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Onager

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  1. Onager

    Eta?

    Dual spec is going to be having two different skill point configurations within the same Advanced Class that you can switch between, not having access to the other Advanced Class. IE you can't be both a Sage and a Shadow, but you can have a 32/7/2 build and a 1/12/28 build as a Sage.
  2. The crit gained from Willpower is on a different DR curve than the Crit gained from Rating, and the increase in bonus damage and healing gained from Willpower has no DR, just as the increase in bonus damage and healing gained from Power also has no DR. I do agree that if your WP is high enough to be hitting DR in regards to its contribution from Crit, swapping out some mods for high Power ones is prudent, just as juggling enhancements to strike a good balance is, too.
  3. I leveled my Sage as the equivalent to Corruption/Lightning hybrid with Effusion. Works really well for leveling, although I think Corruption/Madness hybrid would be better on a PVP server or in Warzones.
  4. ^ This. As it is you can still compensate for this by hovering your mouse over its intended drop point just before you cast it and get really fast with the hotkey+left click. When raw-casting Crushing Darkness you can have Death Field down the second it finishes casting and go straight from that into Affliction with the very next GCD.
  5. They may have stealth-fixed the bug that was hitting my Guardian and making him get stuck moving after hotkey spam/leaping/being CCed. Didn't happen at all yesterday but I'm going to suspend hope until I can replicate the conditions.
  6. Both of these work. I usually pre-bubble and then again after Force Imbalanced falls off shortly thereafter, by then Qyzen is has gone through his AE rotation and has a threat lock on everything. Also if you bubble yourself too it doesn't matter as much if one of the ranged guys starts pewpewpewing you from a distance. You have more reaction time and have still efficiently staunched the damage.
  7. Thanks for this. Pity the gear looks terrible on males.
  8. Yeah, I'm aware that consumption is always force positive, (Showed the same math to Khadroth over on the Sage board) but my contention remains that the nerfs were designed more than anything to slow us down, and slower healing allows for less reliance on Consumption in general anyways, so stacking 3 or 4 stacks of Consumption requires more healing income to you and necessitates slower throughput to compensate for the lack of natural regen. In a 16 man with four Sorcerers staggering Revivifications you can basically use Consumption as your regen with little to no ill effect, however for HM Flashpoints and 8-player content this is impractical. This is mostly why I advocate only two-stacking Consumption. It's more of a gentle, proactive maintenance mechanic than it is reactive compensation. I'll include a note on this in both of the guides for clarification, thanks. Personally, I'd take a point out of Dark Resilience before I'd commit to touching 2/2 Force Surge. The main thing to look at for this IMO is what you give up for what. I personally feel that the *best* place to take that point out of is Seeping Darkness, but only if you're damn close to if not exceeding 40% crit after Agent buff and pet affection bonus. This might be worth reviewing if other Force healers like myself are dropping alacrity for more crit/surge and power. I'm a half a percent away from 40% crit as it stands, and 40% is where your Dark Infusions are guaranteed to crit after Recklessness, so I consider that a soft cap of sorts. I added a line describing this in the Sage version of this guide, so I'll include it here as well. Thanks. PS: it's also of note that if your crit is high enough to take the point out of Seeping Darkness it's probably also high enough to take the point out of Force Surge, so you might actually end up with another floater out of the deal. Food for thought. Edit: The Sage version of this guide was stickied within 30 minutes, let's get this up there. :3
  9. If you're controlling mobs first and killing them second, Quinn. Also you really should never stack shield/absorb or use a shield when using Shien form. Your DPS is your defense, you kill stuff before attrition matters, and Quinn does his best healing as you're running to your next objective on foot. Pommel Strike and Opportune Strike (Sorry, don't know the Jugg names) are your friends. You can virtually stunlock normals into oblivion, groups with multiple normals and a Silver or Elite, use your 8 second AE CC and mow them down weakest to strongest.
  10. It's like I said though, my proposed build has both 2/2 Valiance and 2/2 Painbearer, at the cost of 10% of Force Armor (Which actually works out to less than 10% cuz the second point is still based on the base amount rather than the total). How would you feel about dropping your crit down a percent to allow for both instead of Telekinetic Defense? This is a build-centric thing though, if you're hitting 40% with lucky shots with only two points in Penetrating Light, then that's clearly the optimal place to be pulling points from IMO.
