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Jeklan

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    Shooting, Archery, Games, Wrestling.
  1. Post here what you think should be changed back to how it was pre-patch 1.2. Also post what you may have changed in order to be a more effective healer with the nerf to our Rapid Scan proc, Kolto Residue percent decrease in healing, decrease healing percentage from Supercharged gas, supercharged gas heat bleed reduction. My only wish is for the Talent "Critical Efficiency" to become more efficient. The other nerfs to our class are fine and effectively reduce our burst healing by about 10% in a PvE boss fight and 12% in a PvP match. But with the increase of heat cost of Rapid Scan the extra time it takes to bleed heat, with the other nerfs, decreases our healing by almost 50%. When I normally used to hit 500k-600k healing.
  2. I agree. Hm's and PvP I could do before are now next to impossible to heal. Not enough healing per heat generated. 200% increase of heat cost to Rapid scan from Critical Efficiency(8 heat to 16 heat after Healing Scan.)
  3. People are saying "Change your play style". How do we do this when our biggest heal(Rapid scan) cost 200% more heat to cast after a healing scan post patch. Use supercharged gas and you're cranking out heat really fast. For any burst DPS in PvP or PvE we do not have the burst healing for more than 5 heals if we don't use Vent Heat. Stacking power doesn't seem to help much. Also, you're saying change your play style, in what way? Suggestions?
  4. The main thing that really has me hating to heal on my Merc healer is the increase in heat cost of Rapid Scan after talenting the heat reduction of it after I cast Healing Scan. By making it cost 16 heat after Healing Scan, instead of the used to be 8 heat cost, you are making us do the same amount of healing, but for twice the heat cost. Before it would cost 24 heat to cast two heals, now it cost 32 heat. When you then factor in a lot of burst healing( For PvP or boss timers in Operations/Flashpoints) for Supercharged gass, we are now generating 25% more heat each pair of cast (Healing Scan and Rapid Scan) this means that in 4 cast (2 healing 2 rapid) we are about 50 heat. that amount of healing we did wouldn't even heal a tank 70% of his health with THREE crits. This means in order to heal a Tank AND a Party or Operation group, we will need to use supercharged gas then max out heat and use vent heat with a 2 minute timer. You can use Rapid shots to heal for miniscule amounts to bleed some heat, but when you're fighting a boss that has an AOE hit for 25% of everyone's health, than a second one for the same less than 30 seconds later, you're struggling. MY character is full Columi/4 Rakata pieces, I've hit 600k healing 3 times and used to break 450k half of the time in PvP. Now, I'm struggling to hit 400k in similar gear and healing in Operations is a joke. Our other healer is a nearly full Rakata Operative who knows his class very well. The difference in my nerf and his tiny buff is large from last week to this one. Last week we did nightmare EV up to SOA, 2 wipes, first time doing nightmare mode. This week we (Healers) struggled to heal the new Operations first boss. I constantly hit cap on heat using my rapid shots and trying to keep my group at ONLY 60% and tank at 50%. Then the AOE fest starts from Toth and I have no way to heal my group up. The best way to fix this is to only give us back the 16 heat reduction after healing scan to Rapid scan. It'll decrease heat generation by 25% but not increase our burst healing. It'll allow us to heal LONGER not for MORE. as they have it we are the WORST healing class out there. And you can give us back the 16 heat bleed on supercharged gas also. the reduction from 10% to 5% on it is fine, and 5% to 3% on kolto residue is fine as well. 7% less healing>25% more heat. Thank You Lord Praven, Drent, 50 Mercenary Healer/DPS, 4/10 Nightmare Mode(Haven't done Karagga yet) 600k Healing/Damage club in PvP.
  5. Buy the bags until you get ALL of your Centurion gear, then start buying the Champion Commendations.
  6. Where's a 6.5k coming from? I get 7k heals all the time on people below 50% health and have NEVER gotten it, I'll take a screenshot and post it of it. I ussually end up leaving those 50% people at about 95% so it should still count without me actually having not healed them over their health pool.
