Jump to content

WEMF

Members
  • Posts

    45
  • Joined

Reputation

10 Good
  1. Seriously, you sound like you don't PvP at all. There's usually no spike damage unless someone is getting focused, in which case there's nothing a single healer can do. Unless maybe a tank in BM gear. Then yeah, I'd stand and do my healing rotation... until they figure out that I'm healing him and I get targeted instead. So there's always alot of running involved and while running, your energy is replenished. Time your KP and you can cast it around all the time. The only problem is if you don't have enough people around. It's funny you comment about the enemy dancing around cos they do, around you. That's why I said instead of standing around to heal, you need to run. You get interrupted, you figure out who and how many are targeting you and you adjust your strat accordingly. I'm starting to wonder if there's a l2p issue here. I have run out of energy occasionally, usually because I was going dps happy and I forget my energy regen strat. Otherwise, I usually have to die from being focused before I run out of energy.
  2. First, I'm going to say that I do play an Ops healer and I feel that I am a more effective healer with it than my Sorc, especially in Huttball. But then in Huttball, my Sorc is all about life grip and overloads, so that's also one reason. I think I almost never run out of TA because I basically spam KP when I can, even on people who don't really need it, and I don't use K Infusion at all. I thought PvP on the Ops/Scoundrel would be tough, having to manage 2 resources, but somehow I found that the thing I really just have to watch for is when to refresh stim boost. The interrupt shuts down KI for 4s. To me, this is not an issue because it's only 4s! I'm more worried that people have spotted me to interrupt me and I need to find somewhere to run. Anyone who gets interrupted and is not running is just asking for it. By the time I can Flash bang, shiv or run to another pillar, 4s is up and I can heal again. In contrast, to be able to cast SP and AoE on the run is really more useful for me. This is the same with Sorc in PvP. If you get interrupted, staying put to cast another healing spell is just foolhardy; you need to find out who's targeting you and how many. In general against good teams, they already know I'm the healer and I die often, doesn't matter if I'm Sorc or Ops, although I can generally last longer playing an Ops.
  3. This is pretty much the case for Sorc healer as well (and for merc too I'd imagine). Sorcs can still cast other heals, but seriously, it's a 4s interrupt; it's not a huge deal. If the target has less than 30% health, you'd be spamming SP anyway. This is why you should always make it a priority to have TA (and Stim Boost) up. It's not hard. On my Sorc, if I'm the only healer, it's even harder because if I'm targeted, they don't even bother to interrupt me; they just burn me. I need to either concentrate on healing myself or run away, depending on how many people are targeting me. Either way, my team is not getting any heals. On my Ops, I can at least vanish and run somewhere else to heal, and I know my KC and KP are still ticking.
  4. But your method of calculation skews the argument to one side since you base most of your evidence on this form of calculation. Being able to cast KC on 4 other people should be taken into consideration because otherwise you're skewing your figures to one form of mechanic that is biased against the scoundrels. Also, by using your healing window calculation, you are also artificially inflating the sage healing figures. If we use a 30s period, instead of the premise you propose, sages can cast salvation twice, whereas a scoundrel can use KC 3 times. Yes, technically the same person can't benefit from KC 3 times, but at least it is possible to benefit from it twice in 30s. The net gain per person is lower since the base heals is lower for KC, but it is not as dramatic as you'd painted it out to be. In addition, your argument on resource use is also flawed because while it's true that KC takes 30% of the resource bar and salv takes 16.7%, the scoundrel can replenish resource at 6%/s while the sage regens at 1.33%/s. The difference obviously is that it's more important for scoundrel to replenish energy while the sage can allow for net negative force use. Still, if we just consider a roughly net zero resource loss situation, each time a salvation is cast, it would take about 12.5s to regain the force lost, which is just shy of the full GCD for salvation. For the scoundrel, it would just take around 6s to replenish the energy back to 100 from casting KC, and you squeeze in more heals and still maintain a net zero energy loss. To address your issue about mechanics, the place where scoundrel heals really shine is in PvP; a highly mobile situation where spike damage is low. Not to mention the stealth and crazy bursty damage that they can also bring.
  5. I agree that overload is useful for Huttball, but otherwise, it's hardly a CC and it's not even that great an escape mechanism. And Xaearth, you don't have to run in with flash grenade/ bang; you can throw it. And it will actually MEZ people. Strange, I remember kolto cloud healing about the same amount, just slower. But in combination with SRMP, it's like PvP heaven. Reviv on the other hand is hell to use; I waste time even trying to think where to put it. And then when it's finally cast, if I'm not interrupted, only 1 person is left in the circle. The value of mobility and instant casts really depends on the situation cos stronger heals are only useful if people get them. The ops/scoundrel is already such a versatile class for PvP. The sorc is slow and squishy, but does make it up with powerful heals, if they are not hassled, and has LIFE GRIP for huttball. Bubble is nice, but with so many freakin sorcs in PvP, I don't always get to use it. That's why I think they're pretty balanced for PvP in many sense. Making certain aspects of a class stronger, for example AoE, will mean that they need to nerf another aspect, and vice versa, to make it balanced.
