Jump to content

Shroudveil

Members
  • Posts

    420
  • Joined

Everything posted by Shroudveil

  1. yeah just unsubscribbed as well, it's been too long since they even adressed a single concern about the worst healing changes imagined (apart from a consolidation brez for mercs.. lucky them). everything in this game is getting dumped down, worst of it all the healing, which is being made boring, dull, and unimaginative.
  2. sage: has the most tools for the job. his resource is force which is a very large pool with moderate regen (~6sec of regen for his main heal, pool size ~12-14main heal casts) regardless resource level. he has quite a few tricks that can really save the day and are unique to this class. as far as unique mechanic: he has a short cd hot (6sec cd) that significantly changes the next heal spell after that. light armor 1 heal+hot 1 channel 2 direct heals 1 stationary aoe/unlimited target 1 shield trooper: mostly stationary casts, his resource is a fast regenerating small pool (~5secs to regen his main heal, ~4casts to run dry) that the less resource you have the less you regen making him rely to a 0 cost heal quite a lot. his unique mechanic is a slow building (~25-30sec) "buff" that he can spent for a moderate duration (10sec) boost to his heals heavy armor 2 free heal (one no-cd poor healing/ the other good healing with cd) 2 direct heals 1 instant 4 target aoe heal 1 reactive shield scoundrel: resource is like the trooper's, his mobility is good, atm equal to sage but come 1.2 it should be the best mobility out of the 3 healers his unique mechanic is TA which is a LIMITING factor to which heals he can actually use. you gain it from main heal and a 6sec melle attack and spent it to fuel your more energy/hps efficient heals medioum armor/stealth (keep in find that if you stealth in combat you sever your healing capabilities to 0 for 10secs) 2 free heals (1 no cd really poor hps, 1 no-cd moderate heal that requires TA) 2 direct heals (main heal+ burst heal that requires TA) 1 hot 1 4 target aoe hot
  3. yeah... once again read my post. i said that in pvp we do fine: if merc has his 2min cd up he can usually heal through a dps and survive till help comes. if ops has his 3min cd vanish up he can usually vanish and go away. it all boils down to the same thing. i don't say mercs are in a good position, i say we are on equal. also, you seriously compain about a 2sec cast when our alternative is to be both in stealth AND our taget be ooc AND be within 10m of them? their charge has 20sec cd? and range on snare doesn't matter cause their range on charge is bigger than the range on snare. they charge you->snare you, your alternative is filling their resolve bar to full. if they have their cc break up you die, simple as that. as a matter of fact, their snare is bigger than yours (50% vs 30%, and they root you to boot, to add to that many of them are specced to +speed and etcetcetc). As a healer, whatever kind, sents/maras are nightmare if they are played properly (thank god so many of them suck), usually it boils down to cds, for merc it is bubble, for ops it is cloaking screen, for sorcs... well, they can usually survive with good use of kb+sprint i admit i don't have a 50merc, but i do have a 50op and a 50sorc, and you really don't understand how huge that kb is unless you don't have one.
  4. the kb is far from worthless, on huttball p.e. it is the best CC there is. you also get an incombat mez "talented sprint" just lol, evasion is only useful for poping vaniosh since it only blocks white hits, and a 30%speed boost is laughbale low on a class that his only way to make distance is to snare a single opponent and start running praying that he is not up against an assassin (who can sprint), a bh (who can either pull, or both pull+charge), a mara, so yeah... single target snare is good for fighting... other operatives. interrupt is good for pvp, i give you that, but for pve it is 1000%worthless, 99%of the abilities are uniterruptable, the few ones that aren't (jarg+sorno p.e.) are being taking care off by the dps/tanks (so as not to penaltize your regen) btw, do tell what tools we have to get away from the sent apart from a 3min cd vanish? because as far as i can tell they can perma 50%snare me and they can charge me. to top it off, either of my 2 CC will bring him to full resolve so.. yeah. grass is greener on the other side always: for pvp, operative's mobility and CC are good, from pvp standpoint he is in a good place for pve, he has 0 utility abilities. not a single thing he can offer to the operation apart from straight HPS. 5%DR shield on the other hand is still HUGE (not as big as 10%, and i am NOT defending the nerf), but still preventing close to 400-500 damage/hit to 4people is god sent, that is in addition to another ~3%more mitigration from armor buff, and that is in top of another 3%healing received from all healers