  7. To original poster, most tanks, champion/centurion geared, can hit almost 200k damage in a match, and do 100k in protection. Just as well, gear doesn't make ONLY a healers healing go up, it also makes their damage go up because their stats are increasing. The other day in Huttball I had my guild tank with me in his Full Champion/2 Battlemasters and me in my Centurion/Columi/Champion mix and together he put out: 200k damage, 393k protection, and 3k objective. I put out 475k Healing, 105k damage, 3k objective. WE both got quite a bit of medals. He had: 75k damage, 2k, 5k, 10k, 50k protection, 1k defender, 3k defender, 10 kills, 25 kills, killing blow, and assasin. I had: 2.5k Heal, 5k Heal, 75k healing, 300k healing, 1k defender points, 2.5k damage, 75k damage, 1k defender, killing blow, assasin, 10 kills, and 25 kills. (Defender is from healing the ball carrier, attacking people hitting the ball carrier, and killing people have damage the ball carrier(or healing the people who killed the people damaging the ball carrier.) We also won the game 6-0 with 2 minutes left. This was all at level 50 against an equally geared team. It's all about HOW you play, WHAT your stategy is, and how well the people around you play. My group consisted of 2 tanks over 19k health in Full Champions, me in my Centurion/Champion/Columi, another healer in full battlemasters who put out 450k healing, some Centurion/Champion geared DPS. The other team had ONE tank and ONE healer who put out 460k healing, the tank put out 200k protection. Top damage was the other team at 600k damage, the rest of the dps was ~ (2) 120-150k, rest 200-400k damage. The other team had us mostly out dps'ed by about 50k on each person, my team actually only had half our people in the top 3 or 4. But, everything in PvP is purely situational. THe next match we lost. I put out 225k healing and my tank 100k protection. Only 4 medals for us both. We had a bad team vs. a fully geared and organized battlemaster team. Our team was mostly fresh 50's without centurion. EVERYTHING is situational. Maybe there is some trick you haven't found yet or you have not learned your classes strengths and weaknesses. Maybe you aren't correctly geared for a tank or you play against teams and with people who don't know how to play and your being objective and they're not, resulting in bad stats(I've had this happen too) and you end up losing. It's just like the RNG almost on who you play with, and it seems to favor people in groups of 4
  8. I'm 1/64 champion bags , most other people are about 1/30. Not to mention out of 10 normal and 6 Hardmode operations I normally only gear about 3 times in 16 Operations. Even on preassigned loot in Normal Mode. My rolls are 70% <20. RNG really hates me. My guild has screenshots of all loot I have won, it is bad.
  9. Healers, as far as I have seen on my Mercenary and others I have played with, is far from OP. The point of a Healer isn't to help the target stay alive, it is to KEEP them alive. Any decently geared PvP'er (Centurion and mostly Champion) Should be able to take on TWO other decently geared PvP'ers when healed by a decently geared healer. If you add in the fact the target being healed is a Tank PvP geared and specced character, 3 opposing players should be no problem. The reason many people are under the impression healers are OP because of this basic mechanic of Defense/Sheild/Healing vs. Damage/Damage/Stun is because no one ATTACKS or STUNS the healer. When I am focused on during a match, I get barely 250k-300k healing a match, which compared to an opposing team with 3 300k+ damages is minuscule because generally I am the only healer. When I am NOT being focused down I truly raise hell because I can put out an outwards of 350k-nearly 500k healing with a half PvE/PvP mix. Healers are a class that is meant to be overpowered because as far as defenses go most healers burn their's up fast and can't out heal stuns, pushbacks, and delay's from being attacked. They are like the Operatives pre-nerf, if you catch them out in the open they are as good as dead, you don't and ignore them, YOU are as good as dead. Healers are a class to be focused, not ignored and nerfed. You see a healer, you kill them. You don't kill them they outheal your damage, unless there are several of you or two Battlemaster geared, and you come on here and whine and complain when your not tactically adept. On my server most people (quite literally), recognize me and focus me down after marking me, this means I need a tank and sorcerer with static barrier because when I, a healer, am focused, my healing output is drastically cut.
  10. So I, a pre-order, do not get the title becasue I payed before this came out and won't get it because I won't pay for another sub by March 19th? Or will people who haved payed for a subscription for a longer period than this last be able to get it?
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