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Dramion

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Everything posted by Dramion

  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.
  15. Ahh that explains it, 16 man (Story/HM) can be a bit easier than 8 man. Try 8 man healing on the 1st boss then get back to me. In 16 man you have 2 others to rely on, on 8 man you have your self and that is it since the only other healer is out of range. I agree it is hard, but doable. It shouldn't be this hard though, it will make healers go buh bye..
  16. Wondering if you have ran the new operation? It is doable but if more than one person takes damage to make them below 50% while you are healing the tank since he took the same damage, the others fall even lower and when you go to cast your 2.3s big heal the others fall even further. Its near impossible to keep 3 other members up while the tank is taking a lot of damage also. We have zero burst so our heals are VERY slow and on top of this since we are healing so much and taking so much damage it is hard to get some regen back off a proc that will cost us health on top of the aoe dmg.
  17. My thoughts on the first boss in new operation based off 2 sorc healers.
  18. My post will be about PvE healing, since they stuck all the healing into one section which means they won't read it as its all mixed in with PvP healing.... Our guild did the new ops last night, and we made it to the 2nd boss and had to call it as it was late. Our attempt on the first boss in the new operation was a 1 shot but this is with 2 sorc healers and myself was unable to log into the game to try the healing out before our operation time. Story Mode Ops healers are both full rakata After clearing the trash which I thought was pretty fun and a tad bit hard we finally made it to the 1st boss. We all read and knew what to do from a reading point of view during the fight. We had a BH tank on the left boss and a warrior tank on the right boss. The tanks swapped decently after the first few times, the dps avoided the red circles for the most part. Now to get to the healing part of the fight. At first it was going pretty good and was easy, then all hell breaks lose and aoe dmg starts to come in and if you do not move out of the red circles as soon as they pop up you will get hit even though you have cleared them before the rock hits. During this time my group was taking a TON of dmg, I kept trying to cast aoe heals on myself and the other range BH dps but it wasn't working out so well the red circles would appear on my aoe as soon as I casted my aoe and it landed so we would miss the aoe heal, it happen 3x. With the group taking so much damage from aoe dmg and some of the red circles I had to let a melee dps die as I was already low on health and force. I had no way of bringing up my group fast enough from all the aoe dmg as my 2.3s big heal was taking way to long to deal with the aoe dmg. The 60% crit on dark heal wasn't enough to heal the anyone enough to get them in the safe zone and I was just wasting force on a 3k heal on crit. I am sure we didn't do the fight perfectly but it seems even in story mode you need to do the fight perfectly in order to not take extra damage. Any new guilds or any guilds that have a hard time on Hard Mode EV or KP will have huge issues with this new Operation. Healing in PvE will need some love to make people want to heal in PvE.. The force regen ability needs to be fixed somehow to not cost health. It can be nerfed in many other ways then cost health to gain force back. We need a better burst healing ability, once more than 1 person gets low on health its nearly impossible to bring them back up. You can also still "double dip" but only saves you a little bit of force. So bottom line: can you heal in PvE? Yes Will newly sith/sage healers have issues: Yes Something needs to be done since a LOT more healers have tried the changes now on live and it is in fact terrible overall for PvE healing.
  19. They are just getting ready for 1.2 live next week.
  20. THanks all for clearing that up. It is a bit confusing. Also thanks Iandayen for explaining it.
  21. Someone please explain the progression in 1.2? I am confused. I would think that the new op story mode drops either rakata or black hole gear. But it drops only rakata gear with the comms being black hole? You can get the full set of the new gear from dailies in 14 weeks or less when you are running the normal and hard mode ops of the new content. What kind of operation progression system is this? Lazy Progression?
  22. He does have a point, only 1 new operation that has story mode, hard mode, then what for pve op guilds? Run the content over and over for another 3 months? Make some alts and use the legacy system that can only be used during heroic moment. Hopefully it does not hurt them in the long run.
  23. Would love to see how much the sorc healer used consumption and how much damage he took. My guess in a 16 man ops the consumption doesn't have that huge of a impact as a 8 man ops would. I am a little happy to see that we can still perform but also would like to see a 8man with a sorc and a op/bh healer data.
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