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ArissArgile

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Everything posted by ArissArgile

  1. Thanks, appreciate it. That fight on 16m required tons of constant healing and was very stressful, at least the way we did it. Being the only sage, most kills I threw out right about 100 shields, which would work out to about 8-9 per min. Sage/Sorc, in my opinion, are very valuable healers in a raid. Thing is though, in challenging content like NiM, the player needs to be very good to be competitive with the other healing classes. I think people get turned off by Sage/Sorc sometimes because they don't/can't master the force management in challenging/healing intensive fights.
  2. Severity Gaming kill video of 16m NiM Dread Council. This was the 2nd time we killed them. Recorded from my (Sage Healer) perspective.
  3. Whoa whoa whoa... there's way to much nicety being thrown Tco and Yolo's way here. I do not approve! Obviously lies and slander...
  4. Like Smuggln said we try to position the ranged/healers in such a way that not everyone is getting hit at the same time, but a few will. Using a combination of aoe healing and direct healing to combat the TB dmg. This strat requires 5 healers to deal with the amount of dmg that needs to be healed. Healing comp may also matter. I play a sage and it's stressful in terms of the amount of constant healing needed and having to sac hp to restore my force when I could possibly get hit by any TB plus other dmg all at once. 2 of the 5 healers being sages would not really be desirable. On occasion a player may die due to the rng of getting hit with everything all at once, but now that we've learned it people survive most pulls.
  5. This video was our 2nd kill of Dread Council. Forgot to hit record on the first one. We killed it for the third time last night. Last night I had exactly 100 Force Armors casted, which was 8.9 per min for the fight. Think the ehps including shielding was about 4350.
  6. Yeah EC was in 1.2, which I believe was April 12th 2012. The updates are coming slower I'm sure because they know that many less people are playing their game.
  7. PVE Sages do not need to have no health cost for Noble Sac, that would make it too easy. I don't find it hard to manage my force now anyway. If people have problems with their force then I'm sorry, but it's a learn to play situation. If the pvp Sage gear was to get a set bonus for 2 pieces that gave them no health cost on Noble sac then some people would wear that gear in PVE. To counter this i would propose moving the extra force to the 2 piece bonus and moving the reduced cooldown for healing trance to the 4 piece bonus so people basically have to have 4 piece.
  8. Here's a link to the stream of our 1st timed run. I haven't bothered to save the rest. http://www.twitch.tv/ariss_sg/b/527100513 And pay no attention to our horrible start to the raid...
  9. I use basically the same stat distribution that you have right now Vasko. If you feel comfortable with it there is little reason to change because we're not talking about a big number of hps/ehps/hpct.
  10. I rarely use benevolence, but I do use a fair amount of Deliverance. I've never really bothered to compare my % usage of it for all my spell casts compared to other sage/sorc healers. In my opinion Deliverance definitely has it's place in a sage's repertoire of spell usage during fights. I also don't run the same stat distributions that are mathematically BiS for HPS/HPCT. I run with about 220 crit rating (comes to about 30% crit chance), 470 surge, and 470 alacrity. Like I said it comes down to if a player is good enough or not. Good players can kind of do their own thing and be just as successful in healing their raid to kill a boss. The healing comp of a raid and how those players heal together can also make a difference.
  11. I would disagree with casting Force Armor on tanks on cool down. Force Armor is the best OH S*** "heal" we have because it instantly prevents that @6500 incoming dmg whereas Healing Trance only gets 1 tick instantly. If a tank drops to say 6-7k and the next hit coming will land for 10k, but the force armor lockout is present, then if you only get 1 tick of Healing Trance means tank dies. If the Force Armor is not applied at or near full health and tank drops to 7k, then the Force armor still leaves the tank alive after the 10k hit and enough time probably for a rejuv followed by Healing Trance. If the tank is topped off and gets hit, eating the bubble, and proceeds to take a bunch more dmg in the following 14 seconds, you won't be able to cast another Force Armor when it's desperately needed while they have low health. Granted I'm speaking from a raiding pve pov, not flash point pve. I'm sure people can make different strategies work for them because if they are good enough it may not matter much.
  12. Turnover happens for various reasons and probably no guild is immune from that.
  13. As a PVE healing Sage I would say the force regen and noble sac are fine. I don't pvp anymore, but I would imagine the force regen/Noble sac needs to be reworked in pvp.
