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Onager

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Everything posted by Onager

  1. I play a Mystic on Basilisk Crag. Hmm, interesting. If/when they ever have Dual Spec and I'm still actually playing SWTOR (80 some-odd days left) and I might actually get around to speccing dps on my Sage sometime, lol.
  2. In PVP or PVE? DI is your filler for PVE.
  3. This only applies to classes that don't get their healer pet until much later. The ship droid doesn't get a mainhand weapon so even optimally geared they fall somewhat behind, and also the fact that when their heals are on cooldown they queue up a punch which places them in danger as well as delays their next heal until they've run up to a mob and decked it, which is bad. Verdict: Stand-in for real healing pet, but some classes like Gunslingers and DPS Jedi Knights can GREATLY benefit from spending a little dough on decking your droid pet out in some reasonable gear, at least for several levels before he's driven obsolete by your 'real' heal pet.
  4. In the case where said channeled spell retains a cooldown (Non-madness sorcerers or Corruption sorcerers) the specific effect of Alacrity on those channels is much less than they are with shallow Madness builds that remove the CD from Force Lightning. Especially hybrid builds that have both Barrage and no CD on FL, these actually benefit as much from high alacrity as deep Lightning specs, contrary to popular belief.
  5. Hmm, you sure Death Field actually HEALS for more from the AE talent? I was under the impression that its input was strictly calculated by your health total, and then its final heal was modified there by talents.
  6. His post seemed to indicate he was talking about PVP. In PVP specifically if you have a Wrath proc there's generally several targets nearby that can 'benefit' from an instant lightning strike, no matter how bad its dpf or dpct is.
  7. The kinetic/energy ones catch and eventually overtake the Internal/Elemental ones once the raid has applied enough armor debuffs. Even one fully 5x stacked debuff is enough to make the kinetic/energy ones pull ahead for you.
  8. Willpower is mostly good because of Stims double dipping the Consular buff and Will of the Jedi. You end up with a lot more Willpower out of the deal. Once you hit a certain level of Willpower though you're starting to hit diminishing returns on its contribution to your crit, at which point Power starts to give you more HPS/DPS than Willpower. However, bonus healing isn't the whole story, and that's why Willpower is still a very good stat. Generally though, having the mods with the higher power is encouraged.
  9. Updated, stuff on Benevolence and overhealing.
  10. More updates, included some stuff on Dark Heal and the concept of overhealing.
  11. No problem! Yeah the biggest thing that jumped out at me about the people complaining about PVE force healing (PVP is a different matter entirely!) is their lack of reconciliation with what we are now compared to what we were then. It's a mindset thing. The latter. In cases like the droid boss in EV, the mechanics of the fight trump the normal Triage priority, whereas with someone like Foreman Crusher, you know roughly when he's going to frenzy and can hot the tank and drop salvation on him right as he's going into it and the extra healing really helps a lot on his damage income, even if it's a little force-inefficient, sometimes you have to go into a force-negative priority when NOT doing so would mean a wipe. The guide assumes some common sense being exercised on the part of the player though when that's appropriate, and makes provisions for that being the case. This works pretty well, too, but my rotation is more about squeezing as much HPS out of the heals we do have, and also assumes you'll have another healer there backing you up as well. Especially if your healing partner is a Scoundrel, their alpha strike healing is more than sufficient to keep the tank up until you get from your second Deliverance to Rejuvenate (Which hit at basically the same time due to ability queueing) into Trance (Which picks up SUBSTANTIAL HPS from Conveyance, Deliverance doesn't). I frankly haven't even thought about Benevolence, lol. Honestly in most situations, Sages and Sorcerers aren't really a burst healer now, so there's very few times where even an instacrit Benevolence would make for decent healing considering it takes a second longer to cast for about half the healing, so its HPS is way lower than Deliverance's as well. Just the same, I very much appreciate reminding me about this and I'll update the guide because