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smilingbee

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  1. Oh really? Thanks for the information. Couldn't find a thread that talked about this.
  2. Hi, I have noticed an issue while leveling with my friend on our inquisitors, and I've been able to reproduce the bug every time there's another Madness-specced Inquisitor in my group. Deathmark allows Death Field to place 15 charges that get consumed by a tick of DoT, increasing the damage dealt by 20%. It specifically states that it affects "your" periodic abilities, so other people's periodic abilities should not consume them. However, my friend and I, specced as Madness, were leveling together and we noticed that our Deathmarks get consumed by both of our DoTs. Normally, on my level 55 Sorcerer if I'm the only Madness-specced Inquisitor in the group or if I practice on my ship's dummy, I can go almost an entire rotation before my 15 stacks expire. With my friend in the group, we saw two different Deathmark stacks on the same target but they ticked down very fast, within less than 8-ish seconds both stacks were gone. This leads me to think that my DoTs trigger both my stack and his, and his DoTs trigger his stack and mine at the same time. This is rather unfortunate as his low-hitting Crushing Darkness often consumes most of the stacks of my Deathmark, leaving very few charges for my own harder-ticking dots such as Crushing Despair and Affliction. Normally, I make sure I set up my rotation to have my Deathmarks eaten by the Affliction and Despair as much as possible before casting Crushing Darkness. This leads to a loss of DPS both in PvE and PvP when there's more than one Madness Inquisitor type per group. Would it be possible to look into this please? Thanks very much!
  3. I appreciate your insight guys. I wanted to check with other people, because it's getting on my nerves lately. I've always been appreciated by my guild and all of a sudden I'm feeling inadequate since he joined us. It's worse when we have to pug a person or two since I can anticipate their screw ups less and everybody gets frustrated. I know he's a good dps, and probably a good healer too, but I'm wondering how much of it comes from having ran these dozens and dozens of time and having full 78 BIS, and how much comes from pure awesomeness.
  4. I really don't know if it's true or not... And honestly I would love some proof but unfortunately I only have healers and I am always paired with the same other girl for healing so I never get to heal with him and see for myself. So what you're saying is that when I know these fights like the back of my hand I'll be able to handle more mistakes. It makes a lot of sense, and that's probably what will end up happening eventually, although he did say that he taught a tank how to heal and the guy healed through a DF or DP right away with no issues and he wasn't carried at all and even parsed higher than the other healer. It's making me feel like crap
  5. Ok, I realize this might not be an easy question to answer. I consider myself a pretty good healer, and the other healer I usually do HMs with is pretty good too. However, I have a guildy who claims he can carry a group of "bads" standing in stupid through a HM, while carrying the other healer, while doing everything else flawlessly and still having time to "play around" by not stepping out of stupid immediately and stuff like that. Now, I just don't see how this is possible. Tanks always take a lot of damage and if the dps are standing in infernos and taking 12k damage per second then most of the time I will not be able to heal both the tanks and the derpy dps, especially if they are far apart, resulting in the death of some people. I believe it is everyone's responsibility to stay out of bad and reduce the amount of incoming damage. My question is, seeing as I do my part as a healer (I stay out of stupid, I cleanse when necessary, I know my healing priorities as far as targets and skills go, I know how to cast 2 heals in a single GCD, I have good gear though not quite yet BIS, and I parse about where I should parse if I compare myself to other healers, and often higher). I am just not sure if there is anything major I'm missing that would cause my raid group to wipe consistently. I realize that it's not my fault as far as what the dps and tanks do, but according to him a healer should be able to fix that. I do occasionally cause a wipe, mostly due to getting caught up in healing like crazy and momentarily forgetting about a certain mechanic that I should watch out for, but this only brings me back to my original question of how it's possible to not feel overwhelmed when you have to pick up your group's mistakes. If everyone's doing things properly, I don't screw up and forget about a simplification or a bomb, because I have adequate time to realize it's on me. What is everyone's opinion on this? Are there any super-advanced tips for healers that I'm somehow not aware of to miraculously carry a group of people who don't know fights or screw up constantly through a HM? I honestly feel like there's nothing more I can do, but I am certainly willing to learn any other tips. I would definitely like to be able to help my HM/NiM groups through more screw-ups without sacrificing the self-awareness I need to have. For some context I have decent HM experience but not like those who have done them hundreds of times. I have maybe attempted each one (DF/DP) 10 times total. From what I gathered a group with 4 new raiders who have never cleared it can do the whole thing in a few hours with just one good healer in the group. I need to know how that can be me. Thanks for any help
  6. Oh wow ok I didn't realize I was in the wrong section. I don't post in the forums I usually just read Can you delete this thread? I'll just create another in the sections you linked. Thanks!