  11. I crit my pants once, it was embarrassing. Anywho, as a primarily Vigilance guardian, you guessed it, I *********** love the changes. I was pretty beast before, now I'm just melting through ****.
  12. I go into a pretty lengthy explanation in the guide I wrote yesterday. Basically, Painbearer improves healing coming from every source, regardless of what caused the damage. Inasmuch as you'll always be taking damage from NS (among other things) you're pretty much always going to have healing of some form hitting you. The build I like is 33/6/2 or 32/7/2. I'd actually take the point out of our crit talent or Telekinetic Defense before I'd take it out of Painbearer.
  13. Yargh. I always sought to stick Salvation with 3 targets, however if your force is high there's no problem being deliberately inefficient, such as when you're soloing the Assassin in the Duel of the Fates, keeping up Rejuv and Bubble and Healing Trancing occasionally is enough healing to burn the guy down before he can do the same to you. There's also times when soloing heroics where you keep Qyzen up with double hots (Rejuv and Salv) and bubble and just DPS otherwise. This irks me. If they're going to do this they should unlink armorings from specific slots, since they don't carry the set boni with them. I think painbearer is more important than Valiance point for point, you're going to be taking healing for the whole fight, no matter where the damage (or healing) came from, and 4% healing income per point that applies globally to every source to me trumps spending 2% less per point on Noble Sac. Valiance only helps when you're using Noble Sac, Painbearer helps with every point healed from every source of damage including but not limited to Noble Sac, and every source of healing including fun stuff like Zen and Slow Release Medpack. See my logic? If those are your choices, IMO the clear choice is to keep 2/2 Painbearer and go 1/2 Valiance. In my case, I wanted both :3. Again, I might have to do some maffs but in this particular instance I think I'm right.
  14. Excellent points, thanks. Using my own character as the template, I have just under 40% crit chance and 77% multiplier when raid buffed. Healing Trance costs 37 force and casts over 2.85 seconds. So under Conveyance: 65% chance for me to crit, for 177% of its original heal of 938 base, 1664 on a crit (On my pet, which has no incoming bonus), for an overall bonus of 150.05% of base, 1412 average a tick x4 equals 5647 total over 2.85 seconds, for 1981 heal per second, 153 heal per force. Without conveyance: 1227 average, x4 ticks is 4908, 1722 HPS, 133 HPF Deliverance under Conveyance costs 34 force and casts over 2.37 seconds. 3029-3174 base, 5361-5618 crit, 40% chance to crit so 130.08% of base which averages out to 4057 over 2.37 seconds for 1711 heal per second, 119 heal per force. Without Conveyance costs 51 force instead, 1711 HPS, 80 HPF So yeah, it's conclusive, except when under the effects of Force Potency, Healing Trance is a better use of Conveyance than Deliverance. You're right, I'm wrong, gonna change the guide. They may scale slightly differently with gear upgrades but I don't think those differences would ever cause Deliverance to overtake Trance as the best heal to cast when under Conveyance. In my defense that section of the guide was basically written before 1.2 and I hadn't worked out the math on how well it had stood the test of time afterwards, I assumed the main change was no more double dipping Conveyances on Deliverance, I should've put some more time into that. I greatly appreciate you finding that for me, though! As for whether or not to take the points out of Telekinetic Defense to make the points for 2/2 Valiance, like I said that's totally up to personal taste, that extra point can come from virtually anywhere and the build itself is otherwise completely intact. I took the idea for that from some theorycrafting that was going on over on the Sorc forum. Most sources seemed to agree that Pain Bearer and Wisdom were pretty significant in conjunction with Valiance to mitigate the extra health lost to NS. As for Salvation use, it's really easy to get 3 targets that are taking damage. Like, the tank and two Sage healers, all 3 are guaranteed to be taking damage at all times, so feel free to throw it down on cooldown. I should run the HPS and HPF of Salvation on 1, 2, 3 etc targets.
  15. If you Saber Throw > Force Leap > Opportune strike one mob, it's either going to die or be within one Force Sweep of death. So you force sweep. Then you Pommel Strike one of the mobs you just Force Sweeped and he's either dead or in dispatch range. Easy peasy. You can always use the Opportune Strike on a Silver and then Awe, which will let you wake another up with pommel strike once the Silver's dead, that's fine, but completely neglecting Opportune Strike and Pommel Strike comes with some caveats.
