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Posts posted by NeNiMel
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RAGNAROK
About Us:
Ragnarok is an imperial guild located on The Red Eclipse server. We are a small casual guild that is inclusive and focuses on having fun while playing SWTOR. Our ranks consist of veteran, casual and new players from all over the world, whereas most are from Europe. Our main focus is PvE activities, but we also occasionally partake in other activities.
We purposefully aim to keep our guild small and built around quality, not quantity. We encourage our members to interact, play, and experience the game with one another. We care about all of our members. We want our players to invest in us just as much as we invest in them.
PvE and Raiding:
We are not a hardcore progression guild, but we do enjoy challenging ourselves by continuously progressing through harder content. We currently have one progression team that run scheduled operations two times a week. Our goal is to clear all available content at our own pace. As of right now we starting to clear harder content again (NiM, ToS and Rav HM), after gearing up and teaching our newer members mechanics.
Our primary raid days are at the moment:
- Tuesday: 20:00 – 22:30 CEST (GMT+2)
- Thursday: 20:00 – 22:30 CEST (GMT+2)
If HM ops are not your thing, we also run story mode operation in addition to our other events. We also occasionally schedule events, for conquest commander hunting, and other PvE related aspects of SWTOR. All guild members are allowed to suggest new ideas for these.
PvP:
Some of our members participate in PvP activities from time to time. PvP is not our main focus, but we occasionally team up to fight in some warzones and plan PvP related events. We would love to have more members who are interested in PvP activities to play with us.
Logistics:
We use enjin to coordinate events and to communicate with each other offline. All of our scheduled events are posted on our calendar. We use Mumble and Star Parse (not required) during our raids.
We also have a large guild ship and guild stronghold with several unlocked rooms. All guildies are allowed to help out in decorating these. We have a healthy economy that we use for continuous upgrades of the guild ship and to provide cheap crafting for our members.
How to Apply:
Please visit our website if you have decided to apply. When filling out our application, you will be given the option to select if you interested in endgame content or social aspects of our game (though neither of these things are absolutes). We will then look over your application and if there are any questions, we will contact you on enjin. After that, you will be able to explore our website, sign up for events, and receive emailed invites for our events.
Contact Information:
If you have any questions, please do not hesitate to respond in this thread, on enjin, or in-game by whispering/mailing one of our officers:
- Atmea
- Carlith
- Eternalnight
We will try to get back to you as quickly as possible.
Thank you for reading and for your time! We hope to see you in-game!
- Tuesday: 20:00 – 22:30 CEST (GMT+2)
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Hey thanks! I'm glad you like it. I wanted this guide to expand on and compliment the guides that you and Orderken had written.
I would be happy to have you link to my ability charts/graphs in your guides. Please also have a link to this forum thread as well, so that readers can have context on how they were made and were intended to be used.
Hey Mate
Finally had time to edit my Dulfy guide and I added some links to your charts and your forum guide. Credit goes where credit is due
I don't know how to show the charts directly with the Dulfy framework, but now there is a link at least.
Hope you like it
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Hey there, is the guide updated for 4.0? I don't know if there were any big changes. Also I see you play on red eclipse, mind if I messaged you online for tips?
This guide is not updated for 4.0, but the rotation and strategies basically remains the same as in 3.0. If you want an updated version you can check out my guide at dulfy http://dulfy.net/2015/11/09/swtor-4-0-mercenary-pve-healing-guide-by-nenimel/
There haven't been any changes since 4.0 as I recall so that should still be fully up to date
And sure just send a message ingame. My main is named "Atmea".
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Great Guide Good work!
I'm not much of a theory crafter myself, so have never done so detailed calculations, but it's good to see I wasn't far off
Is it okay with you that I link to your calculations in my Dulfy guide, and forum guide when I finally find the time to update that one?
/NeNiMeL
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You almost found it yourself
Take a look at gyro's guide here in this sub forum it's one of the best there is
Here is a link: http://www.swtor.com/community/showthread.php?t=785291
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The 3.3 changes does not seem to change the overall playstyle of the Mercenary and Commando healers.
The heat and energy management seem to have become a little harder again, but it is easy to overcome by using more Kolto Shots in the rotation.
The overall output also seems to have increased slightly, probably because of the increased critical chance on Rapid Scan and Medical Probe.
Do you agree?
