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Maivi

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Everything posted by Maivi

  1. I get votes but I do crazy ****. You gotta do something to get noticed pretty much. In huttball I like to drop in to the pit areas when it's like 1v3 when our guy is at 30% and heal him up with SP spam and KI and let him wreck the 3 guys while adding cc to help him our or tossing some dots/ interupts Also I baby ball carryers by standing next to them or running right ahead of them and crossing pits before they do. Civil war can be a pain but I try to be vocal and call out where I am heading to and let people know a healer is inbound so they don't start LoSing me. Doors can get fun but gotta really work for it. I have been healing WZ's for awhile now though also like pre 50 bracket even so people know I'm a dedicated healer and that I suffer for medals because of it so when they see me in there group I usualy get a few votes ether way. Sometimes you just don't get any luck though and you get 0 votes stuff happens some people don't vote at all some only vote for highest medals some only vote for friends.
  2. not to agree with OP but at 3sec he would take about 1k healing alone non crit because the first tick of KP happens just as u cast ur next kp and it still gets the bonus as if it was a 2stack so long as u back to back cast it. And a tick of RN if not two should happen by the end of the 2nd kp gcd. Your numbers are pretty awfull and misleading. Also your part about him only doing 2k healing after 16.5 sec of that is greatly off once again not trying to agree with the OP about rn being good but you would get close to 2k healing off the DS alone not to mention 1k ticks crits of KP and 800 tick crits of RN that are bound to happen. I think non crit my KP heals for like 3.5k alone on a dbl stack don't use rn myself but you would have to add that healing in and then the two ds would heal over 600 total non crit. So even w/o knowing the rn stats thats 4.7k healing w/o anything criting which wuold be very unlikely. Also he only spent 6sec standing still I don't have to stop to cast KP i sure hope you don't unless you suddenly decided to add in another DS in which case I would have to alter the above numbers all over again and that would just add more healing then what you said didn't happen. But I guess if YOUR attempting to troll with really fail math grats. Edit I guess you added in the other DS all of a sudden even though ur numbers don't show it from his post. Also KP generates TA procs your assuming he got only one proc on the first tick and even then after two ds he could still use them. I don't see your point still and your numbers still suck Stay in school kids math really is your friend esp in MMO's if plan on playing them. Math = knowing the numbers that effect your class = winning in MMO's The only point that I can agree with is the KI and SP but your numbers are still flawed because you assume you got crits with atleast 2 to 3 spells which is unlikely unless you poped your relics and even then your bringing an uncontroled variable that you didn't include in the other situation into the fold.
  3. So much of our healing tree feels broken it isn't funny between DS being laughable even when speced for it. Medical therapy being broken. RN being way to situational and being bad in terms of amount healed to energy cost. And even then w/o Alclaity affecting dots if you have that many people that low in need of healing your better of KI then hitting the next target with SP then keeping up that rotation. Also after testing Accomplished doc it seems it only boosts the crit from the base line healing of the spell well atleast for me thats what test results show since the avg crit bonus extra healing was only 300 wich is only 30% extra of the baseline power of the skill and not the bonus from gear as well. Since the baseline for Injection with gear at 50 is over 2k healing I should have atleast seen an extra 600 healing per crit on avg The shield probe as well as the focus on most of the def buffs in our tree are crap. Our tree = garbage compared to other healing tree's and synergy between the tree's is god awful for us.
