with single target casts. This will show in better balance between EHPS/HPS. Small difference between effective healing and overhealing, party health high the groups health is high, this is nice. All our heals are effective, which is nice as well. However, some dangers lurk behind the corner. If your numbers are low compared to the ones of the other healer in the group, this means you are holding back your heals. Yes, you are healing where it’s needed, but you are being too conservative on the casts, and letting the other healer top off everyone. You want both healers with the same amount of ammo/force. Because if **** hits the fan, both need to have force ready to deal with it. small difference between effective healing and overhealing, party health low this can also mean different things. Mainly this should point out an issue with the strategy the group is using. Healers can’t cast when needed, people hugging red circles, AoE bubbles being ignored,… the outgoing heals are insufficient to keep the group alive, change is needed. This can point out that your own healing strategy might have some flaws. You are letting the health drop too far before you start casting. Or you are burning your force/ammo too easy. Healing in heavy bursts is dangerous. Keeping a steady flow during the fight is the key to victory. So use the correct rotations to save up ammo. However, don’t forget that you sometimes have to go in the red on purpose to deal with the spikes, but there are cooldowns and regeneration pauses to help out. Don’t use cooldowns when they are not needed. e.g: With the DG NiM, as a healer the lightning phases are painful, and can be a proper b**** to deal with. But by anticipating and rotating your cooldowns on the right moment, you gain 1000(!) EHPS and have a group with full health. First off all: heal while you are running to your “lightning location” and are standing there. Time your casts so you can single target heal people near you. As commando I use the kolto bomb on myself. Prepare an adrenal or pump up your AOE while running back to the healzone and go full out but don’t loose the ammo/force. When the second lightning hits, burn your force/ammo and use the regeneration cooldown. You will see your HPS increasing dramatically when timing it right, and have a fully healed group in the opsframe when entering the second phase of the battle. Different boss- different heals- different numbers Your parsing data will be different every different run. There are no “hard numbers” which you need to reach. There is no leaderboard for output in heals. every group composition will give another style for heals, and the need for a different output. Compare what you have done after a failed attempt, and see if certain changes in strategy are making you able to top off all the healthbars faster. A group low on health isn' always the healers "fault" The relation between the healer and the group is important. Healers aren’t supermen that can heal everything, and people need to be aware of that. (read dudley’s posts!!!) If you play with a different set-up of healers, you NEED to change tactics. Other forms of group movement are needed when you play with commando’s instead of scoundrels. The reason why scoundrels are used a lot in NiM is because they are more forgiving the improper group movement. Not because the class is superior. Mistakes made by dps or tank can be very unforgiving on the healers ammo. Especially sentinels need to be very aware of their defensive cooldowns. A healing abilty spend on a dps is one less on a tank. players need to understand that the entire group is connected. Cleansing, shielding, activating buttons, Opsleading while healing, being awesome in TS… all those things aren’t showing up in the numbers. However, not doing them causes wipes. Always focus more on the awareness and teamplay from groupmembers than on raw numbers. Healers have abilities that can reduce damage taken. But don’t be afraid to let the numbers help you improve, or spot flaws in the used group strategy. conclusion So as said before, know what the number are telling, and more important what they cannot. Neither representations off healing are perfect, but both are ways to help effectively improve the healer themselves or adapt the group to new strategies. And remember, gear and high HPS values on the parser don’t make you a good healer, keeping people alive does. Tl;dr: the healers are doing a fine job when: -everyone stays alive -damage taken is prevented (shielding, HoTs and cleansing) -Heals are given at the right moment to the right person (a special thanks to Novakenoby, Na'meena, kirada, Dudley and the <Sraw-Rats> for discussions on the matter)
  7. my trooper in my preferred camo outfit, i still wear the helmet since its release http://i1111.photobucket.com/albums/h478/Orontes447/SWTOR/Screenshot_2013-02-18_23_43_44_319482_zpse079a4ef.jpg
  8. Anyone else having problems playing the game? I DC'ed two times in the last hour, with a rollback of +/- 30 minutes, mail doesn't work, loading takes ages, GTM fails, We can't go in instances .... Wasn't Bioware expecting higher population today???
  9. I have the same problem, but i can't even chat (it's like my ENTER key doesn't work....) text appears, but i can't send it:mad:
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