  14. http://www.swtor.com/community/showthread.php?t=647711
  15. BUT if you like the idea of having a little more crit, it's viable to gear that way. I play with crit rating of about 215, which means 29-30% crit chance and normally 6 surge, 4 alacrity. Just this passed week i switched to 5 surge, 5 alacrity I think because I might have changed one crit slot to power. And yes I don't argue with the math in Orderken's modeling or Nibbon's that HPCT and HPS are there highest with 0 crit and 6-7 alacrity, 3-4 surge. I guess my feeling is that going by healing meters is not the best way to judge a healer's or gear set up effectiveness. To each their own...
  16. I stopped pvping what feels like ages ago, but I pvped enough in SWTOR to reach valor rank 90. I'll agree the NS mechanic is often brutal in pvp because you just can't afford the health loss when some classes can tear you up as it is. Maybe the talent that reduces the health loss by 4% should be more like 40%. I normally avoid commenting on pvp because I feel I've always been an average to good pvper and a top caliber pve player. Something I can think of that could be added and would be beneficial in pvp and pve is some kind of cool down that, lets say, doubles our armor. As i said i prefer to refrain from talking about pvp because it's not my expertise, but it would be great in those situations in pve where us light armor wearers get rocked. I'm thinking of something like NiM Kephess on 16m where people have said his jump would kill them at full health and through their bubble. I guess we could also use force barrier for that, but I digress... I'm not sure right now where else an ability like that would help, but I would imagine the pvpers would really like a defensive cool down like that. Maybe when we rejuv ourselves it can increase armor by 50% for 6 seconds and then drop to it's normal amount. That might be too op in pvp though.
  17. I just don't agree with people saying the force management is a problem. In playing a sage you learn when the best times are to use NS. The only times I have force problems are when the raid is learning a new NiM fight and once the raid learns to eliminate taking damage that is avoidable then the out of force problems go away. It also makes total sense that if a Sage stops to use multiple NS's that they do this at a point in time when the other healer or healers in the raid can cover them. If the other healers in the raid aren't the best and can't handle said sage spending 5-10 seconds NSing, that's not a reason to "buff" our class. It's also not the right idea to blow through the force bar and then start using NS. I use it throughout a fight even when I might have 80% force. That way you get much deeper into a fight before you may ever have force problems. I believe if a sage is having force management issues then the sage and/or raid is doing something wrong. I really don't mean to sound like a learn to play elitist, but I really think sages with force management issues need to learn to play more or their raid members do. With that being said, the beauty of opinions is that we're all entitled to them!
  18. I don't think Sages really need any changes for PVE healing.
  19. Healers can definitely respond to the fingers all attacking a healer when they spawn. Instead of simply not healing, we just expect it. I even purposely try to get them to all aggro me because I'm going into that at full hp. Rejuv myself prior, bubble, take the hits, self heal, healing trance and then they are attacking someone else. If I see a different healer get nailed then it's bubble, healing trance them. The only 2 reasons I see healers being unable to react is because they lack gear and therefore hp and/or they just aren't that good at reacting quickly to things. Haven't really seen those bugs. Maybe the beam following a player once.
  20. OMG, I just agreed with Dom on two things tonight! Must insert the obligatory 16m is harder than 8m comment
  21. Go read the Devs answers to Vanguards and Sorcs. They never had any intention of working with us and this was all a illusion to try to make people happy. They're answers have shown that they don't know the game near as well as the player base and that they also don't care when they tell people l2p. I mean shadow dps has been so terrible in pve for so long now that it's a joke the devs haven't done anything about it.
  22. I wouldn't worry much about it. If you've looked at the quality, or lack thereof, of the other classes answers then even a class secretary that isn't quitting the game should quit the position because they're worthless and a complete joke. Some of us saw from the start that the class secretaries was just a terrible Idea and they just wanted to not bother reading the forums and have the secretaries gather information for them while hoping they were making the community feel important. Go look at the responses to the questions for Vanguards and Sorcs and you'll see what I mean.
  23. I'm sorry DnT is a joke compared to what it used to be in WoW, that must be emotionally challenging to handle. Changing a difficulty and finding a different way to kill something are two totally different things. Pretty much the entire raiding community, except for yourselves of coarse (that speaks volumes), voiced their opinion that turning a boss fight difficulty down to get by it nullifies credit for future kills. Not participating in the next progression race just shows your raids lack of confidence in itself to compete for the world firsts.
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