  4. Low lvl is rough in our world and very energy starved. Low lvl I would suggest Injecting someone then Infusing your next target to make use of ur TA. Learn the values that each heal for on an avg non crit bases and try to figure out % wise how much health each one will heal. Cast as little as possible if they are only missing a small amount of health ds them if they are missing a noticable amount and Injection them to bring them back up. If they are missing a substantial amount Injection then infusion rinse repeat till at safe lvl. Do not try to keep people at full health you will kill your energy regen try to stay above 60% energy letting it dip to 40% if needed but no lower or your regen becomes really bad and at that lvl DS will not regen energy. Once you pick up Kolto probe u can start spreading them around and shouldn't really worry about people at 80% ish anything lower start hitting them with heals if it's the tank or the boss ur fighting as alot of burst phases toss heals heal and there between phases to keep people closer to 90% Low lvl the biggest thing is energy management when you get higher up Surgical probe helps this out Alot as a injection into a surgical probe will generaly almost regen all ur energy by the time ur gcd comes back from the probe. At that point you should have points spent in procing TA from Kolto probes and you can hit people at 90% with one probe try to keep a dbl stack rolling on tanks. When you proc TA on probes look at the tank is he at 80% with a dbl stack? hit him with a surgical probe if he is lower then 80% at any point even w/o TA procs hit him with an injection. if he doesn't go to full or above 90% hit him with a surgical probe as well. Else save the TA for someone else in the group. Learn how long Kolto Probe lasts and remember try to keep a few of these rolling to have a better chance of generating TA one surgical probe can usualy bring somone that is 80% to a safe range and let the kolto probe handle the rest. If things get harry and multiple people take burst injection high value target first these would be yourself or the tank u two control the fight dps control the timing of the fight. The TA u generate on ur injection of one of these targets should be used to heal the other burst target with a surgical probe to make sure u regen some of the energy lost from ur injection continue this cycle till all burst targets are at safe lvls. I suggest alternating because some bosses also do random burst to a target so if aoe happened followed up by a random burst and u chain on one person before going to the next you can end up killing someone. I have had time on bonus bosses in KuS where using just this tactic has saved groups from wiping because I alternated my heals rather then focusing one person. Remember you will always heal for more % on a dps then on a tank since they have less life then the tank so something you may think needs an injection may actualy just need a surgical probe so scroll thru peoples health at the start of an encounter to get a feel for what % each of ur heals will hit them for and that way u also know how much they are getting burst for when hit. Speaking from experience healing at high lvls and in hardmodes/ops/wzs ranged our ur friends when making groups for some reason they tend to take less dmg from my experience. Idk what it is but every maruader or dps jug I have run with always takes tons of dmg u can keep them alive but I woud advise against a group comp with tank plus two meele dps as you will become more frustrated then if you went with atleast 1 ranged and 1 meele for hardmodes/flashpoints even less frustrating is two ranged dps from my experience in these as well. Wz's you have no control over group comp really and Ops are usualy pretty well managed and ur not the only healer so there is more flex in this.
  5. Alclarity only effects cast time and channle time. GCD is 1.5 sec this can not be altered by any stat your stuck with it. Base KI your main heal as an OP healer has a cast time of 2sec everything else we do is instant and even if the off chance you do use infusion and waste energy and ta procs for a less then efficient heal it's cast time is 1.5 sec. This is why putting points into alclarity is not a huge priority for us you will still experience the same lock out timer no matter what. DS will be effected by alclarity but it isn't really a heal as over the 3 sec you will heal for what not even 1k? It's more of a energy regen system that you can use to be sure ur regen stays in proper ranges. Since it is a free cast costing nothing there is no downfall to canceling it other then gcd lock out meaning at most you want alclarity at enough to bring the channle time of this down to 2.25 sec so you can atleast get 2 ticks out before you cancel it. If i were to put a cap on any of our stats it would be this one since you really only want enough to bring KI and DS to a certain range kI no less then 1.5sec and DS no less then 2.25 sec since you will never get it to a 1.5 sec channle while still keeping other stats in respectable ranges. Even with that said I would not make it a priority to get if you come acrose it you will get use out of it but otherwise since it has no effect on cd, gcd, or HoT's it is pretty much poop. And make you go out of energy faster then if your prioritzed things that would improve your healing ie crit/surge, or power. As these stats would make you have to heal less often which would keep your energy reserves in an ideal range making it so you have to DS less which is good since as mentioned it is more there for energy return then to heal. Crit/surge should imo be go hand in hand if you are focusing crit you want surge to make it higher sure that your crits hit harder when they do so you aren't forced into chain casting which will deplete your energy system bringing it to a less then optimal range. If you make it a priority to get power spread out your crit and surge. Get crit to a range that you find comfortable then focus surge only keep alclarity when it's on a non modable piece for reasons stated. If alclarity was every changed to effect HoT's or there were changes made to our heals or even if it interacted with energy in some way I would rethink this but till that is if every imlemented I would have to stick with this model. So with that all said I would ether go power>crit to comfort level>surge>alclarity or crit till dr kicks in to hard>surge>power>alclarity. Just my thoughts. Even in a best case scenario you realy want to try and use KI as little as possible as chain casting it leads to low energy you want to save this for emergancys and alclarity doesn't help with your KP or SP and even RN if you speced for it are what your trying to use to keep people at safe ranges. KI is for people that slip below that comfort range and your need to bring them back up. And even then you should try to switch targets after that person to boost the next person with an SP off the TA you get from KI if they weren't the only one to get bursted. You also have to remember our OH crap button is SP for when someone hits that 30% unless your alclarity is to the point where your KI is less then 1.5 sec your gonna be spamming SP and the crit/surge/power will help you alot to getting them over 30% so you can hopefully safely cast w/o them droping in the meantime.