  16. Reserved for specific tactics for healing through operations bosses.
  17. This is the Corruption Sorcerer flavored version of the guide I posted on the Sage board earlier today, enjoy! Purpose: Street Cred: Guide starts here: As for my take on the changes, I'll summarize and wrap up this preface as follows: We are no longer a single-resource healer. We are now a dual-resource healer. This is the core of our resource mechanic now, like it or not, and learning how to be more observant of our health totals in addition to our force pools will be the difference between succeeding and failing as we move forward with the content. Barebones stuff: In the beginning Welcome to Corruption Healing in 1.2! The community thanks you for your contribution, no matter how much they insist otherwise! Let's get down to brass tacks. The Build: 32/7/2 High Crit I define 'High Crit' as ~35%+ after Agent buff and Companion affection. I consider 40% crit total to be soft cap, since that's when you're guaranteed to crit with Recklessness + Dark Infusion. 32/7/2 Low Crit This is the one for those with lower than 35% buffed crit. There are quite a few viable alternatives to these two, that are up to personal preference, but I consider these two to be the best. Priority Flowchart for 1.2 Corruption Healing: Before the fight, Static Barrier everyone and Seethe. Are you unfortunately in the interrupt rotation? If so, Jolt as necessary, reserving the right to make known your protests for having been reduced to doing so. Otherwise; Does the fight have a stacking cleansable debuff mechanic? If so, Purge. Otherwise; Does tank have the Deionized debuff? If no, Static Barrier. Otherwise; Does tank have Reconstruct? If not, Resurgence. Otherwise; Do you have Force Surge, and your health is over 95% and/or your Force is 50 or more points below max? Consumption. Otherwise; AE Damage of any kind affecting 2 or more players? Force Bending > Revivification, placed where you can benefit from it as well. If you've freshly placed Resurgence on the tank and you need Force Bending, hit yourself, an offtank, or one of the melees who routinely take damage with it just for the proc. Someone need healing? Triage time! Green (Minor): Tank? Wait for yellow. You or a DPS? You and they should stand in Revivification to heal/pewpew. Heroes before Herps.™ I strongly advise going wherever your Revivification needs to be and stand in it. If damage is somewhat continual, Resurgence. Yellow (Moderate): Static Barrier > Resurgence > Innervate. Refer to no. 6 above for general Force Surge guidelines. Dark Infusion filler as necessary. Red (Severe): If the burst healing phase is predictable, have Revivification down on the tank first. Pop a relic. Static Barrier before the relic if it's Crit/Surge or Alacrity, after if it's Power. Recklessness > Dark Infusion x2 > Resurgence > Innervate. Wait till you're back to Yellow to spend your Force Surges, unless you're about to cast another Force Surged Innervate or Force Surge will fall off without being spent. [*]Does the fight have some kind of hard-to-avoid AE mechanic or one where the boss targets people at random? Static Barrier whenever Deionized falls off. A note on Dark Heal: Dark Heal is now (as before) pretty situational. Basically, the only time it really works is if you're in a Red rotation and the player in question won't live to see the first Dark Infusion for whatever reason, either your other healer is dead or out of range, etc. In this particular case, the rotation for best burst healing would be to have Revivification down if possible, relic/adrenals, Static Barrier (before Relic/Adrenals if Crit/Surge or Alacrity, after if Power), Resurgence > Dark Heal > Innervate > Dark Infusion filler. This is a pretty rare occurrence, most of the time you can get through the vast majority of boss encounters without so much as touching Dark Heal, but it's a good thing to know in the tiny percentage of cases where it comes in handy. Dark Heal loses out on HPS and HPF vs both Dark Infusion and Innervate in pretty much all cases. Force Management: Back to the two resource thing. Things have changed for us. You now have to watch not only the Red Bars, and the mechanics of the fight breaking loose around you, and that DPS or other healer that's standing in the red circle of 'Don't stand here FFS', and your Force Bar, but also your own health bar as well. Here's some handy protips: If your health gets too high, (90% to 95% or higher) use Consumption whether you have Force Surge up or not, just be wary of going over two stacks. It seems counterproductive, but you should be trying not to be at 100% health, as this represents an untapped resource. In the event of stacking Consumption without Force Surge, generally I stay at one stack and let that stack fall off before using Consumption without Force Surge again. At 50% Force, I bring it up to two stacks instead, and again, wait for those stacks to drop before