  6. I'm sorry, in what definition is overload considered a cc? Do you even PvP? In PvE, normal enemies get knocked down, but in PvP, they just get pushed back. That's not any kind of crowd control. If your target is focused by range, they'll just keep shooting. If melee, they just need to jump back at you. What people consider as CC would be whirlwind or electrocute. Do you know what's one of the best escape mechanisms? Flash grenade. Plus are you going to run to your target to overload/force wave? Lol, by the time you get to him, he'd be dead. Also, your calculation for +/- is wrong. Reviv is considered to heal a lot more only because it can heal up to 8 targets. If it can heal 8 targets, but 70% less hp, then it's effectively useless per target. And what on earth is MEZ? I just assumed that you had a typo and meant rez. But I've never in my years of mmorpg heard of the term mez.
  7. If you don't like Khem, then just someone else! If you think Khem is squishy, you'll find your other companions even squishier. But yeah, the others have higher DPS, so pick your poison.
  8. Actually in my experience, if my UWM gets interrupted, this means that I'm being targeted, and I'm just going to vanish if I can... if not, it will be counter measures like dirty kick and flash grenade.
  9. What is this AoE kb? What is this wonderful mass CC you speak about? And combat rez in PvP? Do people actually do that? But scoundrels have it too, and it's a class ability, not a healer ability. And the sorc HoT? It heals for so little, has a cooldown, so it's only really good for force bending. No, sorc/sage isn't broken for PvP, and you can argue that the pros and cons balances itself out compared to the scoundrels/ops. But one has to be very careful that buffing ops/scoundrels does not create an imbalance in PvP. You can almost see why BW does what it does with some kind of +/- score sheet, for example: Kolto cloud: mobile+, instant+, limited target-- Revivication: stationary-, 2s cast time-, more targets++ If you remove the target limit of the Kolto cloud, how will that not be imbalanced? If you make it a 2s cast and static HoT, then you're starting to homogenize the classes.
  10. Yeah, I agree that Scoundrel has a really interesting resource management style. Think Rogue that can heal. The sage vs scoundrel thing is a bit like the Affliction Lock versus Arcane mage comparison. Both can be effective, but Aff lock does take more practice and coordination, whereas the Arcane mage is a 2 button class. I really love playing the scoundrel now and am leveling an Ops also
  11. Seriously? Who stands in an DPS AoE in PvP? Even in Voidstar, people scatter when they see an AoE at the gates. And I've never had more than 3-4 people in my healing AoE at any one time anyway. Yeah, SRMP is like 6k for 2 stacks heal over 18s that you can cast and forget. It's not the 4k shield that sorcs can cast every 17s (with PvP Tiered gear), but 4k is not going to save anyone being focused down either. Especially when they notice that someone is healing the target and finds the healer. But the difference is the cast and forget aspect of scoundrel healing. Plus the autocast + HoT nature of the AoE.
  12. Nah, those are the cases you have to use our big heals. I think my strategy for PvP is different since I try to DPS a lot more instead of just healing, since I can get more medals with it, so I generally heal only if there're people who are being focused. With the Sawbones, I do the same, except I can just throw a SRMP or AoE on people to top them off when they're not being focused, and I can still DPS/heal my target, so I get higher heals generally on my scoundrel than on my sorc.
  13. The problem is having to balance the game with PvP as well. It's so much easier to heal as a Sawbones than a Sorc. Lots of instants and strong HoTs. I thought it was going to be terrible to watch energy and UH, but with SRMP ticking all around, I almost never have to worry. Then not to mention the fun flash grenades, vanish, burst damage and medium armor. Sorc healing in PvP on the other hand feels like a slug. Our AoEs generally will be in the same place as an angry red circle and our instant HoT is really good only for force bending and everything else is interruptible. If not for the bubble, we'd be really weak compared to sawbones for PvP. Except maybe for life grip in Huttball. So when balancing the classes, you'll have to remember that you might end up tipping the balance too much for PvP.
  14. Firstly, I just wanna say that I don't have any problems with managing my own force, and I'm not QQing about the way sorcs/sages' resource management mechanic. I'm just trying to point out that sorcs/sages can have resource management problems and if you actually am pushed to go out in a burst of glory and spam heals to top everyone up, you'll end up with force problems. Short calculation. Resurgence force cost: 30 Innervate force cost: 40 Dark Infusion: 55 Static Barrier: 65 Force surge return: 48 Note that we have a talent to reduce force cost by 3%, but isn't much to change these figures. The good thing is that there are usually phases in the fights where we can rest and let our force regen. or if I can slow down my heals and be in a force neutral situation. But can you see that once you hit rock bottom by trying to be an ultra altruistic healer, we become very ineffectual. That's why without our bubble and AoE, we will be pretty useless for raid healing. About damage mitigation. Again, I never said that mitigation is worse than healing. I pointed out that it is our way to deal with not having spammable HoTs. But our bubble has a 20s cooldown on the target, so even after that, my way of 'mitigating' damage after that is to top them off as much as I can. The ops/scoundrel mechanics is designed to spread your HoTs around, to keep people topped up as much as possible. This is one area our HoTs are not suitable for. But I do not dispute that there are situations where damage mitigation is more advantageous, if the target is not on bubble cooldown. I'll give it to you that having the option to bubble is still a plus.
  15. Like I said, it really depends on whether you can get by with just 1 DI after innervate, or if you have to cast another DI, or (heaven forbids) that you need to spam dark heal, before your Innervate cooldown is done. On occasion, my innervate has also failed to crit. Let me say it clearer then. Ops/Scoundrels are better raid healers than Sorcs/Sages.
×
×
  • Create New...