  6. set bonus and talent bonus ur only counting one of them he is counting both
  7. Power = Higher base spell hits crit or no crit it's scaling is meh Alclarity = effects cast times only it does not effect the gcd (global cooldown of 1.5sec) it also has no effect on cd timers or HoTs Crit = How often you score a critical with spells/standard attacks Surge = How hard your critical hits hit for. At this point I don't think anyone has really broken it down but everyone pretty much agrees alclarity in it's current state is pretty blah. I personaly think power has a horrible ratio so I got crit>surge>power>alclarity for my gear but you may hear diffrently from other people. As for cunning you will want a high cunning as it adds power and crit
  8. to many points wasted to pick up rn with medical therapy broken and the extra healing from accomplished doc being laughable at best I see an extra 300 healing on crits in full champ gear on injection meaning u get even less extra crit healing from other spells because they aren't as big. That alone is 5 wasted points then throw in the shield probe buff which people have already covered as to why this is useless and thats 7 pnts wasted to pick up a talent that imo isn't that great. Id rather have the extra survival/energy system that comes with lethality.
  9. My buddy got pissed about this one game. The persons response the announcer encourages cheating in huttball the only true rule is no kicking the ball. Which kinda makes me wish there was a kick feature just to see what would happen.
  10. Idk never tested that one I tested out accomplished doc and after only seeing and extra 300 healing on crtis from it dumped it and never looked back since that was on kolto injection meaning other crits for other spells would be far less making the skill in my mind complete and utter trash.
  11. The problems lie in the trees. we have the worst designed tree out of all the healers imo. The fact that were tied to close range due to our other trees doesn't help us ether esp when our def cd's are for lack of a better word a joke. Dodge only effects standard attacks of which most players don't use and if they do it isn't even there main source of dmg so we can't really use this outside of debuff clearing which in pvp doesn't mean much when people are bursting you w/o debuffing you. Shield probe is useless can't even absorb a full atk most of the time before breaking and it's on a min cd. Stealthing mid fight results in us not being able to perform our roll. I think they did a poor job planning out the fact that we would be limited to 10m near a fight to help add to the fight with cc/snares/interrupts. Our healing tree has a heavy focus on our def cd's minus re stealthing but they suck so there isn't really much point to takeing them which means they are useless talents in my book.
  12. if u mean our combat stealth then yes thats working as it's supposed to since doing so makes u not able to heal or be healed for 10sec. Usually it reduces all heals to 0 although sometimes they do land for very small amounts. Ur combat stealth should only be used in a crap this fight is over situation to save ur own skin as a healer otherwise you should kite and cc the person/s on u. If they absolutely will not go away/ ur in a pug and no one will peel people off u toss a few hots out to people then use ur stealth try to save it for as long as possible go change ur location to someplace away from the ones that wouldn't let up and heal up after u leave stealth save ur insta casts for your allies they will prolly need then after those 10sec.
  13. Well since there are currently tons of bugs with randomly getting droped from wz. randomly getting kicked to char select. the program randomly closing down. People still experience random freezes this isn't really viable atm as it punishes those players and there doing nothing wrong other then experiencing known bugs with the game that need addressing.
  14. if your using backstab as conceal or leathality wouldn't u want to also take the bottom left talent in conceal giving you another 15% crit chance on backstab? With your enforcers pve set that would give u a base of 30% crit chance with it bringing your total backstab crit chance to 61% with the gear you have atm. That said you can rip the modes out of the gloves/helm for medics or field techs they generaly have crit surge till you get to rakata gear then you can't find it anywhere on any of our gear.