refreshing. I personally feel that 2 stacks is the absolute max you should sit at, since our native regen is more significant due to the general slowing of our healing pace. Triage section above applies to you, too. You're not alone. You don't have to bear the full burden of your resource mechanic by yourself, especially if your other healer hero homey is doing fine on his resource or has a free heal to toss your direction, it significantly eases your usage of Consumption. Basic common sense stuff, but if you're at full health when you throw down Revivification, Consumption first so you have something to heal. Consumption is always a net gain in force, although triple and quad stacking of the Consumption debuff puts you in a position where Consumption itself becomes your regen and you better have some beefy healing income to compensate. This is more practical in 16-player content than it is in the rest, however, and great caution needs to be observed in its application. Overhealing. This is the concept of wasting resources healing someone for more health than they needed. For all the comments I make in this guide about us being a dual resource healer and how to properly manage Force, if you're overhealing a lot on your single target heals, all this talk of force economy is basically for naught. You eventually develop a feel for how much you can heal for with a given heal. If you don't trust your feelings on that, a simple equation is to find out what actual increase to your base healing comes from your crit/surge by taking your surge multi and dividing it by 100, then multiply that by your raid buffed crit chance. That number is the actual average amount your heals are increased by your crit/surge combined. In my case, my Surge multiplier is 77%, and my crit chance raid buffed and stimmed is 40%. [77/100]*40=30.8, so my crit/surge combined multiply the noncrit base healing of my heals by 1.308 on average. If you're calculating Dark Heal or Innervate under Force Bending or Dark Infusion under Recklessness, make sure to take their increased crit chances into account during these calculations. You then multiply your noncrit base healing amount by that number to find the rough estimate of how much you can expect that heal to be good for on average to avoid overhealing. For example, my Innervate buffed but not stimmed heals for 938 a tick, or 4908 average across four ticks after being multiplied by 1.308, without Force Bending. With Force Bending it heals for 5630 average across all four ticks. So if I was going to Innervate someone with Force Bending, I'd optimally wait until they were about 6k health down before doing it to avoid overhealing. Even with lucky crits the chance of overhealing him and how much I do overheal is much lower than if I just launched into Innervate at the sight of a dropping bar. Gearing: Most of your equipment at endgame that's designed for healers specifically (Including set gear) is going to have a lot of power/alacrity enhancements. Personally, I ended up keeping the alacrity enhancements in two of my pieces and dropping the rest for crit/surge and power/surge enhancements (The latter of which comes from Columni Agent gloves.). I ended up retaining about 5% alacrity. The reason for dropping alacrity is that our resource is now limited like it wasn't before, having fatter heals and more/better crits will slow down our healing pace without necessarily harming our throughput that badly, which in turn will allow for native Force regeneration to play a slightly heavier role in a typical Operations boss fight that we used to cover up with Force Surge abuse. The other reason being that our emergency burst heal is now Static Barrier which is and always has been instant. We're not really what you go looking for if you're looking for massive burst healing single-target. Our healing is more AoE-centric and sustained, especially while min/maxing our resource. That being said, striking a somewhat even balance between all three of Crit, Surge, and Alacrity with Power everywhere else would be a fair tradeoff, as this way you avoid hitting Diminishing Returns on your ratings for which it may apply. Additionally, for Columni (and Rakata) tier gear, the Armorings for a specific slot are interchangeable without disrupting the set bonus, and because the daily lockout has been removed from Hard Mode Flashpoints, you have more flexibility in gearing yourself. Personally, I'd switch any Force User armorings with Resolve ones for the same slot (By getting both the Force Mystic and Force Master piece for a given slot and mixing/matching the best combinations of components), and also work on replacing one piece of either your Head, Chest, or Legs slot with an Augmented Custom-quality crafted piece, as well as your light saber/vibrosword. You don't necessarily need to swap out the Mods for the ones with the highest willpower, as the amount of power or crit on the lower Willpower ones is enough to compensate, as long as you're not hitting DR on Crit. When you start getting Campaign gear, you can replace every one of them with the Custom piece of your choice, including augment slots on your Chest, Head, and Leg slots as well as potentially your wrists/belt (If you're a Synthweaver), and accessories. The only reason we don't do this with Columni/Rakata equipment is primarily because the new mechanic of set bonuses being grandfathered over to the Custom piece with the armoring only applies to Tier 2.1 equipment and beyond. Stat priority is Willpower over Endurance in terms of primary stats, and Power > Crit/Surge > Alacrity on the secondaries. Changelog: 4/23/12 Found a discrepancy in my Triage priority thanks to Aurojiin. 