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With 3.3 there have been some changes to merc and commando healers. I haven't had time to test the changes myself, but from what I have read the overall playstyle and output stay approximately the same. If anything the output and burst capabilities have increased a tiny bit.
I will update the guide as soon as I have tested the changes. If you have anything to add or thoughts about the changes please post them in the tread
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They split the ability into two: rapid shot that is the damage ability and kolto shot that is the healing ability. The functionality is basicly the same only difference is that you have two abilities on your hotbar instead of one.
The animation is rather boring compare to the old one! And the heal now comes in one tick instead of three, so less proc from that one.
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I have updated the links in the gearing section so they correctly links to a description of the BiS gear available. The TORCommunity database also shows from which items a specific modification can be pulled
@althene thanks for the feedback! I happy to be of help With regard to the assault canon vs rifle debate, I do not find it relevant for the guide. Personally I main a merc and only play my commando very rarely, so it is not issue that affects me. As far as I have read the rifle does not affect the healing potential, but will limit the ability to do off-DPS. I see no reason to not use a assault canon, because a healer should use idle moments to help DSP'ing when there are nothing to heal. Besides assault canons looks bad-***
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Feedback time.
That part is wrong, it's 10 heat.
Thanks missed that one At least it was correct the other places.
- Saying crit is up for personal preference is a bit missleading. Every stat has it's own rate of return and diminishing return and contribution to healing output. And they are all constant. Because of this there is a clear combination of stats that maximizes output.
- Contrary to popular beliefs crit is not a bad stat. It's just Power in 2.x worth the investment more. Crit has bad rate of return, which means how much you get out of 1 rating. But has good diminishing return, which means how much less you get from 1 rating when you already have more than 0 of said rating.
This is in contrast to Surge which has good initial rate of return, but bad diminishing return. This is why even though alacrity is a stronger overall stat % to % in low stat budget (<=192) surge has higher priority, but doesn't exceeds 400 rating in higher budget. - But we reached a point where our high stat budget alters priorities. Power throughout 2.x was a god stat. In 3.0 it's priority droped some in exchange for crit and alacrity. The reasons for that:
- Healing amount of an ability has the following equation:
Heal = HealingPowerCoefficient * BonusHealing + StandardHealthPercent * 14520.
BonusHealing (in case of Mercs) consist of Aim, Cunning, Power and TechPower. Augments and crit aside they make up a strict amount. And that amount is not dominated by Power alone.
Avarage healing looks like this:
Healing * ( 1 + crit * surge ) * Multiplicative bonuses * Additive bonuses // I only done extensive theory crafting with dps, but more than likely the multiplicative bonuses are: Supercharge, Supercharge Gas, Invigorated. Additives: Discipline bonuses such as Empowered Scans. - This is where the stat budget comes into play. Power makes up less than 3rd of the Healing an ability does. And even less of the avarage healing. And considering that secondary stat budget (augments aside) is around the 2k mark droping some power for crit doesn't reduce Healing a lot, and avarage healing even less, or in case of the optimal amount of crit it actually increases avarage healing.
Dropping 500 Power for example when the budget is above 2k is less serious than it used to be with a budget of 1k. - An other example of this high secondary stat budget is that most dps spec's BiS gear is around 700 alacrity. Which means they have to invest into alacrity augments. For so long people said that Power is the best augment with Mainstat as a runnerup that it's eye opening to see so many specs with alacrity augments.
- Healing amount of an ability has the following equation:
Now the reason why I say personal preference is missleading and not wrong is because deviating from optimal crit doesn't exceed expected healing output by more than 2%. So yes you can run crit as you feel like it and won't have earthshattering healing output problems, but it's not optimal. I see no reason not to run optimal gear if you ask me.
The reason I say its up to personal preferences was because some people prefer to have increased predictability on the abilities especially when it comes to healing.
That being said the values listed earlier was too low! even compared to what I am running with. I have added the optimum values to the guide so people can see these too. I have also rephrased the crit/power section.
The stat goals are constantly changing and will probably be changed again in the future
- Saying crit is up for personal preference is a bit missleading. Every stat has it's own rate of return and diminishing return and contribution to healing output. And they are all constant. Because of this there is a clear combination of stats that maximizes output.
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The problem with ephemeral mending is that you have no control on who get the extra healing, so it might in many cases just end up as over-healing.
The main stat and power proc relic are superior, because they will boost all your heals!
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I finally got time to make some updates to the guide so here it is
Highlights:
- Added regeneration tiers.