  7. Ok, I realize this might not be an easy question to answer. I consider myself a pretty good healer, and the other healer I usually do HMs with is pretty good too. However, I have a guildy who claims he can carry a group of "bads" standing in stupid through a HM, while carrying the other healer, while doing everything else flawlessly and still having time to "play around" by not stepping out of stupid immediately and stuff like that. Now, I just don't see how this is possible. Tanks always take a lot of damage and if the dps are standing in infernos and taking 12k damage per second then most of the time I will not be able to heal both the tanks and the derpy dps, especially if they are far apart, resulting in the death of some people. I believe it is everyone's responsibility to stay out of bad and reduce the amount of incoming damage. My question is, seeing as I do my part as a healer (I stay out of stupid, I cleanse when necessary, I know my healing priorities as far as targets and skills go, I know how to cast 2 heals in a single GCD, I have good gear though not quite yet BIS, and I parse about where I should parse if I compare myself to other healers, and often higher). I am just not sure if there is anything major I'm missing that would cause my raid group to wipe consistently. I realize that it's not my fault as far as what the dps and tanks do, but according to him a healer should be able to fix that. I do occasionally cause a wipe, mostly due to getting caught up in healing like crazy and momentarily forgetting about a certain mechanic that I should watch out for, but this only brings me back to my original question of how it's possible to not feel overwhelmed when you have to pick up your group's mistakes. If everyone's doing things properly, I don't screw up and forget about a simplification or a bomb, because I have adequate time to realize it's on me. What is everyone's opinion on this? Are there any super-advanced tips for healers that I'm somehow not aware of to miraculously carry a group of not-so-great people who don't know fights or screw up constantly through a HM? I honestly feel like there's nothing more I can do, but I am certainly willing to learn any other tips to be able to handle my group's mistakes better. Thanks.
  8. Very good guide in my opinion, you got the stats priorities and amounts about right. I use a different build from the 2 you listed for PvE, kind of a hybrid between both. There is something I have never seen mentioned in a mercenary guide: I suggest using your kolto missile then immediately following up with supercharged gas. SCG is not on global cooldown. This means you waste over a second of SCG by activating it before kolto missile (you have to aim it, press the key, click to trigger). The kolto pods (HoT) will still trigger the SCG damage reduction shield, making it the best choice to go SCG >kolto missile (this is good to know for allies who enter a kolto missile residue that was buffed with a SCG without being in it for the original burst). If you're good with your timing and you have the mercenary 2-set bonus that makes SCG last 13 seconds, you can get 3 buffed up kolto missiles in a single SCG activation. My priority for those 3 buffed up kolto missiles is tank group > healer/ranged group > tank group. You get about 25 seconds of damage reduction up on the tank group this way.
