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shadowflit

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Everything posted by shadowflit

  1. Yes, this is the way to clear Xeno HM. However, for an event driven fight that will primarily be pugged, the burstiness of the damage is unfriendly. Especially when people doing the fight only remember the old versions and are coming at the new version fresh. It doesn't need to be changed, it's just unfriendly. If the damage output was the same but averaged out, then healers (and tanks) would have no trouble with the fight. It would be obvious that tanks need a lot of heals, and similarly clear that tanks need to rotate CDs. The problem is the [dodge, 80% shielded and topped off, dodge, 40%, dead] pattern. Without incinerate being a factor. With one or two healers simply focusing the tank with spam heals, there's no issue. Spam healing falls in your same unengaging category though. Frenzy phases? Fine. The entire time a tank is tanking the boss? Bleh.
  2. I don't think you're missing anything. I did one tactical FP, and I don't recall whether we had a tank or just a taunt, but I was healing. And it was a lot of work to heal - not at all like the tactical experience I remembered (KDY). Also, the final boss (Taral V) had a cleanse mechanic. Do Kolto stations cleanse? Otherwise I think it might be mechanically impossible for some compositions to clear. The tactical FPs definitely do not feel like they were sufficiently tuned to handle all compositions. But I'm also not sure how they can be without adaptable scaling. If a healer is not necessary with 4 dps, then bringing a healer and 3 dps would be boring for the healer (little to do) and the dps (don't need to worry as much about balancing the damage, cc).
  3. I recorded a video with various sabers and abilities in response to a reddit post, figured I might as well bump this thread with it. I included the Victorious lightsaber at the end (Season 1 reward) to show that it does work properly there. If I had to hazard a guess, I'd say the effect there is part of the hilt, whereas the effect where it's broken is part of the blade.
  4. So let me recap. DPS. No real change. Still need NiM level performance, but screwing up a mechanic may not be as deadly (for some mechanics). Tank. Bit less squishy, but still need to work for threat since DPS is working hard. Same mechanics, which on bosses like Grob'thok mean something. Healers. Phone it in. DPS a bunch of the fight to cover the boredom, or fire up a movie and eat a TV dinner. ...What? I am not here to provide content for other people's enjoyment. I am here to partake in that content, equally. If there's going to be a NiM nerf, it needs to apply to everyone. A harder HM that we can roll through for the gear and get into the actual NiM content (Palace). Or, what I would much prefer, no nerf! Remove the title, sure, but change nothing else. Gear and level will eventually provide the accessibility to the content. This feels like a huge FU to healers (and a small one to tanks). Please find a way to not make it feel that way.
  5. As an added tip, don't make Cally leap to you. While I can't say with absolute certainty having never bothered to study the logs... anecdotally, most times (not dodged) Cally leaps to me he hits like a truck when landing. Main room or past/future. Other than that, main room damage is very spikey. That's typically my annoyance as a healer. Tank is fine, tank is fine, tank is almost dead. Be aware and pop a CD if you get one of those big spikes. Or preferably just rotate through them. I don't know of any Shadow tank specific bugs.
  6. Yes, stacking prevents all the annoying mechanics in the last phase. Good luck getting people to do that though. I have only done the Republic version, and have always seen him do mechanics, except for the one time where a group stacked. Of course, if you get 3/4 stacked, it's possible to get lucky and hardly see anything.
