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Weeblie

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Posts posted by Weeblie

  1. I highly disagree, you should NOT be losing threat after you use your AoE abilities and hit every target. Healers already generate hardly any threat, if guarding them really makes a difference, I'm sorry but the tank needs to L2P. Healers can be cranking out ridiculous heals at the start of a fight and still not pull because even one of the basic AoE abilities of even a poorly geared tank will be sufficient enough to hold threat off a healer.

     

    There seems to be a serious misconception here regarding how healers pull aggro.

     

    It doesn't matter if the tank is in BiS gear and scores a 10k AoE opener if he doesn't continue to build threat afterwards. A tank -will- lose aggro to a healer if the opener is all they do and the mobs stay alive for long enough. "Threat Per Second" will always beat "Fixed Amount of Threat"... eventually. :jawa_smile:

     

    Ex: Say I'm on my Juggernaut with 14k Health, a 61 hilt, and literally no gear besides mainhand, offhand, and level 45 implants and earpieces. I use Smash on an Ops dummy level mob. Hits for 800, no crit. Mutliply that by the x 2.3 thread modifier from both your charge and your skill tree and you get 1955 threat on a mob. Let's be generous and say there are only 3 adds in this mob. Your healer is geared in 78's and is cranking out a 13k heal in the first 2 seconds of a fight (for no reason since nobody would really be taking that much damage). 13k x 0.4 (40% threat reduction for healers) = 5200 threat divided by the skimpy 3 adds in a mob = 1733 threat.

     

    Healing threat is generated based on the amount of healing that could have been done, not the amount of damage actually healed (i.e. overheal counts). It shouldn't be unusual for a healer who pre-casts AoE heals and HoTs to generate 1.5k TPS (~3k HPS) while looking fairly idle. That's less than 5 seconds to beat the threat generated by the smash in your example.

     

    I still believe that unless it's a specific boss or mob mechanic, you really shouldn't guard a healer.

     

    You don't have to if you are experienced enough not to lose aggro to healers.

     

    But I see it happen far too often with PUGs and which has made me believe that the idea isn't as stupid as most veterans think it is. AoE taunt is on a pretty long cooldown and not everyone has mastered tab-targeting. Giving the tank 25% extra time before the healer aggros help reduce the stress.

  2. Oh, my survivability under focus fire was nil. Had a couple matches where I was marked and culled off by three-ish DPS every time I spawned. I had no trouble surviving a single DPS though. I took a crud ton of damage, but high level PvE gear has a surprising amount of stats, so my health was pretty spiky, but my healing output was very good. Bolster does a nice job, overall.

     

    I wouldn't want to run that gear seriously though. Just using it now because this character doesn't have post-2.0 PvP gear and I wasn't feeling up to crafting a bunch of 66s last night.

     

    We did some minor tests back in the 1.x days. It turned out that running around in (mostly) high end PvE gear (and very little expertise) actually increased your HPS. The only problem was the decrease in survivability.

  3. I disagree. If one or more adds are going un-attacked, it won't matter that healer threat is reduced because despite it being low, it will be the only aggro attracting them.

     

    The adds are not un-attacked - they are just not sufficiently attacked. Healing threat may be low since it's spread out across all mobs, but it will still end up pulling unless the tank keep hitting them. This is especially visible on lowbie juggs/guardians without spammable AoE attacks.

     

    ps. Note that I'm primarily talking about trash pulls in FPs here.

  4. 2. Guard healers.

     

    While playing a healer, I've come to realize that having average tanks guarding healers for trash pulls in PUG FPs is actually not a bad idea.

     

    It's very rare for a tanks, regardless of whether they are good or bad, to lose single target threat to DPS for any serious amount of time due to the easy access to taunts. But multi-target threat is a different beast. A screwup of your opener or being slow at tab-targetting (especially at the lower levels), along with your DPS not focusing the weak targets first, can easily send your healer into a downward "threat" spiral (more damage -> more healing -> more AoE threat -> even more damage -> ...).

     

    The threat reduction from guard does make a noticeable difference.

  5. Meh, I've been playing Shadow since prerelease, even though I still suck. :p

     

    You should practice the fine art of "tunneling" that many others seem to have mastered, and stop throwing those darn FiBs at us sneaky people who are merely trying to turn your Civil War turrets red. :D

     

    Sincerely,

    Failed Cap Attempts 2014

  6. FOTM is a term generally used to denote a class/spec to being extremely popular due to being unequally powerful compared to what it should be, and in that regard, sins aren't a FOTM.

     

    Whether a spec is powerful or not is up for interpretation. People have complained about smash for a long time while I've never fully understood what the fuss was about (except that I concur with the sentiment it might be a bit too easy to play optimally).

     

    Deception isn't overpowered in the sense that they are always better than other DPS in all situations, unlike operative healers who beat the other two classes in all aspects for arenas. But they most definitively do provide an absurd amount of single target CC and burst damage, both which are serious threats against uncoordinated teams.

     

    No class could ever be named FotM if we had to reach a consensus of what's overpowered or not. :)

     

    malice in wonderland has plenty of sins running in premades too :p at one point there was 3 of them in a huttball i was like da*** is this, thankfully deceptions not ideal and quite possibly even subpar for arena.