  15. try out a 24/0/17 spec for pvp. focus crit/surge http://www.torhead.com/skill-calc#401rffMzh0RzZZGbrkM0b.1 Something along those lines. If the last talent I pick up in the last tree is worded properly which upon testing would make it seem it is. Since My periodic crit should be somewhere near 50% and usualy 3 to 4 of the 7 ticks crits for me it makes probes alot more useful probes really arent that bad it's all about a priority system although I do wish they generated TA on crits and not randomly. 80% and above 1 probe 60to70% 2 probes and an instant heal when it ta procs Anything lower then that I start casting injection unless they are 30% and I have a ta already then I spam them and hope for some lucky crits in a row to get them to a safe range to cast if dmg is low incoming to them ill hit them once probe hit them again probe them spam then cast. Also I don't really need to be a slave to DS with 10 free energy every 20sec and anytime you cast a heal on someone that is 50% or lower immediatly throw an instant after this will keep your energy rates higher I have found because between the gcd and the next cast energy with stim boost up tends to keep your energy pretty high. My only wish would be that infusion not have a TA requirment it really doesn't heal for enough to warrent using it even with it's .5 sec shorter cd along with the fact that is sucks up energy really makes it not something I use ever. If someone really needs a fast heal and I already have ta I'm gonna instant them because chances are unless they are in my vent server they will LoS me anyways and them seeing a heal come in has actualy made some stop running turn back and fight and stay in my los to get a casted heal/hots placed on them. The spec takes some getting used to and you only use 3 heals but I like it and it works for me in pvp in and out of preformeds. Just left a huttball with over 300k healing which was top for the wz and enough attacking medals from my two dots that I scored decently all w/o dieing. Which is something since people on the imp side know I'm a healer so they usualy gun for me but some well placed stealths and then repositioning to then start healing again def netted me some notice from a few players on my team that I got several mvp votes aswell.
  16. In terms of pvp I kinda like the set bonus for field tech better. 5 extra energy really not gonna do alot for us. and 5 extra sec on group stealth which I have so far used at the start of a game then forgot about it since it currently stealths people doing objectives which may or may not be a bug/exploit that I don't feel like getting banned for using. and 3 secs extra on evasion which works on only basic atks is worthless imo. The field tech first bonus is kinda crap I mean more time on the orbital is nice for holding an objective longer so more helpful I guess then group stealth. But for me the 5 extra meters on distract is what sold it 15m instead of 10m is pretty big in my book and some of this gear actually has crit surge on it. but get w/e set you like best then just take the enhancments out of the others and put it in the one you like
  17. Maivi

    Void early start crap

    when it first started happening it would only be 1 or 2 people at the doors which would indicate an exploit of some sort. Perhaps they tryed to fix it and made it so a whole team can start early now idk needs fixing is all i know. But I mean what bugs arent in pvp I've seen speed hacks. Had myself get bugged when I got the ball in stealth couldn't leave stealth and no one could target me Phantom planting/caping of turrets.
  18. Maivi

    Void early start crap

    usualy I don't because it is hard to tell who exactly does it if you don't see them planting but we literaly had two sets of 4 at each door before we could even drop down. So I sent in a ticket with everyones name.
  19. when one to two people do it thats bad enough. But I just had a game where the entire republic team was at our doors before we were even aloud to leave the gate. This crap needs to get fixed or these people need to start getting banned for exploiting simple as that. One person does it on accident fine but when people start telling others how to do it just to make sure they win it's ******** and it's exploiting and all party's involved need bans to know this **** doesn't fly.
  20. I know what you mean. 2nd play thru so far and I have noticed around the low to mid 30's companions start to suck against mobs. 40's it becomes worse. It's just a difficulty increase in the mobs. I keep using the tanks cuz as long as they suck up the dmg to the point of me being able to do what I need to do esp as concealment needing the to face away for backstab I don't really bother with the others. I didn't like vector when I had to use him for the alda quests so I havent touched him since. I end up taking to much dmg and have to stop to heal just as often or have to draw fights out by standing there and healing. Doc may work but if your concealment you wont get any backstabs off cuz your gonna have agro. Kailyo has a hard enough time holding it I would never see a dps/heal companion holding it.