  7. Oh! I do! Wait a sec... you're leaving the server
  8. Cleanse: Most important: Unpredictability sucks. If I am dueling a Balance Sage, then I know not to bother with my cleanse. Fine. If I see the FiB stacks and only one set of dots, I can probably assume the same. However, this requires me (as a healer) targeting the player and inspecting their buffs, as there's no guarantee the stacks will show up in the ops frame (limited number of debuffs). I probably just wasted almost as much time figuring out whether a cleanse will work as simply wasting the cleanse in the first place. In all other cases, I don't know if my cleanse will work. I can't make effective healing choices if I don't have the full picture. Cleansing Dirty Fighting dots, by comparison, is fine. My cleanse has a clear (if diminished) effect, and I know that if I cleanse a second time the remaining dots will go away. This is good feedback, and good predictability. Also, only one dot is shared across specs (instead of two), so it's simpler to determine spec based on visible dots. Second: Effectiveness. Compared to Commandos and Scoundrels, the base cleanse is even worse post-Balance buff. Tech cleanse works on Trooper/Smuggler dots, and they get baseline physical, which is most roots! Force cleanse works on a few select abilities, and unreliably on force dots. Specced cleanse adds physical effects, which is good. But compared to the other healers our cleanse still has far fewer uses. Fixes. Unfortunately, there's not much that's Sage only in fixing things. Balance dots could be made into Dirty Fighting dots, and that would temporarily placate me, but really I'd like to see... Upgrade to debuff display. Configurable settings on the ops frame, what types of debuffs show up there and a removal of the artificial cap on debuffs displayed. Also make it clear which debuffs are cleanseable. Rework ability types and base cleanses. Remove physical from all baseline cleanse, put it into all healer spec cleanses. Then shuffle some more abilities into physical, while leaving some flavor abilities (Whirlwind and tech equivalents, for instance) requiring the appropriate type of cleanse. Oh, and fix the bug where debuffs sometimes show up with a dark overlay (ie, almost black) in the ops frame. Unrelated random idea for Barrier and the Heal tree: When Barrier'd, radiate healing waves (a la Salvation power/range). Instead of only using Barrier as an underpowered CC break, you could spend more of those 10s in your Barrier without letting people die quite as quickly. Same deal for DPS specs with radiating damage sounds good.
  9. Would love to see some heavy moderation in this thread. Ugh. Anyways, thanks for addressing the issue! Raiding on Oricon was pretty painful when wipes turned into 15-20 minute breaks to restart the client and get the group reformed. Being able to PvP again will be nice too!
  10. Clearly, you need to pick a class that can heal to full.
  11. Whether or not Balance/Madness needs uncleansable dots, making me wonder whether or not my cleanse will work is terrible and broken. I still want to cleanse the other two specs' dots, but I have no idea what I'm facing. Sure, if I'm all alone running from a Madness Sorc, I won't bother to cleanse myself. But in the middle of a melee? Bunch of stuff going on, multiple Sorcs casting Affliction and Crushing Darkness and only one of them Madness. Pure frustration.
  12. I used to love Sage healing in PvP as much as I like it in PvE. Two things that gave me great joy have now been taken away from me, and I hate that very much. There's almost no fun left. 1. Target center screen (enemy + friendly). It was amazing. And it was taken away in 2.0 without so much as a whisper. 2. My cleanse is broken. I know, you intentionally broke it. But wondering whether or not something will happen when I hit my ability? Yeah. That's terrible. It's broken. Fixes: 1. Super easy! Return target center screen (enemy + friendly). 2. If it turns out that this non-cleansable thing is the way of the future (bad idea, very bad idea), we need UI changes yesterday. Best would be full overhaul of buff/debuff display. Allow me to filter out useless buffs/debuffs from my ops frame. Shade uncleansable debuffs one color. Shade my buffs/debuffs another color. Etc. Oh, and Electronet. Prevent it from being taken off with Egress, fine. But don't allow it to prevent Barrier from activating. Making me sit still is plenty punishment, it doesn't need to be a "Sage go splat" button.
  13. I don't like Gunships. I don't like that they kill me whenever I'm engaged elsewhere. Fortunately, there is an ingame solution for this problem already. Gunship crusade! Anytime I need a new target and there's no one thoughtfully flying through my targeting reticle, I cycle through the list of targets looking for Gunships. If I find one nearby, I go kill it. If it's at a different control point, I grumble a bit over the wasted travel time and then go kill it. If it's completely across the map and the match isn't in imminent danger of being lost, I'll probably go kill it. For greater effect, enlist a friend to join the hunt. And of course because I don't like enemy gunships and am irked that they are being used by the enemy at all instead of engaging in glorious honorable combat, I will vigorously defend our own (quality) Gunships to give 'em a taste.
  14. And.... finally. Night's Radiance (8 Man) Dread Palace HM 5/5 with Council.
  15. You will fight players in fresh daily areas (while they're still popular enough to draw people), you will occasionally get ganked leveling. That's pretty much it for PvP server, unless you want more.
