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Dramion

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  1. The tank swap is for when the tank on Yarg gets the debuff that gives him extra damage, personally in our 8 man NiM post 1.2 we never tank swapped and it was still easy. You can purge the dot off poeple so that helps a ton, I believe what is happening is when the tank gets the debuff of extra fire damage and the dot it can do massive amount of damage but if the healer removes the dot right away the tank can stay on yarg. First boss: no tanks , tanks use dps gear, cc adds 2 times on the 3rd time have one of the dps geared tanks pick them up till boss is dead. 2nd boss: 2 tanks 3rd boss: 2 tanks (one in dps gear but gets the adds when they come out) heal through frenzy, use 2 aoe heals on tank taking it along with res and innervate. 4th boss 2 tanks is a must, one healer on bottom and 1 healer on top(2ppl total on top, healer runs back and forth from middle to right. Lowest dps up top.). Healer on top can cast AOE heal down below to help out and for the healer to stand in to get force back. Required tank swap on high debuff count I think its 5 or 6. 5th boss: 1 tank ( mouse droids can be timed for aoe)
  2. Is it still 300 crit rating and 250 surge rating?
  3. I posted this on the PTR forums but thought it would be a good read for some of you in this thread. Check out how the Engine of Hero came to SWtor
  4. The melee should be on I believe its Sorno the one on the right when you first enter the room, All range should be on yarg, the melee on Sorno shouldn't start taking dmg till they go into the middle (sorno needs to be interrupted, operative is also a good person to put on Sorno, need 3 interrupts). When they are both together at the start our sorc aoe heal in the middle should hit both tanks and the melee. Once they go into the middle as long as no one is standing close to yard the tank should be the only one taking a lot of damage. Yard will pull you in and thats when you get hit with damage. Also there is a dot looks like a rock explosion icon under the debuff on you and others that can be purged, the dot will hurt a TON. As long as everyone is moving away from yarg when pulled to him and everyone is avoiding the purple circles it goes smooth on the healing part. If the droids that freez the tanks are not killed fast it will be come very hard to heal.
  5. I did NiM Soa and NiM KP last night with 2 sorc healers. We are full rakata and have augmented sabres, we found that Yarg/Sorono on NiM is much easier than pre 1.2 we also found that SOA is a lot easier too. As far as the nerf to our abiltiy to gain force back. I was extremely against it, after doing operations since it last came out and clearing story mode EC I still do not agree with the nerf. think healers should not be hurting them selfs to gain a resource back unless they was meant to do that from the start. However last night during our operations I tried something I saw on the forums and that was if you see your sorc buddy cast a aoe and you have the proc up to get a consumption without the debuff use it and then use it 2 more times while in the aoe and you are back to full health and full force. Works great and I am sure it will get nerfed lol..
  6. Speaking from a sorc point of view, I was thinking the same way and tried the new Operation, we cleared the new operation with 2 sorc healers in full rakata. After raiding KP NiM (Jarg/Sona-MUCH easier), I have came to believe that I over reacted to he changes and I have now adjusted to them. Our burst dps heal is terrible as 60% crit on a spell that only crits for 3k is terrible but it is doable.
  7. At first I was wondering the same thing. I then played over the weekend a few hours in operations and now I am fine with it. It does take some using to get used to the change, once you do though its like the nerf never happened on the force regain side. The big burst heal is another issue though, this one affects pve and pvp. It is hard to bring a tank up with such a slow cast, my innervates crit for 1800ish almost every tick but still not enough when they are below 50%.
  8. I will try it out and report back to this thread. Thanks for changing to the correct person on who posted it. The layout of his post was a bit odd so my question looked like the answer, then you post it to clear it all up.
  9. I personally don't agree with that spec, 1% less dmg over 4% more healing on your self? I am running this spec and not having any issues at all. I find that the extra 8% healing on your self is way better than 1% less dmg and 15% extra push back on healing spells. I may change it to take out the extra 1% healing and put back the 75% push back.
  10. That is a bit confusing to me since I do not know the Jedi spells by name and what they do. Anyone able to translate that into imperial language?
  11. So you are saying you cast consumption without the proc that gives you the stacking debuff and then heal your self with a innervate? So - Res - Innervate to get consumption without debuff and then use consumption 2 more times to get 2 stacks of the debuff then use innervate to heal you back up to full? After doing operations all weekend and clearing the new one on story mode I can say that the PvE healing isn't that bad, biggest thing is no true burst healing at all. It will separate the bad vs the good on sorc healers. Got the godly black hole boots also.
  12. You do realize you just used the force you got back from consumption to top your self off so in reality you spent 42 force to gain 10 force back since 8% consumption will give you 52 force at 650 force. maybe my math is wrong? Edit on a side note: its hard to tell whos talking about what till you read all of the post. I really don't care about PvP, but do about PvE.
  13. This may be true but if more than 1 person goes below 50 then as a sorc healer you are screwed. No way to bring them back up fast enough while healing the tank at the same time. Our healing dot does very little to bosses that have continually aoe dmg to everyone including the tank and the boss is also hitting the tank. Even with a rotation one will have to die as it takes to long gdc+ability wise to get someone above 75% health.
  14. Hopefully they do something to adjust this nightmare of healing in 8 mans, like you said it is doable but it is pretty hard. Now grant it I literally logged in 25 minutes before our operation so i had to setup the abilities, spec, ui etc.. so it was my first time playing with the changes. Maybe practice will make it better and I will get comfortable again like before then it becomes easy. With the changes though I feel that the 60% crit on dark heal doesn't justify the cost of the ability at 42 force (some where in there) for only a 3kish heal when health pools of a healer alone is 18k+ Then having to deal with aoe dmg on top of our proc that costs health to gain force back.
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