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Proctor

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Everything posted by Proctor

  1. CMs need help, but not so much to become OP. If we got all three things you listed (especially #1), we'd be broken as hell.
  2. If this forum had a search feature, I'd go find it. As it stands, it would take far longer than I'd like to find a link. So I'll say that I've tested it personally and hope that it holds weight.
  3. Yes, all three AoEs target the ground. CM is all upfront healing, SB applies a HoT to the targets, and Seer creates a "healing zone" that heals while players remain inside the area--note, while it does heal over time, it is not recognized as your typical HoT because it is affixed to the area, and not a buff placed on the player. Hit Esc, go to Preferences, select Controls, and slide the Camera Zoom or whatever option to 100%. Zoom out and it should be much easier when bosses are effin' huge. Oh and DonnyCage is a troll you silly gooses. Stop taking him seriously, it's embarrassing watching you guys act like he's actually advocating armor type as a factor in PvE, where 90% of raid damage effects ignore armor.
  4. Some constructive feedback: -Cell Capacitor does add two additional Ammo overall, making the total eight. This make an enormous difference, because with it talented you can go from 0 Ammo (regen critical danger zone) to 9 Ammo (highest regen zone) within one GCD. -Above being said, I would recommend taking two points from Treated Wound Dressings to place into Cell Capacitor. Raid damage is consistent and predictable in TOR, so you're better off just using Reactive Shield/medpacs on yourself, or timing SCC such that you can AMP yourself in a "blanket" healing strat. -Alacrity does not hasten DoT/HoT effects, only cast times. -While Alacrity does not effect the GCD for instant, it does lower the IGCD for skills with cast times. Meaning that a 1.2 sec cast time skill will adhere to a 1.2 sec GCD instead of 1.5 sec. Other than that, stat-weights for us atm are very relative, and will be more appropriately measurable when accurate spreadsheets become available. Because Power, Crit, and Surge can be extrapolated to show the effects that they will have point-per-point with diminishing returns factored in, they will change as your gear changes. Alacrity is trickier, because on paper it is our best possible stat as a hard caster, but due to our Ammo resource mechanic limitations it is very hard to attach a stat-weight to. Hopefully, Bioware will listen to the community and give Alacrity a buff or change that will elevate it from being the best AND worst stat (for everyone), to being measurably prioritized against Power/Crit/Surge. Regardless, you will have some Alac on your endgame gear no matter what, so no use sweating it too hard.
  5. Keep in mind that absorbs aren't represented in the healing totals.
  6. Bro, no one wants Seer to get destroyed, most people don't even want it nerfed at all. All we want is slight buffs to CM and Sawbones utility so that they're on par. Sidenote: Are you Brazilian/Filipino?
  7. 1. No it doesn't. 3. It does not give Charge Shield while CSC is active, only with SCC. Three target maximum is not "many". I question your overall understanding of CMs, no offense. The class does need some help, same with Sawbones. Minor help, like very slight tweaks in the utility department ONLY.
  8. Sage is exactly where it needs to be, Sawbones and CMs just need a little love and everything will be perfect.
  9. I think that the largest problem with CMs is the fundamental lack of understanding of SCC and how ludicrously strong it is. But I won't argue, it IS the weakest healing AC, don't be fooled. The other healers aren't too strong by a long shot, CM just needs MINOR tweaks, and I do mean very minor. Pushing it even slightly too far would break balance in a huge way.
  10. Interrupts as mentioned in the guide are representative of skills whose sole function is to interrupt a spell with an activation time. Cryo Grenade is a stun, Concussion Charge is a hard CC--both of these are differentiated from an interrupt. An interrupt is able to be used on ANY target, including bosses of any difficulty, because the only purpose they serve is to stop a cast time. Stuns and hard CC interrupt as a byproduct targets which can be affected by such status effects, but it is not their primary and sole function as an interrupt exhibits. No offense is intended, but you and your guildmate are in error, not the guide.