- Changed the utility recommendations.
- Added Rotation Priorities.
- New personal stat goals.
- Added a link to Orderken’s healing model.
As always it is nice to see the guide being used If you got any questions please just post a reply!
- Added regeneration tiers.
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Well after 3.0 there really aren't a good way to do dps in heal spec without the heat goes up (besides rapid shot).
What I tend to do is to use electronet, rail shot and explosive dart because these are all instant. But I also use unload, death from above and flamethrower sometimes because they do decent dmg compared to heat cost (and they look awesome). The important part is just to weave in a lot of kolto shots to keep the heat down.
You can also use thermal sensor override together with a high heat cost dps ability if you want.
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As a commando or mercenary both alacrity and crit are extremely useful. As you mention commandoes have two talents/skills that directly increases surge / crit multiplier and therefore you should not be neglecting critical. Surge will have a high DR when you get above 400 rating, therefore you should start using alacrity instead.
I personally go for 50/50 split between surge and alacrity (probably more 40/60 when I get highest tier gear) and run with about 300-400 critical rating
Hope that helps
- NeNiMel
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Np cz_zoltan
I believe the easiest way is to just copy past the thing into word or alternatively save a copy of the webpage locally. The post is written in some pseudo html code, so it will be very difficult to export that to word.
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Thanks for the buide NeNiMel!
Dusting off the 55 Mando healer to level up and do some PvP with. Great referesher!
Good that it could be of help but if you are looking for pvp you should take a look at this guide: http://www.swtor.com/community/showthread.php?t=462351 Spartan is still updating it for 3.0 but it is still very useful for pvp
In a side note the guide is now sticky... Yay
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Added the Commando translation of the guide just follow the link in the op or scoll down to the first reply
Have actually thought of trying out a full alacrity build, but not sure how the cap looks for alacrity... (I'm no theorycrafter after all )
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Alright will try that thanks
Just of curiosity what values do you aim for regarding alacrity, surge and crit cz_zoltan?
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I have uploadet the last of the guide. There is still some missing parts in especially the gearing section since a lot of the new gear have not been added to either torhead or ask mr robot.
Now I just need to make the translation for commandoes.
- Since the forums have been merged you could add an ability translation section for Commando healers.
- Why don't you request a sticky?
- Why do you waste Utility point on Gyroscopic Alignment Jets? You rarely get controlled in raids and even if you do 10 heat is nothing. Custom Enviro Suit, Protective Field or even Boresights seem like a better choice.
1. planning on it
2. Mostly because I dont know how to do it!
3. True. Have changed the utility trees now.
- Since the forums have been merged you could add an ability translation section for Commando healers.
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Well the difference will be very small (maybe not even noteable). But I think reflex augments (aim) might be slightly better for mercenaries and commandos, due to the extra critical bonus. The reason for this is the two passives Advanced Targeting and Warden (merc terms) that both increases the critical multiplier/surge rating of all healing abilities.
I like MS cuz it gives bonus healing AND crit which allows you to drop crit for alacrity and surgeWell mostly correct. Crit does not compete with alacrity and surge in the stat budget. Critical competes with power in mods and enhancements and with aim and power in augments.
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I have started updating the guide to reflect all the changes in 3.0. There is a lot of work ahead with gathering experience with the new rotation and all that.
A lot of things will probably get changed along the way while getting more experience or because I have made some initial mistakes
As always let me know what you think
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Yea really nice work guys
I do not have the time to do the calculations myself, so all your work is really appreciated
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I am very grateful to the author of this guide, and I hope that it will continue to he 3.0
I am sure we can work something out!
There are coming a lot of changes to mercenary and commando healing, so we all probably have to try out the changes before we can comment on them...
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I have rewritten parts of the guide so it fits commandoes aswell Since we now share forum I thought it might be a good idea to put it all into the guide, instead of only having an apendix.
I know we are gonna have a lot of changes soon (with 3.0 on the way), but I had already started the changes, so just finished up what I had begun! Hope you can use it out there
As always just send me some feedback if there is something wrong or you need me or others to elaborate on!
- Atmea
<RAGNAROK> A Casual Guild with Operation Focus (Empire)
in Guild Recruitment
Posted · Edited by NeNiMel
Current Recruitment Status:
The following table shows our current recruitment needs with respect to role for HM and NiM operations.
Tank - High
Healer - Low
RDPS - High
MDPS - Medium
Social Player - Always High