of it. I just consider Benevolence to be extremely situational and not something I'd cast all the time, but if casting it would literally mean the difference between victory and defeat, I'd never say not to cast it. For DPS or healers, most of the 'Green' damage being taken is fully capable of being passively hotted away. Bubble reduces damage intake, but if someone has aggro then they're basically Yellow by default (mostly taking into consideration the amount of damage mobs do to nontanks in raids), so you'd go to your standard rotation of Bubble > HoT > Channel > Deliverance Filler at that point. For clarification, Green is for highly controllable, trivial amounts of damage that don't really come from someone having aggro, hence why I suggest waiting till the tank is Yellow himself before going beyond Rejuv and Bubble. This is mostly designed to prevent overhealing by itself, only not really explicitly so. Salvation and Rejuv will be your primary sources of overhealing, but you need those for purposes other than healing explicitly anyways so in those specific cases that's totally acceptable. Salvation's HPF is better than HT's and Deliverances with just two damaged targets in its area of effect, but this also applies to many more than two damaged targets across its entire duration, moving in and out of its area of effect as needed. Yeah, this is basic overhealing stuff, I take for granted that people already know this, hence my mistakenly omitting a note about it in the guide. I'll add a few lines about it now, thanks to you again. This right here is the upshot of our nerfs and why the devs felt they were necessary. Plainly stated, (might get flamed for this, lol) but pre-1.2 force healers were carrying raids full of negligent players through content they didn't deserve. When a healer has the burst healing and resource economy that we had, sloppy play is smoothed over to the point where oftentimes entire mechanics in fights become trivial. The devs envisioned a world where the DPS players have to learn proper sticking and avoidance techniques, working in tandem to maximize uptime, and the reality was that it simply wasn't necessary when stacking 2-4 force healers in a given 8/16 player raid. Exactly my point above. This is very true now, and when willpower/aim healers started getting blamed for their raids' failures, this is the crux of why. Their DPS players were accustomed to ignoring entire mechanics in encounters. Amen to that bro. Once again, guide gets better due to feedback. Thanks! It might take a little bit to get the additions into the guide, cuz Tera early access started today.
  12. Isn't their throughput mostly throttled because of it though? Yeah, they get freebie heals but the HPS on those is pretty lackluster. Granted they do both have an ability that gives them half of their resource like bam.
  13. That should work, yeah. You don't really have to idle, though. Just learn to keep an eye on your health and force bars. If your other healer homey dies and for some reason you can't C-Rez him, you should have at least one or maybe two DPS in your group that can help heal until you get things sorted out. If you're facing down an enrage, if the boss is really close to dying and your heals aren't really mattering, phuggit, start DPSing and hope for the best. I don't really like 'rotations' other than Bubble > HoT > Channel with Deliverance filler, assuming you've got Salvation down where you and/or the tank can benefit. Once you get used to monitoring your resources (Including your health) it gets to be second nature. I'd start with some Hard Mode flashpoints before dipping your feet into some Story mode EV/KP. Keep your camera scrolled out as far as possible and turn on enemy NPC nameplates.
  14. Open Communications, and it's now an H2, soloable by a sage.
  15. Have you read the sticky yet? Also about aggro: Our detaunt was bugged for a long time and I'm not sure if it's been fixed yet, instead of dropping our aggro by 25% it drops it by .25%, which if you've pulled aggro, that means you... Still have aggro.
  16. The point's also been made by devs and players alike, before our healing was sufficient to smooth over mechanical errors in our raids' gameplay with little to no ill effect, but now that's not the case. People have to get out of hazard zones, we can't just heal them up and the tanks and us if it happens to an excessive degree.
  17. Healers can't have an infinite resource. Even at that, you can learn to play your healer as a dual resource healer. Check the sticky for PVE healing. Not making this post to advertise my ****, but it's actually totally appropriate right now, lol.