  11. Pretty sure Druid and BM were easier in Rift, you had a macro with every skill you used on one button. You had maybe 2-3 CDs to pop otherwise.
  12. Analogy? The rotation is a carbon copy, you goon.
  13. Salvation is wonderful on fights where everyone is clumped up and stationary, given that the Seer can stand still long enough to drop it. Most fights do not allow for this, as people either must spread out or constantly move out of ground-based AoEs. That doesn't change that a 3 target non-smart heal is borked as hell.
  14. 1. Bacta Infusion is extremely strong. It's free, instant, gives moderate-high health, and is on a very reasonable CD. You can use it on the move, global it with MP for a burst, spot heal someone in an emergency, or just use it to conserve Ammo in your rotation. 2. Sawbones 31 pt skill is an AoE which is only moderately stronger than KB in numbers (over time), but provides no other benefits (residue and shield), and hits 1 more target. 3. Seer 31 pt skill is a ground-target AoE with a cast time. It cannot be used on the go, won't be feasible during movement phases, and is only viable because it has no target limit. With both cast time and non-accessibility if players are spread out/moving, it *********** well deserves to have no size limit. It is the only AoE healing ability that can be "clipped", despite the moderate amount that it can heal over time for the HEFTY price of 100 Force. Bacta Infusion is an amazing skill, most people just didn't take the time to look into what it was competing with as a 31 pt healer talent.
  15. Oops! Thanks for catching that, will correct it right away.
  16. I should elaborate on that, you are right. I sometimes forget that not all terms are common when I lapse into them. A toolbox--in terms of gaming--means that a class has a large amount of skills at its disposal which aren't simply "heals x target(s) for y amount". Every healer will naturally have some sort of skill which isn't a cut and dry heal, but to be labeled a toolbox means that you have a much larger variety of abstract ways to save lives. IE; Seer has bubbles, in-combat sprint attached to their bubbles, a friendly fire tow hook (which also serves as a threat reducer), multiple procs to benefit their skills, a HP->Force conversion, the only AoE that isn't target limited, an interrupt, and a personal in-combat sprint. No other class brings so much to the table when it comes to abilities that simply DO stuff. Let's look at just how multi-faceted two skills truly are: -Force Armor: Start by placing a bubble on the target that shields for Healing * 3.27 (I believe that was the modifier I heard), this bubble will actually prevent the damage from happening. Not only does that make it a perfect skill to save someone from accidental aggro, a DoT, or continuous spot/raid damage, but it also grants a move speed boost to get them out of the danger they were in. It works proactively and reactively, making it a perfect skill in every sense if used with a bit of forethought. -Rescue: First things first, this skill is a targettable threat reducer, and that is HUGE. This game doesn't have Omen, or a threat meter. What it does have is people taking aggro left and right that damn well don't need to be tanking something stronger than Standard strength. When you need to save some poor sod DPS who didn't even have the tools needed to warn him (Seriously, this pisses me off) that he was pulling off of the tank, or a healer who picked up an add or two, this saves lives and raids. To make it even better, it has a mechanic that pulls the target out of the danger they were in, such as FIRE THEY STOOD IN, or a melee mob munching their face. Synergistic with some common raid mechanics involving stacking. Overall, a Seer is much greater than the sum of its parts simply because of how many parts there are. Thus, rather than being a tool for the job, such as a CM being a hammer that tank heals, you get a toolbox Seer that can do just about any job it damn well sees fit to do. Make more sense?