  16. Back to the front page with you! And grats Shattered on clearing Council!
  17. Since it isn't possible to skip bosses with HM, might as well give Reign and NR the full 4/5s. I feel like we may have linked more, but here's achievement shots for everything at least. As far as I know Raptus was our only first. Missed Brontes by like 10 minutes? Hat off to Shattered. Night's Radiance (8 Man) Dread Fortress HM 5/5 [ Nefra, Draxus, Grob'Thok, Corruptor Zero, Brontes ] Dread Palace HM 4/5 [ Bestia, Tyrans, Calphayus, Raptus ]
  18. Nope, just picked a character with not too many broken pieces and swapped the gear out.
  19. I hit enrage first time through on SM, my HK decided he didn't really enjoy shooting cores. Was surprised there was an enrage on SM, didn't think that happened. Should be fine with two people as long as you dodge mechanics and have healing. I was fine healing through the enrage while solo, though I am more geared.
  20. To keep hard and soft enrages separate, always check buff bar. Hard enrage buff looks something like this http://i.imgur.com/BbreWfR.gif (don't have an actual screenshot handy, that's the PT infrared sensor icon) Also just to check, you were continuing to keep them separate, right? Letting them stand close to each other buffs both of them, and if you're in soft enrage territory that buff is probably going to massacre you.
  21. Yay, congrats! Is good to see activity in this thread.
  22. As a healer who has seen all of 8 man NiM TfB (cleared to Terror) and started work on S&V, I have had no complaints with our Shadow. You will need your cooldowns on trash pulls starting with HM FP 55s, but otherwise no biggie. My complaints have come in when we used two VGs for some fights, and I would prefer if our main VG tank used his Guardian instead. Can shadows/sins be spiky? Sure. Are all these fine folk on the forums wrong? No. But if you like your Sin tank you'll be fine for non-progression everywhere, and depending on your group you'll be just fine for progression too (ex: don't bring two Sorc healers, you'll just be compounding your problem and require them to be that much better. Abuse sniper shields in rough transitions).
  23. Healing is hard to quantify with parses. My best advice is to run a parser while raiding, and have your healing partner in it as well. If both of your effective hps are about the same, then you know neither healer was needing to work harder than the other. If no one died, or it wasn't a healing issue, then you know you did well. Healing numbers are highly dependent on how much damage is actually being taken. If your DPS love to take extra damage, but your healing can cover them regardless, your healing numbers will be higher than someone who doesn't have those DPS issues. Covering for mistakes will also bump your numbers up. Also, if one or both healers out gear a fight and are not being challenged, the numbers are meaningless. Unlike DPS numbers where you can always challenge yourself, you can only challenge healers on fights where they both need to work hard. One thing you can pay attention to in parses, regardless of difficulty, is hps vs ehps. Some abilities will always result in some overheal (any sort of HoTs), but keep overheal on your main abilities low. I uploaded my parse for NiM dread Guards kill since I can offer some context for it. That's what I would recommend when looking at any parse, if there's a video to go with it (sorry), so much the better. http://www.torparse.com/a/345816/28/0/Heals+Given ^ look at it quickly before torparse goes away In this kill, my fellow healer and I were pretty much neck and neck. No one died, so there was no extra random healing. By this time, everyone was pretty good about minimizing extra damage. Few red circles taken in final phase, nothing too crazy. Keep in mind that Sage numbers do not include Force Armor absorbed numbers, but I generally consider that a wash since no one else can realistically compare with Salvation's numbers. If you look through some of the other longer fights in that log, you'll notice I vary somewhere between 2500-3500 ehps (huge range - and the kill was low). If I'm barely over 2k, I will see my fellow healer doing much more than me, and go get a drink to get back on top of things.
  24. While any two healers can heal content, taking a mix of healing classes is encouraged by the class and skill tree designs. This is likely just more of the same.
  25. Seconding this as an accurate description of events. Also, Selenial's A, B, C pattern is also a very good description. A similar situation issue is that if a stealth class enters stealth while everyone else leaves the instance, when they zone back in the stealther will be completely invisible. In the sense that he does not show as selectable in the ops frame, and cannot be seen at all. Dropping stealth will bring things back to normal.
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