  18. HPF calculations are static and a separate entity altogether from our force regen mechanic. Just for your benefit, I'm going to work out the HPF and HPS for Salvation. I've been meaning to do it for a while but haven't gotten around to it. Mine ticks ten times at 389 on a target without any bonuses to healing income (689 on crits) and 423 on me (751 crit). It costs 61 force when used with Conveyance, crits 40% of the time fully raid buffed for 77% extra damage. It averages to 5088 average over 10 seconds for 509 healing per second, 83 Healing per Force for one target. Looking at the math on HT and Deliverance, being 1981 hps/153 hpf and 1711 hps/119 hpf respectively, Salvation doesn't catch them both on HPS until 3 damaged targets are benefitting, but it does overtake them in HPF on just two targets. Since this discussion is about HPF, I'll amend my guide accordingly, thanks for kicking this off. For curiosity, for just you (assuming you're using one of the builds above) it heals 5533 average over 10 seconds for 553 healing per second, 91 HPF. A little better, but still not good enough to pay for itself like just Rejuv. Without conveyance, though, you still need 3 damaged targets to partake in Salvation for its HPF to end up being better than Healing Trance. (56 HPF) This is patently false. Math doesn't lie. One stack of NS every 10 seconds is worth 3.2 force per second more than native regen. That's basically a 40% increase. There's a whole class of healers out there that mistakenly believe that Concentration is a viable talent for healers because it gives you an extra 30% increase at the cost of 3 disturbances and another every 9ish seconds, so that should tell you the value of 40%. Obviously with only a single stack of NS you're either going to heal just through Salvation or let your health sit (Remember the triage thing applying to you? Yeah, a healer not under attack at 89% health is solidly in Green territory.). Healers are #2 priority. You wouldn't burn Rejuvenate on yourself until you got low enough for the entire duration to matter anyways, or to give yourself some extra overhead to NS. Regardless, you seem to think that healing healers is a low priority. It doesn't matter where the damage comes from. You're clearly not viewing Sages and Sorcerers as a dual resource healer. Our health is a resource, we're not 'hurting ourselves'. The damage we take from Noble Sac is totally controllable and predictable, we do more damage to our raids by not using it. Our heals are more efficient at regenerating health than Noble Sacrifice is at draining it. You can noble sac three or four times and then drop a conveyed trance on yourself and you'll end up both force and health positive. It doesn't matter in the greater scheme of things where the healing comes from, what you spend your force on, and how much you NS. The fights themselves determine those necessities. Had you healed anything after 1.2 and gotten the rhythm down, you'd understand. Had you played any class that juggled multiple resources, you'd understand. I don't think you're attacking my guide, I think there are a lot of basic core concepts in my guide you simply don't understand, and that lack of understanding is coloring your judgments of it. Math doesn't lie. The conceptual validity of Sages and Sorcerers being a two-resource healer is scientifically verifiable fact. I understand you and your viewpoint perfectly fine. You're basing your research on the old model, without having wrapped your head around the reality of what we are now, because you don't play the game any more. I'm defensive of facts. I'm defensive against misinterpretations and misinformation. I'm also defensive against people advertising their largely uninformed and irrelevant thread four times across both of my guides. This guide is intended to be an openly perusable resource, that teaches concepts more than specific techniques. The core concept, that we're a dual-resource healer, seems lost on you. Updated the OP with reduced suggested target requirement on Salvation, per my HPF calculation in the above post.