4/24/12 Added notes/clarifications about the build (Aurojiin, Gruddy) and Consumption/Noble Sacrifice always being a net gain in force (Daellia). Added note about Campaign gear. Fixed some of my custom Englishin' ****. 4/26/12 Finally caved on the Lightning Barrier thing, including a low crit and a high crit build. Stopped being a moron about the wording on the Triage section, resulting in a significant amount of deep cleansing thereof. 4/27/12 Dropped minimum number of damaged targets for Salvation/Revivification down to 2 instead of 3 due to finally getting around to working out the math on its HPF under Conveyance. (XtremJedi ) 4/29/12 Adding notes about Benevolence/Dark Heal usage and overhealing. (schmidtyfi) That's about it. Feel free to comment on and/or criticize my work, and if you point something out that can be blatantly improved upon, I'm not too big for my britches to edit it in while giving you proper credit for making it better.
  18. Thx man. Yeah I think what you just said pretty much applies to all healers in the current state of the game in PVP. Also woot, instasticky!
  19. Reserving for specific boss healing tactics!
  20. Purpose: Street Cred: Guide starts here: As for my take on the changes, I'll summarize and wrap up this preface as follows: We are no longer a single-resource healer. We are now a dual-resource healer. This is the core of our resource mechanic now, like it or not, and learning how to be more observant of our health totals in addition to our force pools will be the difference between succeeding and failing as we move forward with the content. Barebones stuff: In the beginning Welcome to Seer Healing in 1.2! The community thanks you for your contribution, no matter how much they insist otherwise! Let's get down to brass tacks. The Build: 32/7/2 High Crit I define 'High Crit' as ~35%+ after Agent buff and Companion affection. I consider 40% crit total to be soft cap, since that's when you're guaranteed to crit with Force Potency + Deliverance. 32/7/2 Low Crit This is the one for those with lower than 35% buffed crit. There are quite a few viable alternatives to these two, that are up to personal preference, but I consider these two to be the best. Priority Flowchart for 1.2 Seer Healing: Before the fight, Force Armor everyone and Meditate. Are you unfortunately in the interrupt rotation? If so, Mind Snap as necessary, reserving the right to make known your protests for having been reduced to doing so. Otherwise; Does the fight have a stacking cleansable debuff mechanic? If so, Restoration. Otherwise; Does tank have Force Imbalanced debuff? If no, Force Armor. Otherwise; Does tank have Force Shelter? If not, Rejuvenate. Otherwise; Do you have Resplendence, and your health is over 95% and/or your Force is 50 or more points below max? Noble Sacrifice. Otherwise; AE Damage of any kind affecting 2 or more players? Conveyance > Salvation, placed where you can benefit from it as well. If you've freshly placed Rejuvenate on the tank and you need Conveyance, hit yourself, an offtank, or one of the melees who routinely take damage with it just for the proc. Someone need healing? Triage time! Green (Minor): Tank? Wait for yellow. You or a DPS? You and they should stand in Salvation to heal/pewpew. Heroes before Herps.™ I strongly advise going wherever your Salvation needs to be and stand in it. If damage is somewhat continual, Rejuvenate. Yellow (Moderate): Force Armor > Rejuvenate > Healing Trance. Refer to no. 6 above for general Resplendence guidelines. Deliverance filler as necessary. Red (Severe): If the burst healing phase is predictable, have Salvation down on the tank first. Pop a relic. Force Armor before the relic if it's Crit/Surge or Alacrity, after if it's Power. Force Potency > Deliverance x2 > Rejuvenate > Healing Trance. Wait till you're back to Yellow to spend your Resplendences, unless you're about to cast another Conveyed Healing Trance or Resplendence will fall off without being spent. [*]Does the fight have some kind of hard-to-avoid AE mechanic or one where the boss targets people at random? Force Armor whenever Force Imbalanced falls off. A note on Benevolence: Benevolence is now (as before) pretty situational. Basically, the only