  5. the same applies to orbital from his operative list. but that aside, for endgame pve merc has way more utility than operative: operative: battle rez merc: 5%healing received buff, 10%armor buff, 5%DR buff, (as of 1.2) battle rez according to patch notes CC is worthless is engame pve since everything is immune to it, and in the only occasions CC MIGHT be of value (1st boss KP p.e.) merc has it better with his incombat cc compared to operative's ooc one even if you count all the hard CC, the merc has a ranged 4sec stun as opposed a melle one, and the oper has a mellee pbaoe 8sec mez which is 100%useless in endgame. interrupt is also mute point since 1/16can interrupt without having to magically switch target from the person who he is healing, interrupt, switch back to his healing target, all withtin the 1-2secs that the ability is casted, that is assuming somehow he is able to track which ability a boss is casting cause focus target doesn't show a cast bar at all, so you have to guess... in current endgame pve, the ONLY thing that oper does is spam heals, even battle rez is much overrated since you are bound to have at least 1 sorc in 16people to cover up for this one spell for the entire operation. stealth rezzing as an operative is also much worse than stealth rezzing as an assassin due to the 10secs 100%incoming/outgoing heal debuff that you get which practically means that if you do it you have a)wait for 1-18secs for your hots to drop off, vanish->rez, wait an additional 4-5secs fiddling your thumbs, start healing again
  6. don't count it like that. count it in how many seconds of regeneach class needs for 1 heal. op/merc are better marginnally when above 60%resource, sorcs have way larger pool and have better regen when the other two are less than 60%of their regen. i have both classes (sorc, op) and managing force is laughable easy atm.
  7. because you don't regenerate 2force/sec when you are low on force. and because your pool allows for something close to 13? base heals, as opposed to 4. the base 2resource/sec that merc's/oper regenerate when low on their resource means that they need 12.5sec to cast a SINLE heal. even when you are at 0 force you need only 6secs to cast your main heal. you also have a somewhat fast way to gain a bit more force, each consumtion is nearly 1 heal. ofc, you cannot compare the different mechanics so simplistic, but in a few words, if you had a cd that would give you force it would need to be something akin to: cd 2min, grants 100force. and even that would be op compared to how force works compared to energy/heat
  8. if their purpose was to heal through utility they have failed miserably due to glaring utility disperancies but ~equal amount of hps. take p.e. operative. in endgame operations he brings nothing apart his healing, not a single ability can be considered "utility". on the other hand sorcs still bring defensive buffs, pulls, speed buffs and etc, while merc's still brings (although nerfed) DR shields, +healing received buffs, +armor buff. so, apart from dispel which all healers have, and apart from combat rez which is an ability that only 1 person/8-16people actually bring and can be easily substitued, they should have include viable utility skills for the operative in order to make him competitive in that department. alas, they simply nerfed sorc to the healing numbers of operative, left their utility alone, and did QoL changes to operative. merc's utility was even further reduced in half (buffs from 10% cut to 5%), their resource managment which affected only their heals also gutted due to supposingly high numbers. so no, nothing shows that BW intended to have healers heal through utility apart from the sorc model who has some tools to do so (in addition to his healing).
  9. actually they nerfed sustain even MORE than burst for some stupid reason of their own. combat logs now show concealment being last in dps by a good margin last time i checked the pts forums.
  10. actually i prefer the warrior buff, +5%blanket buff to damage is better imo than +5%crit... now i have to level a warrior too:
  11. and that boils down to what i said in my earlier post. substituing SP for infusion is lower hpe but higher momentary hps. in order to balance your energy you need to follow up with more DS afterwards. if you add the lull phase then you come to ~equal hps over the course of those DS but still a little lower on energy. so, in a sense you gain more burst but that burst is followed by a period of very low healing. this means you lose energy to gain burst without affecting your overall hps over a longer period of time so far, for the content i've healed (missing 3bosses for full nightmare clear) i prefer to use SP. there ARE occasions that i use infusion, but each week i doubt i use it more than 10-15times. more often than not, in current content i find myself hardpressed to use abilities that i would like to use more (rn, more infusion, etc) because choosing those will mean lower regen without a lull phase coming directly afterwards. if they balance the next operation with small bursts followed by small lulls it will favor infusion more. the way they changed DS and the +1TAmeans even more leaway to using it. by how much? unknown till i test the new content, but it still feels too situational. imo, it just misses a little something, even if it is more for flavor (+5% intenral resistance buff for 10secs and etc, that would certainly help it more)
  12. not true. in all the fights, you need to try to keep above 60energy, using infusion means that at some point you NEED to cast 1 more DS for each infusion. so even if you cast inj->inf->sp it just means that you just DELAYED the additional DS, not avoided it. so the thing is if you can stomach the loss of hps for 2 consecutive DS versus spliting them in ~equal time fragments. so a rotation that would be something like inj->inf->sp->inj->sp->ds->ds isn't all that different from the inj->inf->ds->inj->sp->ds the thing is that you need MORE than 1 DS for EACH infusion you cast to remain energy neutral. this is why i compared inf/ds vs sp. and ofc, hps isn't always >hpe. in fact, most of the times, the way our healing works, hpe is >>>hps when your hps is above a minimum threshold.