     

    When Tweepy's away, the mice will play? :D

  7. That being said, I have to wholly disagree that assassins/shadows are FOTM.

     

    Being a "Flavor of the Month" class is merely a measure of its popularity and has nothing to do with the effectiveness of the said class, That is; besides the fact that the more powerful combos are usually more popular than the underpowered ones.

     

    There has been a huge increase in the number of assassins and shadows in unranked WZs lately, with anecdotal evidence showing a significant amount of matches having more than third of the participants being either. It's a drastic and sudden change compared to a few months back, so people are well within their rights to call these two classes FotM on TEH (it's not true on the other servers).

     

    Infiltration/Deception is in my opinion currently more popular than what smash ever was on our server (or I was merely lucky to be away when smash was at its peak).

  8. I think peb would've been a good fit for this... problem is with the abundance of mid tree sins nowadays that all do the same exact **** which is sap/hard cast crushing darkness. its kinda hard to tell who is really exeptional

     

    I never understood why a lot of people keep using that against us sorc healers. We merely cleanse ourselves right after it hits and breaks the CC. It doesn't even force us to "burn" a GCD since we tend to have more than enough of those to spare while being chased by CC-machines like deception sins.

  9. Damn, amazing job, without a stim too :)

     

    Thanks! :D

     

    But I stand up for buffing sorc nontheless!:cool:

     

    Me too!

     

    Although I would personally be content with just a minor quality-of-life improvement to Force Barrier. It should cancel whatever you are casting rather than get queued after. I've lost track how many times I would have survived had the bubble not waited for Dark Infusion to finish...

     

    (Unnatural Pres does not need a 3 second CD... Silly Yolk <3)

     

    Fully agree! Unnatural Preservation shouldn't have a cooldown at all. :p

  10. They do NOT need more burst. Dukes has the right of it.

     

    If the snarf is that "assassins get it" then it means that assassins should be nerfed--not that scoundrels should be buffed in that regard.

     

    The increased/almost-guranteed crit from Force Potency/Recklessness only applies to force attacks (Project and Force Breach). Most of the damage from an Infiltration Shadow's burst opener comes from Shadow Strike/Infiltration Tactics/Clairvoyant Strike so we can all sleep well at night. :D

  11. Trust other players to handle significant amounts of in game credits when no enforcement mechanisms are in place? Nothing could possibly go wrong!

     

    Oh wait: http://www.ign.com/articles/2009/07/09/eve-online-bank-scandal

     

    Why go for only 200 billion ISK when you can aim for 1 trillion instead? :D

     

    http://evenews24.com/2011/08/12/one-of-the-biggest-scam-in-eve-history-ponzi-scheme-empties-over-1-trillion-isk-from-players-wallets/

  12. They were changed to BoE just before 1.2 released.

     

    Are you certain?

     

    I'm fairly sure that the white color crystals were BoP up until the end or I would have stocked up on them. Only the purple and cyan crystals were BoE (and quite profitable :D).

  13. I believe that the core idea of having the community gather together for special PvP events is sound, but that we do kid ourselves if we describe last night's event as "great".

     

    Group imbalance, some lag (even on the lowest settings on mid-end machines), and the amount of dead time between the 4v4 fights puts my opinion of the whole thing in between "interesting but mediocre" and "somewhat boring".

     

    4v4 (along with 2v2 and 1v1?) arena style fights are really worthy to be explored in my book. A touch more organization in that area, perhaps with pre-supplied list of teams, and it could be a blast. Big kudos to Reckoned for trying to set things up!

     

    As for Iotasquared; that is some of the most childish behavior I've ever seen on this server to this date.

  14. People usually don't want to bother with the waiting time required to get all members for Heroic 4s since they are usually not very reward-per-time efficient. The only exception here is the one found in the Black Hole area.
  15. No doubt here! This is so incredibly true. Back in Jan, I was running those FP's in greens and blues. Never heard a single person complain. Then again, we were all in that type of gear.

     

    People, it is called personal progression. Skill/experience trumps gear. The person saying they would turn someone away in a HM FP that is wearing recruit gear, well I have to ask, are you just looking for people to carry you or what is the real issue there? If you know the FP, and the others do, there should be zero issues. Heck, most of these HM FP's CAN be solo'ed so there should be zero reason to turn someone away from any of them.

     

    OP, I agree with a previous poster of whom said your best bet would be to find a nice guild to call home so you can avoid the ******s that think they are above all and don't want to give someone a shot. Keep in mind, usually the ones that are treating others like this, (example would be the tank you spoke of) are the weakest link out of the group.

     

    Oh, yes! You also used to have a sense of flashpoint progression and the associated feeling of accomplishment after beating them. Pre-nerf D7 in bad gear anyone? :)

  16. ... the group fail on the puzzle 3 times in a row since you only can heal your group of 4 players.

     

    I would claim that this too is a skill issue. EV's puzzle boss is very much doable with no healers since the single threat in that encounter (i.e. one Acklay spawn per side) can be chain-stunned. :)

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