  21. if ur character was actualy knocked down on the ground and the "gunslinger" was standing next to u u were fighting a scoundral not a slinger. Slinger stuns all leave you standing. Even dirty kick still leaves you in a standing position just hunched over. How did no one else pick up one this?
  22. lvl a hybrid for pvp don't lvl pure dps classes of which there is only 2 on each side anyways. It's simple MMO pvp basics Bioware stated there is only between a 2 and 5% dps change between a hybrid and a pure dps class So u lose 2 to 5% but gain Shields/Defensive cds/heals pvp translation this is the spec you want to pick because it means survival in pvp. Since from a dmg perspective your pretty much doing the same dmg anyways. Remember kids if you see someone dual wielding or behind a cover shield there a free kill and the first target to go for outside of a healer.
  23. ^ that. Sharpshooter imo is more of a grouped up spec great if you run with others not so great if you solo que. Dirty fighter can fit both roles. I run solo or with guildies and they had a blast the other night watching me run all over bombing people that tried to touch control points. On my server the republic are lucky if we get 2 50's on a team and being one of them I get targeted out alot. Esp if our servers imp pvp group is on then I seem to be a kill on sight target for them and haveing 3 50's on u all of a sudden is not fun. Cover not really an option for me at this point in the game.
  24. Golds for me were a breeze as a sharpshooter. If I hit a new lvl and still had not upgraded all my mods/barrel/armoring then the fight was a lil harder but still did it fine. For lvling I would suggest forgeting the alclarity talents till a respec at 50. Bowdaar does not need I repeat does not need orange gear you can finnish every normal mission and all class missions just upgrading his armor with greens you get from missions on each planet. I finished my class series at 50 with bowdaar still w/o implants and some low lvl ear piece. Make sure bowdaar has his tanking stance active sometimes it randomly turns off. If he seems to be dieing alot deactivate all his abilities and reactivate them I ran into this once and after doing this he would finnaly start using his shield again. If a fight contains more then 1 mob and atleast one of them is a gold/silver start off killing the non elites first. sure they die fast but putting them off is actualy allowing them to deal dmg that otherwise wouldn't happen so just one/2 shot them if you can't do this which you should be able to. If it's a fight after a cut scene flash bang back up set up ur cover. Rotation if only fighting 1 gold elite Armor debuff. Speed shot Instant Charged Reduced cast Aimed At this point I usualy throw my canister to reduce accuracy to keep bowdaar alive longer trick shot. From here it is a priority system Speed shot/trick/aimed should all be used off of there cd Are you above 40% energy? charged shot if not auto atk When you get ur 31pnt talent after my first speed shot comes off cd I speedshot activate my cd speed shot speed shot. Using this rotation you can bounce agro between u and ur tank pretty well which if you use bowdaar shouldn't be near you so the mob has to waste time running back and forth during which time doing no dmg. If the mob runs to u leave cover dirty kick and run back. Or pulse detonator use which ever on u didnt the next time you get agro. This will keep the mob far enough away that you shouldn't take cleave dmg. After pulse you can use your big bubble to help bowdaar take even less dmg. I'd recomend this build for lvling http://www.torhead.com/skill-calc#700rcrbdRoRgzZbcZh.1 Remember save 14 comms per planet for upgraded barrels Stat priority Cunning over anything else this means your looking for things with the tag Skill sometimes patron barrels are better because they have higher dmg because they are higher lvl barrels For lvling I went with Accuracy and Crit as my secoundary stats I could be wrong but I had no problems and found it easier when I went accuarcy over surge but our off hand has a pretty bad hit chance even w/ specials so the more accuarcy you have the more often you hit with both weapons which will greatly increase your dmg.
  25. I tried it with final talent picked up for pvp. It was pretty stupid what I was able to do. Although I found myself energy starved alot and that was with over 30% crit and the dot talent to refund energy on crits. You will make people cry as well as the amount of mobility you maintain while being able to dmg and cc targets. Plus the shortened cd's on all your def moves makes it incredibly fun to run strait into two people and just lay the smack down on them. Also it makes you amazing at holding control points with the amount of aoe you have combined with those def cd's by the time they rez and come back all your stuff is reset and there back to square one trying to fight you.
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