  9. To be completely honest, I don't think they can keep 8v8 warzones as they currently are. Should they be left in the game, only the same select handful of players will still get to compete in them. As I stated in "the other thread", there lacks a transition from regs into ranked. My guild consists of some rather casual PvPers and raiders. We just don't have the manpower to build a ranked team. The "LF good pvp healer for RWZs" ads on the fleet can be somewhat intimidating to respond to, especially if you're planning on trying ranked for the first time (folks aren't always nice when you make even one small mistake while learning). To also have a consistent 8-man ranked warzone team would probably require me to switch guilds, something I do not wish to do. Thus, there would need to be an improvement in the ease of access of 8v8, on top of all the changes already proposed. If that were to happen, I would be the happiest PvP healer on POT5. I love competitive PvP, always have in 5-6 other MMOs. IMHO in this game it just wasn't accessible to the newbie competitive PvPers and I've always had that lingering feeling of disappointment in the whole ranked warzone system because I could just not participate in them in the current state of things. I outfitted my 3 PvP healers in conqueror gear doing regs (ouch). That being said, you finally have my support for your cause. I feel it is much more constructive than the previous iteration, and does not tie the devs' hands in term of responding and acting on the suggestions presented. It has no reference to who is a good or bad PvPer depending on their guild. It has no implication of having to unsub if I sign, as I still enjoy operation progression. Therefore, /signed.
  10. Bumping this for attention. Just Makeb + GSI dailies on Makeb are like 15+ missions. Combine that with all the weeklies, operations, Ilum quest "First Strike" that cannot be abandoned, PvP quests, etc, we need more than 25 missions. It used to be ok before 2.0 when Makeb came along but it just doesn't work anymore.
  11. IMHO, if we want to have any hope at truly competitive ranked PvP, it's going to have to be on a smaller scale. I have never had the chance to participate in ranked 8v8 for the simple reason that you cannot solo queue. My guild, while active in PvP, is a little mix of casual/serious PvP and PvE players so we do not have 8 ranked PvP-ready players on at any given time. Pugging ranked warzones in fleet general chat is not something that appeals to me either. They did say they were taking away 8v8 "for now", maybe they have plans to make it more accessible to the average player instead of only the super-elitist guilds. Also, 8v8 has a fundamental flaw in it, whether it is ranked or regular. The objective defense is not fun for anybody, standing at a node watching for incoming enemies and hoping the team comes to offer some help before you die horribly and lose the objective. Half the time, no one even goes to capture the objective knowing they will be stuck on defense. I am not a fan of deathmatches, as I prefer strategic play, but at least if everyone knows it's a deathmatch that's what we'll focus on. I say let's wait and see what happens. I would love to see 8v8 come back with options to make it more accessible and less of a chore to be the defender. Or, some kind of objective based 4v4 ranked PvP, like a warzone but with new mechanics instead of turret defense and bomb planting, so everyone is rewarded for working on the objectives.
  12. Like another poster said, it often boils down to mainly CC. On my own characters, I love how the merc can react to help out someone getting their bacon kicked by throwing my Kolto Shell on them, an instant heal and then Electronet the attacker to slow him down and damage him while he tries to kill my teammate, often followed by a railshot to make him panic a little from the incoming damage (while he's popping his cooldowns he's not attacking my team). A well-placed Death From Above or Orbital strike is great for multiple attackers harrassing someone, it will usually make them scatter (if the teammate is smart enough to stay in the aoe). Stuns/slows/roots/pushbacks/interrupts are obvious choices, including the absolutely awesome reusable grenades (AoE 8 second 70% slow and AoE 4 second mezz can save a lot of butts at once). My PT tank can yank attackers away from their victim and taunt or root them away, and sorc can bubble then pull the teammate to safety. All classes with a healing tree can cleanse many ailments mowing down their friends, including some stuns and root effects and strong DoTs. That's pretty much all I got for my own characters, hope it helps!
  13. Turns out Zoo is right, they removed the medpacs counting towards total healing. Guess I missed the memo then. That is good to know
  14. Hey it's ok, I wrote it for those who actually read the responses for further insight and experience (I did). If it opens even only one pair of eyes, my work is done (and hopefully not a pub, don't need them to know our secrets!)
  15. They do! I eat them like candy on my baby tank, and they seem to go towards healing, otherwise I'm not exactly sure what kind of healing I did with said tank, I never get 0. Edit: Kolto Overload... just occured to me lol. Hm interesting, I always play healers and only very recently started a tank so I guess I never knew if they count or not, I'll have to try them on my tank in a match without using my Overload. I know they counted a while back though.
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