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klorinator

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  1. I was simply stating that stat increase from augmented war hero gear can potentially compensate for what they have done to a heal spec sorc. Too bad you're a Merc, have fun.
  2. "in the end" is the key phrase. Not currently, eventually.
  3. The concept that you are working back to the same amount is the problem, In the end the amount will be higher. Difficult to see if you are shortsighted or blinded by rage. "I doubt it will make as much difference to a Merc" - from my original post, I know you're in pain. Like I said either bioware lied or they were referring to something that is not considered to be underlying - augmentation for example.
  4. Where healing is concerned I would say it was more like a cut to $9 an hour per your analogy with the long term potential for that to become $11 an hour. You are making the assumption that there is no benefit to anything they did. While I hate the changes they made I am trying to compensate and see a way to become successful. The "Y" would be the stat increase from gear, both augment slots and from the base stat increase from higher level gear. I know it's not "under the hood" which is why I continuously put it in quotes. I call them that because everything else they changed where healing is concerned it a net loss. (except some operative buffs) If they think the "under the hood changes" compensate for the nerfs they were either lying or talking about gear and augmentation.
  5. So Ive given it some time and I'm beginning to see the "under the hood" changes. Keep in mind, since 1.2 I have only played PVP as corruption sorc. I have a full set of augmented gear and 3 pieces of WH: gloves, hands and ear. I'm mostly re-modding for power and trying not to lose too much crit. I'm finally around the same numbers I was pre-1.2 but my play time has been scaled back a bit. I usually complete my daily 5 out of 7 days a week. I think the biggest problem with these "changes" is that they rely on new gear and augments to really get heals back where they belong. I am slowly grinding out WH gear and adjusting my playstyle along the way. As I cope, I miss the 1.3 sec DI less and less especially when I see the end game totals. I am sad that I lack that consistent 5k+ burst capability but I'm trying to compensate for it in other ways. In my opinion the biggest mistake bioware made was delaying rated WZ's and implementing this commendation grind. No one can effectively experience their "under the hood changes"... I doubt it will make as much difference to a Merc but as I Sorc I'm clawing my way back.
  6. Did you have 1000 Merc and 1000 warzone before the patch? Also were you Battlemaster before the patch? From the perspective of someone who reached battle master long before the patch; Merc comms were worth absolutely NOTHING to me. It was a worthless commendation, a place to store extra comms so I could convert them back to 1000 warzone comms. Guess what I did with them after that? I turned them into ranked comms because I view both warzone and merc as individually worthless. I have no use for either of them, they only brought me closer to my first war hero piece. The Warzone comms have actually increased in value after the patch because you can now purchase BM gear directly. I dont know if you ever had the disappointment of opening two BM bags to receive no BM comms but the new system is much better. I just wish they would put in rated to end this aweful commendation grind. I see where you're coming from but I think you're missing the bigger picture and larger problem.
  7. Usually when I raid, the raid leader tells everyone to pop relics at the start of the fight and for most fights I do and just throw dps skills and heal as needed. After that I heal normally and when the cooldown is up usually the first player to notice will call it out and we all pop relics again (minus tanks usually). In fights like this I don't think it matters what you have equipped. Where it gets important is in fights where the mechanics have predictable burst, for those battles I would take the activated power relic every time.
  8. There is a bit of a healer shortage atm due to the knee-jerk reaction of the most recent patch. Operative healers are probably in the highest demand currently as the patch was most beneficial for them. Sorcs took a significant hit and Merc's got hit pretty hard as well. Sorcs are light armor with a playstyle similar to what you would expect from a healing class. They also have a lot of utility. Operatives are medium armor with a rouge type play style. Most abilities are melee ranged 4-10 meters excluding heals and they can stealth. Bounty Hunters are heavy armor with a more tanky feel to them. They are ranged and have a lot of talents and abilities which reduce damage, increase health and increase self healing.
  9. Just from the base stats of the gear, since it is a % reduction it should scale down evenly. So if the biggest heal they can put out is 4500 that is reduced to 3825 and if the biggest heal a WH can put out is 6000 it is reduced to 5100. Plus the damage reduction means that with a recruit dps fighting a WH healer you could probably keep yourself up while you heal others. If you wanted you might just be able to kill them outright because of their low mitigation vs your higher damage. Just as an example recruit Force-Mystic gear has a total of 758 willpower vs WH with 970 willpower Got these numbers from http://dulfy.net/2012/03/22/pvp-gearing-in-1-2/ so they might be out of date but the concept will be similar.
  10. DPS gets NO Bonus from expertise vs equally geared enemies. Healers take a penalty from the healing reduction debuff (trauma) in PVP. Without the healing debuff the healing would have been too high prior to 1.2. With the new healing changes they are trying to strike balance based on the war hero gear. It is a short term nerf that will be minimized over time with gear. They went too far with the healing nerf and it is very difficult to obtain gear to counteract this with ranked wz's disabled. There are plenty of dps classes that see no benefit from the healing individually. The ones who do wont deal total damage + healing equal to only the healing that I put out. What I meant by unchecked (maybe the wrong word) is that there is no gear stat a dps can gain that will limit my healing effectiveness. I think the best case scenario would be to find the percent of healing reduction that is most balanced lets say it's 15%; change trauma to that value and remove healing bonus from expertise entirely. Healers are meant to be a support class but I have no problem with the damage I put out.
  11. Take a 1000 damage attack and increase it by your Expertise % 1000 x 1.2223 = 1222.3 Reduce that by the mitigation 1223.3 x 0.8182 = 1000.08586 1 - .1818 (mitigation) = 0.8182 fyi There is nothing that mitigates healing so the more expertise and stats gained, the more healing will rise but dps vs mitigation should remain a wash. This is how it should have been at launch. I think this damage is more of a result of the BH changes than the expertise. The reduction to mitigation only makes it worse.
  12. I'll tell them you said hello, I am not having problems healing, it's just harder. I could explain some things to you but they wouldn't get through.
  13. I did the math and posted it on the first page of this thread. I think you misunderstood my post. Just because it was fixed doesn't mean it didn't take a hit.
  14. Mitigation took a hit and healing took a hit. The healing numbers will get better with WH gear and augments and whatnot but damage vs mitigation should stay the same. With all the new equipment and several healer nerfs the under geared healer got hit the hardest. The healers who stick with it and gear up will probably see a net increase from 1.1.5 but with the mitigation adjustment it will probably be nullified. The problem is they postponed ranked so its back to this 3:1 token transfer grind with no way to earn ranked tokens effectively.
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