  13. ...none. operative: 1hot stackable up to 2 stacks +1aoe very short duration/long cd hot sorc: 1direct heal with hot component trooper: talented mini-hot on one of their heals
  14. first char i leveled was a healing operative. doing space dailies, pvp dailies, and SOMETIMES dungeon dailies, and simultenously skipping all mobs not tied to a bonus q. the after math was that i skipped over half the planets cause i was oerleveling them quite easily (there were even points were i had to skip 2 planets in a row) so, if you do the dailies, exp is abudant.
  15. actually, hps wise, infusion tramples injection in the ground, but it is much more expensive (-5energy but also costs TA while inj generates TA) single target healing for sustain will remain the same, maybe a 0,5%increase due to a bit faster DS once/20sec if you only do sustain. i expect our burst healing to rise a bit though due to no lost KP procs (which were 60% lost prior to 1.2 and they SHOULD have fixed it) leading to some leaway to cast infusion now and then. edit: as far as the OP question goes, sage/sorc is till the easiest and more versatile healer for pve content still.
  16. same, but as of 1.1.5 using a healing spell something like 2-5times in a full clear, and doing so 1/week is more than pathetic. especially considering that we only have 3 direct heals. i don't want it either to be a "main" healing spell though because that will just relegate one of the other two in the same garbage bin as infusion is now. if you read older posts of mine, what i would like for the operative would be to have 2 rotations. one would be something like ki->inf->ki->inf->ds/filler that would give burst healing and you would lose a lot of hps to recover and the other would be our standard sustain rotation that normalizes the healing without huge spikes followed by low healing. the thing is, if you try this with current DS values, your hps during the "regen" phase after a 4-5sec burst is nowhere near sufficient to do anything, and this is what cripples my "optimal" idea. from napkin math, you would either had to raise hps of ds a fair amount OR to raise the energy refund/crit (this would allow for shorter use of ds so more overall hps), they went with neither of those 2, they went with a moderate boost to both of them (lowering cast time), we will see if it is enough. p.s.: using napkin math infusion/ds instead of sp is: energy wise: infusion 1,3cast time 20energy cost= -12,2energy ds 1,8cast time +2energy/crit, 64%chance to crit, 3ticks = +14,64 sp 1,5gcd =+9energy total: casting infusion+ds gives you a +2,64energy (or +0,85energy/sec for 3,1secs), casting sp gives +9 (or +6/sec for 1.5sec) so sp>inf/ds energy wise hps wise: infusion something like 2500-5000 with 55%chance to crit: average heal= 3875 ds healing power with 64%chance to crit and 70%surge is something like : 770 sp is something like 1700-3000 with 40%chance to crit: average heal= 2176 hps of inf/ds = (3875+770)/(1,3+1,8)=1498 hps of sp = 2176/1.5= 1450 so it seems they have comparable hps but just spamming sp is till ahead in hpe. maybe the added burst of inf justifies that maybe not, this will only be apparent in the actual content and need for such short bursts
  17. what i was actually comparing was the hps of: ki->sp with infusion when the kp procs a TA and extra DS so that we remain energy neutral vs ki->sp with sp when the kp procs a TA which will require less DS to remain energy neutral obviously, using infusion will increase the short term HPS of the rotation, the question was if the extra HPS of using infusion over SP is equal, better, or worse than the HPS loss of the additional DS. i tried to simulate such a rotation in my own spreadsheet. the problem is that the rotations align on energy cost quite far in time, so i was too bored to follow through there in order to fill the criteria i have made for myself. note, that the first align IS indeed near the 18sec mark, BUT one rotation is with +1TA compared to another, and in order to simulate hpe this is a big NO, cause having TA translates to another free heal folloing. so, what needs to be done when i am not quite so bored, is to find the mark when those criteria happen: rotation B: refresh kp/18sec, use rn/15sec, ki->sp, use infusion when TA procs, refill energy with DS to keep above 60energy, ROTATION ENDS WITH TA=STARTING TA AND energy cost is equal to energy cost of rotation B rotation A: refresh kp/18sec, use rn/15sec, ki->sp, use SP when TA procs, refill energy with DS to keep above 60energy, ROTATION ENDS WITH TA=STARTING TA AND energy cost is equal to energy cost of rotation A
  18. faulty logic is faulty. 2sec cast time +1.5sec gcd =3.5sec cast time. even with alacrity it is closer to 3.3sec that is more than 50% more than what you said. if you want to talk about how much BURST you can put in 2 secs i give you sorcs 10.5k in 1.2sec: crit 1,2sec cast main heal for 6.5k+shield 4k
  19. it can work yes. i you wish you could also go a bit higher in medicine to pick up the 2nd kp talent (the one that generates TA) because with lethality you are always starved for TAs. the thing is though, i don't really understand why people post "leveling" lvl50builds. imo you should plan a level 35-45build since until lvl35 levels are a breeze and after that it is when you start to slow down a bit.