  19. Thx for the kind words. glhf with the raid healing. :3 Added a revision to the Salvation section of the Priority.
  20. First of all, forgive my bluntness earlier. I don't tend to mince words. That's not the best force regen. The best force regen is literally to have thousands of HPS directed at you and to be spamming NS. But that's not practical. Just the same, the force regen comes from Resplendence > Noble Sac > Noble Sac. I already advocate using Resplendence whenever your health is too high or your force is low enough to take a whole Noble Sac without capping out, and I advocate double stacking Noble Sac otherwise. Result: Complete equality. There is no disagreement here. The only disagreement is what heals to use on yourself afterwards. I'm an HPF healer. Salvation's HPF when used on one player alone is very poor, even when used with Conveyance. This is a mathematical fact. Secondly, I already advocate using Rejuvenate on cooldown on whoever needs it the most to bait out Conveyance procs. Deliverance's HPF and HPCT is low compared to that of Healing Trance. Healing trance for me takes like .4 of a second longer to cast than Deliverance does, so if you're going to do this, NS > NS > Rejuv > Healing Trance > NS would net you way more force and way more health, much more efficiently. You'd do this when you were about 150 force down and had probably taken 25% of your health worth of damage prior. This is basically the concept outlined in my guide of A: Double Stacking NS, B: Triaging yourself out of the health loss, and C: Smart use of Resplendence procs otherwise. This, too, is actually agreed upon between our guides, if you'd take the time to see it. Deliverance is your filler heal only unless you have Force Potency running. You seem hung up on specific combos to achieve target levels of regen. When you have a lot of force, you can afford to be inefficient, you reserve more GCDs for healing. This concept is also baked into my guide, in the sections detailing approximately what levels of health and force are appropriate for modifying your priority system to squeeze in more force regeneration. Therefore, again, this very combo is also implicitly suggested in my guide, too. Is it suggested in specific? No. This seems to be the crux of our disagreement. I believe that getting any more specific than 'Watch your bars, NS when you have to, gear and prioritize spells according to HPF first' is outside the scope of this guide, which as outlined in the guide itself, is intended to be the most useful for brand new 50 PVE healers and those approaching the highest tier of current endgame, basically people at about my level of progression. The rest of the healers, those that have healed Nightmare modes and Hard Mode Explosive Conflict, don't really need my guide, do they? There may be something in it for them, but the vast majority of the time most likely not. Yep. But it's common sense stuff. You need force, you NS. You now need health, if someone else can't heal you any more cheaply than you can, then you do it, and you do it the most force-efficient way possible. Vicious cycle. It's not an important disagreement, lol. This is probably the source of my perceived (and probably underlying) frustration with this discussion. In the end, both of our approaches are actually the same approach in which my basic guidelines and your specific combos end up being literally the same, only I lead them to the combos through logic and what to look for rather than telling them the combos when they aren't always applicable. Being specific with healing rotations isn't necessary when doing so would strain a healer's situational awareness beyond where it needs to be. Healers already have plenty of **** to do in a given raid boss encounter. It's not that. There's people in YOUR thread that are agreeing with ME without even explicitly having been here to this discussion. Even you yourself have stated a lot of the stuff I'm telling you here in that thread. Some examples: http://www.sadtrombone.com/ Wait, seriously? You don't even play any more? You literally haven't played a Force healer since 1.2 launched? So your entire post is napkin math and based completely on theoreticals and not practice? That explains why you think Deliverance is a better heal than Healing Trance. Pretty sure those of us who've actually healed content in 1.2 would know what is and isn't productive. I really hate to be that guy, like the grumpy uncle that says the book learnin' cain't teach ya everything, but in this particular case your grumpy uncle was right. You have 0 one-on-one time with the nerfs. The basic tenets of force conservation and prioritizing HPF as your primary factor for consideration on what heals to cast and when has been around a while. Continued...
  21. Another patch in which none of the things that are ruining the game for me have been fixed. Stuck movement bug remains on my Knight Companion accessories still need to be reequipped every time I dismount/zone/summon Memory leak that eventually destroys ingame sound and requires frequent client restarts along with all the looooooong load times that entails still remains
  22. Alacrity hits DR pretty quick. IF this is for PVP, I'd probably make a build that doesn't even put points into shortening DI's cast time and just assume you'll be relying on Innervate, Revivification, Resurgence, and Static Barrier. For PVE, you'll still cast DI occasionally (Still take the skill that lowers its cast time) but it falls behind Force Bent Innervate in terms of both HPS and HPF, so any time you have Resurgence and Innervate's off cooldown, it's your highest priority heal. Dark Infusion is just filler when you're not using either Resurgence or Innervate and have Salvation down. As far as alacrity, though, I dropped some. I'm down to around 5% now and have brought my crit up to 39.95% buffed and that gets over 40% when I have a willpower stim. Multiplier is 77%. Healing is still around 540 fully buffed.
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