  17. No, Kolto Residue will remain on the target. However, swapping Cells mid-combat is a very, very bad idea for several reasons: 1. CSC generates 3 charges via Hammer Shot and Med Probe (3 or 6 if talented), these are vital in that you need 30 charges to activate SCC, your identifying skill as a CM. The problem is that if you switch Cells, you will drop ALL your charges. 2. I haven't played it, but I assume debuffs from Grav Round will also disappear when you change Cells. Even if they don't, the debuff doesn't last forever, and will be gone by the time you get back to DPSing. 3. You'll need to generate 30 charges of CSC to use SCC (otherwise why even swap Cells to begin with), meaning that you'll have to drop 10 Hammer Shots or 5 Med Probes before you can use your first SCC. So, let's say that you're DPSing away, rocking out with your jock out using a half-powered Grav Shot (one that isn't talented to return Ammo on crits, no less) during a flashpoint. Suddenly, the group's HP starts dropping faster than your Seer can handle, and you need to step in to help heal. You take 1.5 sec to drop into CSC and lose all your vortices, and now during the chaos drop 5 Med Probes to rush your stacks to 30. Even rushing, your 2 sec cast time Probes add up to 10 sec gone by, 11.5 total now (13 if you stopped to apply Residue at the beginning) and you've had to pop Recharge Cells to have any Ammo by this point. If you've been conserving Ammo with Advanced Med Probe procs, then add in 1.5~3 more seconds. Somewhere in the neighborhood of 11.5 to 16 seconds later, you are now able to lob a SCC-boosted Kolto Bomb for the damage reduction. With GCD and animation factored in, you've spent 18 or more seconds to cast a buff that was needed 18 seconds ago. With all that said and done, you swap back to Armor-Piercing Cell with hardly any Ammo left, your SCC canceled, and after the 1.5 sec cast time you can resume DPS. Now your DPS will of course have fallen below rock bottom, and building back up your vortices slows you down even more, and your group has either experienced casualties or the enrage timer has hit. Bottom line is this; you can play this game however you want, and have fun doing it. I don't discourage that at all, and think whatever floats your boat is golden. But do note, that if you take a half Gunnery/half Combat Medic to a group and try to cell swap your way through, you WILL be disappointed. If it comes down to needing a spot heal to help save the tank, drop a Med Probe or two. They won't be super duper effective, but you can still save a life with an all-out DPS build. Food for thought.
  18. Looked at the talent tree you posted (while I was replying), and guessing by the fact that you took SCC that you will be using CSC. That being said, yes take Kolto Bomb and Residue. I don't personally approve of hybridizing, but if that's your thing then knock yourself out and have fun.
  19. Depends on one thing: Are you off-healing/DPSing with Combat Support Cell, or another Cell active? If CSC is up, you can Supercharge Cells and throw a Kolto Bomb to reduce any damage the targets receive by 10% for 15 seconds. This is a Combat Medic exclusive buff, no other class can provide it--same goes for Kolto Residue's 5% healing received buff. If you're using any other Cell buff, then you shouldn't be speccing into CM at all. You will still have Med Probe and Advanced Med Probe at your disposal no matter what, and that's easily enough to get someone out of a pinch. But CSC and SCC are the true defining aspects of the CM spec, and without them you just aren't going to get anything done that a full DPS build couldn't do. Kolto Bomb by itself is a very weak heal, keep that in mind. It's your toon, play how you have fun, but; no matter what, a half-and-half build is going to hurt your group more than help in almost all scenarios. Good luck!
  20. What rotation do you work around? I have been in fights where I casted nearly nonstop for several minutes at a time, using Hammer Shot as maybe a fourth or fifth cast during the cycle. More importantly, are you stacking Alacrity, or Power/Surge? CM have a unique problem in that Alacrity is a direct contradiction to Ammo efficiency, despite how well we scale with it as a hard casting healer. These questions assume that you are playing a Combat Medic, of course.