time it really works is if you're in a Red rotation and the player in question won't live to see the first Deliverance for whatever reason, either your other healer is dead or out of range, etc. In this particular case, the rotation for best burst healing would be to have Salvation down if possible, relic/adrenals, Force Armor (before Relic/Adrenals if Crit/Surge or Alacrity, after if Power), Rejuvenate > Benevolence > Healing Trance > Deliverance filler. This is a pretty rare occurrence, most of the time you can get through the vast majority of boss encounters without so much as touching Benevolence, but it's a good thing to know in the tiny percentage of cases where it comes in handy. Benevolence loses out on HPS and HPF vs both Deliverance and Healing Trance in pretty much all cases. Force Management: Back to the two resource thing. Things have changed for us. You now have to watch not only the Red Bars, and the mechanics of the fight breaking loose around you, and that DPS or other healer that's standing in the red circle of 'Don't stand here FFS', and your Force Bar, but also your own health bar as well. Here's some handy protips: If your health gets too high, (90% to 95% or higher) use Noble Sacrifice whether you have Resplendence up or not, just be wary of going over two stacks. It seems counterproductive, but you should be trying not to be at 100% health, as this represents an untapped resource. In the event of stacking Noble Sacrifice without Resplendence, generally I stay at one stack and let that stack fall off before using Noble Sacrifice without Resplendence again. At 50% Force, I bring it up to two stacks instead, and again, wait for those stacks to drop before refreshing. I personally feel that 2 stacks is the absolute max you should sit at, since our native regen is more significant due to the general slowing of our healing pace. Triage section above applies to you, too. You're not alone. You don't have to bear the burden of your resource mechanic by yourself, especially if your other healer hero homey is doing fine on his resource or has a free heal to toss your direction, it significantly eases your usage of Noble Sacrifice. Basic common sense stuff, but if you're at full health when you throw down Salvation, Noble Sacrifice first so you have something to heal. Noble Sacrifice is always a net gain in force, although triple and quad stacking of the Noble Sacrifice debuff puts you in a position where Noble Sacrifice itself becomes your regen and you better have some beefy healing income to compensate. This is more practical in 16-player content than it is in the rest, however, and great caution needs to be observed in its application. Overhealing. This is the concept of wasting resources healing someone for more health than they needed. For all the comments I make in this guide about us being a dual resource healer and how to properly manage Force, if you're overhealing a lot on your single target heals, all this talk of force economy is basically for naught. You eventually develop a feel for how much you can heal for with a given heal. If you don't trust your feelings on that, a simple equation is to find out what actual increase to your base healing comes from your crit/surge by taking your surge multi and dividing it by 100, then multiply that by your raid buffed crit chance. That number is the actual average amount your heals are increased by your crit/surge combined. In my case, my Surge multiplier is 77%, and my crit chance raid buffed and stimmed is 40%. [77/100]*40=30.8, so my crit/surge combined multiply the noncrit base healing of my heals by 1.308 on average. If you're calculating Benevolence or Healing Trance under Conveyance or Deliverance under Force Potency, make sure to take their increased crit chances into account during these calculations. You then multiply your noncrit base healing amount by that number to find the rough estimate of how much you can expect that heal to be good for on average to avoid overhealing. For example, my Healing Trance buffed but not stimmed heals for 938 a tick, or 4908 average across four ticks after being multiplied by 1.308, without Conveyance. With Conveyance it heals for 5630 average across all four ticks. So if I was going to Trance someone with Conveyance, I'd optimally wait until they were about 6k health down before doing it to avoid overhealing. Even with lucky crits the chance of overhealing him and how much I do overheal is much lower than if I just launched into Trance at the sight of a dropping bar. Gearing: Most of your equipment at endgame that's designed for healers specifically (Including set gear) is going to have a lot of power/alacrity enhancements. Personally, I ended up keeping the alacrity enhancements in two of my pieces and dropping the rest for crit/surge and power/surge enhancements (The latter of which comes from Columni Smuggler gloves.). I ended up retaining about 5% alacrity. The reason for dropping alacrity