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Onager

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Everything posted by Onager

  1. The best one is Power, but I'd say between Crit/Surge and Alacrity, I'd look at whichever one gives the biggest boost over your native state. If you've been stacking a lot of Crit/Surge at the expense of Alacrity (like me) then the Alacrity one would probably be the best for you, likewise if you're using the normal Power/Alacrity stuff your gear came with naturally, then the Crit/Surge relic will probably provide the biggest benefit.
  2. You want at least the gloves and boots to be tier gear, you can't get augments on those yet anyways and the 2 piece bonus is definitely the most important. I know the gloves are the worst looking piece of the entire set, but IMO you gotta suck it up. Otherwise I advocate just taking 1 orange augmented piece (Head, chest, or legs) and having the rest be tier gear for the 4 piece bonus. For Campaign gear, this isn't a problem, just for Columni/Rakata.
  3. Yep, basically any deep balance build that ends up NOT taking those points is essentially bad out the gate.
  4. Most of the damage taken in operations is pretty predictable, and unless your DPS or other healers are tunneling and not watching what's going on around them, you should pretty much always be able to get Deliverance off before it becomes 'bad'. Deliverance is still filler though. You're treating it like it's our main heal. Maybe people are getting low enough to make non-conveyed benevolence seem like a viable option because you're not using Deliverance filler?
  5. The guide is aimed more towards helping newer healers get a handle on the resource mechanic and intentionally pushes concepts like HPF and not overhealing. FWIW, I don't really advocate using Conveyance on anything but Salvation and Healing Trance. Deliverance filler though when you need to continually heal and your other stuff is on cooldown is the best option. If you can wait for Conveyance > Trance, you do so. Also you'll notice in the 'Purpose' section that the guidelines here aren't implicitly intended for people who don't want/need the info. At least I took the time to write a guide and help people out, right?
  6. I see the 'dangling dots' (lol any Locks remember this thread?) misconception coming up. Total damage matters more than DPS. If you're doing 200 dps due to affliction and the lightning guy is doing 0, you're outdpsing him. It's not a negative to have dots on a mob, if people are stupid enough to misinterpret how to calculate edps they shouldn't be using those meters.
  7. It's not gonna be like this when you finish the Knight story, is it? Tell me if it is so I can ignore you now. I mean, despite still having two months left on my TOR sub I haven't even been playing the game in favor of TERA, you didn't see any tearfilled goodbyes from me, and I'm still coming around to watch for patch notes and maintain/respond to my stickies. Not sure what the aim of this thread is, other than attention whoring.
  8. I leveled my sage as healing + effusion so I can totally vouch for how good the build is, and I think it'd also work for 16-man content where your 3 other healers are somewhat geared and you can afford to roll hybrid.
  9. Think the OP got his generator's name wrong, survivor is what they use for the tank shield.
  10. I personally think they should put roots and snares on a second resolve bar and call it something like Tenacity or something. Have it fill up separately and affect only roots and snares. At least that way actual resolve is unchanged and stuff like the Human Centipede force leap maneuver gets addressed.
  11. http://www.swtor.com/community/showthread.php?t=157437
  12. Predict when he's about to frenzy and throw Rejuvenate on the tank, and put Salvation so the tank can benefit. Then during the actual Enrage you'll do the standard (Power Relic) Force Armor (Crit/Surge or Alacrity Relic) > Force Potency > Deliverance x2 > Rejuvenate > Healing Trance > Deliverance Filler routine. This is in the guide under the Triage section under Red.
  13. Old guide is old. Let it drop, guys. Should probably just be locked.
  14. PVE. We're intended to maintain tanks through boss damage, which is usually higher than player damage. (Usually) If healers could maintain a single target through coordinated burst, they'd be completely off the scale.
  15. That's part of XtremJedi's guide and not mine. I just think you should look at your bars. You're gonna use Salvation anyways, Stand in it Whenever you cast Salvation, make sure it has Conveyance on it. It's basically like you got the Rejuv for free. Use NS as needed, don't let yourself get overhealed or under-resourced Force Shelter on tank is priority, if you need Conveyance and you've only just recently refreshed the tank's Rejuv, hit the offtank, another melee that takes damage routinely, or yourself assuming you won't overheal (much). And that's it. If you follow that you will end up doing 'Hot > Aoe > NS > NS' quite a bit of the time, but you're basically following a set of principles rather than a rotation. For instance, you might NS twice first, then HoT yourself and then drop a Salvation on yourself and the tank afterwards. Salvation loses in HPF on one target and HPS on less than three, you shouldn't just throw it down for just yourself if you're not going to get the tank or another Seer healer into it as well. There's some specific boss fights where you're going to be using it on cooldown regardless of how many people you can tag with it, but those are encounter-specific situations and will be a part of the second post of the guide whenever I get around to it.
  16. Not just fools, but miserable fools. There is a difference. So you're sensitive to some tough love. Don't project that sensitivity on others. For everything said, there's always at least one person that will find that thing offensive. Hell with it. If you don't like the tone of my guide, it's probably not for you either.
  17. Thx man. Yeah, I think fixing double dipping Conveyance/Force Bending would've been enough, doing something to make Benevolence viable is the only step they can really take. IMO they should increase its crit AND surge by 60% rather than just its crit. It's still just too situational. As long as you have a guard on you you'll see decent results. It seems like that's the main crux of the thing is to have a pocket tank.
  18. Then the guide's not for you. You must not've read the **** in the spoiler tags.
  19. Hence 'Theoretically'. Even if properly itemized you'll still have more health when better geared. I wasn't so much defending the **** itemization of the new tier as I was trying to debunk the 'more hp is bad' myth that seems to be perpetuating itself across the boards. The itemization of the new tier being crap (Which it most definitely is) is a completely different problem than people thinking it's bad to have more health because of Consumption.
  20. I personally don't like all the heavy endurance on the gear, but that's mostly due to its impact on our throughput. As the content gets harder, and especially after we've been nerfed, essentially nerfing our healing by giving us the same rough throughput in tier 2.1 equipment as we had in 1.3 gear is bad form. It's a double nerf. The thing about high endurance being bad for Consumption is kind of a misconception that doesn't take the whole context into consideration, though. The higher your health is, and the better you manage your Consumptions, the more health you tend to have left afterwards in terms of raw HP (not necessarily percentage). Say a guy has 15,000 health at max, he uses Consumption for 11%, he now has 13350, a loss of 1,650. At 20,000 health, you Consume and are at 17,800. Yeah, you did just spend 2,200 instead of 1,650, but you still have more health left afterwards than the other guy had to start with. Big Picture™. Also theoretically the 20k health guy should have way better Revivifications than the 15k health guy, so despite the increase in the cost of his Consumptions, they tend to be more trivial after the fact.
  21. If this is the case, then the theorycrafting wasn't thorough enough. SimCraft has a helter skelter setting to account for a lot of this. The whole point to sims and theorycrafting is to model what does happen in the game, then test it in the game to determine its end-user value. If it fails in the testing phase, the theorycrafting was **** to begin with. Scientific Method.
  22. Was that in 8 player or 16 player mode?
  23. If this post wasn't a *********** novella I'd make it my sig.
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