  21. Disclaimer: Going with Republic names for classes/skills, sorry if that complicates matters for Imperials. In every game with multiple healing classes, you notice a steadily evolving "niche" that each class is meant to fit into. As of right now, without parsing, it's hard to really tell which classes fit best into which roles. However, a critical look at skills, talents, and overall class synergy can still give us a good look at what each class offers. Unique Benefits I'll start by listing unique benefits of each class, but being as my experience with Sage and Scoundrel lacks a bit, feel free to correct anything that I oversee/misinterpret. Combat Medic Healing received buff (Talented Kolto Bomb) Reactive heal (Trauma Probe) Lowest CD on AoE heal (6 sec Kolto Bomb) Supercharge Cells (Very recyclable emergency healing CD) Cast time push back and interrupt immunity (Reactive Shield talented) Psuedo Pain Suppression (Kolto Bomb with SCC active) Sawbones Most widely applicable HoT (Slow release Medpac) Fewest CDs attached to heals (1, Kolto Cloud) - NOTE, this is largely due to Upper Hand Mechanic Emergency Medpac provides its own "emergency healing buff" when targeting below 30% HP Seer AoE heal Salvation has no target limit (Kolto Bomb 3, Kolto Cloud 4) Preventative healing (Force Shield) Target threat reducer/pull (Rescue) Unique Weaknesses With unique strengths covered, the next logical step is to identify unique weaknesses. These are the areas in which each class lacks something that the other two possess. Keep in mind, these are not overall or synergistic weaknesses, those will be covered later. Combat Medic No combat ress (Heartrigger Patch, Revival) No interrupt (Distraction, Mind Snap) Sawbones No armor buff to others (talented Advanced Med Probe, talented Rejuvenate) Limited by a second resource (Upper Hand) Seer AoE heal has a cast time (2 sec cast, Salvation) No instant cast upfront heal (Bacta Infusion, Emergency Medpac) Overall Attributes So, applying these two factors, we should be able to determine each class' overall attributes as relevant to one another. Below is a speculative summary of how I see each class playing out: Combat Medic Excels during burn phases, soft enrages, and repetitive mechanics which best utilize SCC's short recycle time. SCC is simply too good to ignore, as it is an amazingly well-rounded skill that allows for the only hard damage reduction (READ: Hard meaning reduces damage, regardless of type. Not the same as armor boost.) skill castable on another player that a healer can access. Sawbones Strongest during periods of raid damage, using multiple HoTs to cover damage over time, and Emergency Medpac as Upper Hand allows. Has the best resources to handle raid healing, strong during short/medium duration spot healing encounters, and supplements tank healing very well. Seer Preventative healing via shields, several HoTs, and multiple proc opportunities to manage make Seer a toolbox healer. With strong resemblance to the staple Priest in WoW, this is probably the best understood healer of the three for now. Downfalls Which brings us to each class' downfalls, keep in mind that these are relative and speculative, corrections encouraged. Combat Medic Weakest mobility (2 instant casts, Kolto Bomb and Bacta Infusion) Least HoTs (1, talented Advanced Med Probe) Pigeonholes Advanced Med Probe to be used on tank(s) (Duration and CD too close) Pigeonholes Kolto Bomb on tank(s) (3 target max for damage reduct/healing boost) Sawbones Resource management (Juggling Upper Hand with Energy and regen levels) Least efficient extended spot healing Seer Weakest against burst damage Most CDs/procs to maintain during general rotation Summary And so, with all that said, I summarize that the roles are as follows: Combat Medic: Tank healer Sawbones: Raid healer Seer: Toolbox healer TL;DR - I mostly just made this to pass some time. Where I'm wrong, please point it out, very much interested in learning more. NOTES: Thanks a TON to XtremJedi for making this post more visually appealing! Thanks to NiqNiq for catching a derp moment where I listed Mental Alacrity as a Seer skill.
  22. **** Recount, add Combat Logs so that parsers can work out what they need.
  23. Maybe people ignored it because what you wrote was utter garbage. The aesthetics in this game are repetitive and uninspiring, and offer nothing outside of a few main cities, which you can't even fully explore. Shut up, fanboy, your aesthetics are cheap and 2D compared to any other game that allows you to actually access and explore the scenery.
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