is that our resource is now limited like it wasn't before, having fatter heals and more/better crits will slow down our healing pace without necessarily harming our throughput that badly, which in turn will allow for native Force regeneration to play a slightly heavier role in a typical Operations boss fight that we used to cover up with Resplendence abuse. The other reason being that our emergency burst heal is now Force Armor which is and always has been instant. We're not really what you go looking for if you're looking for massive burst healing single-target. Our healing is more AoE-centric and sustained, especially while min/maxing our resource. That being said, striking a somewhat even balance between all three of Crit, Surge, and Alacrity with Power everywhere else would be a fair tradeoff, as this way you avoid hitting Diminishing Returns on your ratings for which it may apply. Additionally, for Columni (and Rakata) tier gear, the Armorings for a specific slot are interchangeable without disrupting the set bonus, and because the daily lockout has been removed from Hard Mode Flashpoints, you have more flexibility in gearing yourself. Personally, I'd switch any Force User armorings with Resolve ones for the same slot (By getting both the Force Mystic and Force Master piece for a given slot and mixing/matching the best combinations of components), and also work on replacing one piece of either your Head, Chest, or Legs slot with an Augmented Custom-quality crafted piece, as well as your light saber/vibrosword. You don't necessarily need to swap out the Mods for the ones with the highest willpower, as the amount of power or crit on the lower Willpower ones is enough to compensate, as long as you're not hitting DR on Crit. When you start getting Campaign gear, you can replace every one of them with the Custom piece of your choice, including augment slots on your Chest, Head, and Leg slots as well as potentially your wrists/belt (If you're a Synthweaver), and accessories. The only reason we don't do this with Columni/Rakata equipment is primarily because the new mechanic of set bonuses being grandfathered over to the Custom piece with the armoring only applies to Tier 2.1 equipment and beyond. Stat priority is Willpower over Endurance in terms of primary stats, and Power > Crit/Surge > Alacrity on the secondaries. Changelog: 4/23/12 Found a discrepancy in my Triage priority thanks to Aurojiin. 4/24/12 Added notes/clarifications about the build (Aurojiin, Gruddy) and Consumption/Noble Sacrifice always being a net gain in force (Daellia). Added section on Campaign gear. Fixed some of my custom Englishin' on some *****. 4/26/12 Finally caved on the Telekinetic Defense thing, including a low crit and a high crit build. Stopped being a moron about the wording on the Triage section, resulting in a significant amount of deep cleansing thereof. 4/27/12 Dropped minimum number of damaged targets for Salvation/Revivification down to 2 instead of 3 due to finally getting around to working out the math on its HPF under Conveyance. (XtremJedi ) 4/29/12 Adding notes about Benevolence usage and overhealing. (schmidtyfi) That's about it. Feel free to comment on and/or criticize my work, and if you point something out that can be blatantly improved upon, I'm not too big for my britches to edit it in while giving you proper credit for making it better.
  21. I agree with this. Between all the force you're getting (or not spending) from Momentum/Victory Rush/Force Rush/Effluence and the returns from Shien form, if you use that form, you really don't need to reduce the cost of Freezing Force. You're probably best off shaving some of the filler talents from the Focus tree and getting some of the bread-and-butter defensive filler in the Vigilance tree.
  22. Gonna have to stop you right there, I am a healer before I'm a Vigilante and you're not speaking for me. I'd argue the opposite. As a DPS, the healers have better things to do than to compensate for the Guardian's vulnerability they sign on to just because of being a melee. Then there's mistakes that cost you health. I think a lot of raid encounters just work better when melee are willing to medpack themselves out of the danger zone and let the healers top them off (if the raid damage is otherwise low impact). I'm saying this as a healer too. DPS that hollar for heals when I need to keep the tanks up first and myself and the other healer up second piss me off. As for healers calling out medpack use, by the time that happens the healer is already either down on resources and/or cooldowns, and those resources and cooldowns would be in greater supply if the DPS medpacked preemptively. As a DPS, if the proverbial **** has hit the fan, you're of tertiary importance behind the tanks and healers. Lol RuQu said it best, check my sig line.
  23. Too bad set bonuses don't go with the armoring until you get into 61s.
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