  20. yeah... i didn't say it was a GOOD design, just that this seems the way BW wants healers to be. boring.
  21. weaking blast boosts the 10next ticks. from my limited play time as a lethality (i play healer 99%of the time) it also buffs and get's conusmed by cull's secondary damage. having weakening proc TA would be nice since it has a longish cd so you could do it once while closing, or stay in 10m range if needed but with far lower ouput than being melee edit:on a sidenote if you keep your rotation, even in it's current state, it feels like it outdps the concealment tree for boss fights in pve.
  22. as i pointed out in the other thread, subbing sp for infusion on a TA proc will be more hps for less hpe. this means that you will be casting more DS. the only variable that i am too bored to theorycraft and will wait for logs is IF the hps you lose from DS is counterbalanced by the HPS you gain for infusion while keeping an energy neutral rotation.
  23. while ki->sp->inf is certainly more hps than ki->sp, it is NOT sustainable. using a moderate amount of 14%alacrity (including the +4%from talents) you spent 45energy in a 4.5sec window in which you regenerated only 27energy. so if you try to use inf every time kp procs a TA then you lose ~18energy/6secs which is huge (after 2 such rotations you will already be underneath the 60mark if you count the energy for refreshing kp) this is because you don't just replace a KI with inf and you are at +5energy. you change your rotation from: ki->sp->k->sp (50energy in 6.5secs, or 7,7/sec) to ki->sp->inf->ki->sp (70 energy in 7,8secs or ~9/sec) this is why i said to you you cannot compare directly the energy cost of an ability that generates TA and an ability that consumes it. note also than on first rotation i didn't even calculate the +TA from the proc while in the rotation that had the inf it was assumed. if we calculate the TA being used to fuel a SP then the energy differance becomes even larger. the second rotation ofc has more hps, but lower hpe. if you get a TA proc/8sec, then you can lower the cost of the whole rotation to just under 6,25/sec, which if you subtract the 6energy/sec regen leaves so little energy loss that (if there weren't things like refreshing hot, aoe and stim boost) you could come to an energy neutral rotation that didn't use DS at all. this would be a HUGE hps gain. bigger than using infusion? can't tell without testing but with a huge cost like -9/sec that using infusion 1/8sec has, then it would be close to 1 ds /10secs to remain neutral, and that is a big hps loss.
  24. no. if anything, more alacrity= more relative cost due to less cast time. if we don't count that it only affects hps, not energy efficiency not exaclty again. you can't say that infusion is a straight -5energy cost compared to KI for same hps, because ki also builds TA which leads to a 0 cost heal. so those 90energy may be so if KI wasn't building a TA. the best approach would to to calculate the hps AND hpe of an infusion vs a ki+SP. evasion only applies to physical hits, so in operations it is useless, you need sprint to avoid you aoe or terain damage, neither of which is negated by it. as you said cloaking screen makes you uAND either be melle with the boss (for debilitate) OR burn evasion is not even comparable to 150%sprint every 20secs. to top things off, the sorcerer comes with a free +20%movespeed buff for himself A?ND for others in his shield, which has amazing potential since you usually use the shield either way when you run to avoid damage or when in aoe and etc.
  25. it will buff it usage by a small amount (not by how much i wanted but whatever...) the real limit was the energy+TA, not simply energy. when you wer casting ki->sp, you needed the sp to stay somewhat neutral, if you substitued it infusion then you would have spent 45energy in something like 3secs and you would destroy your regen. now, you can use your proc to do a ki->sp->inf->ki->sp->etc when the KP proc happens while retaining the +6% bonus. it will be more energy hungry but nowhere near the 45 in 3secs.
×
×
  • Create New...