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kickinhead

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Everything posted by kickinhead

  1. Well, it's sth. very different if you have 2 healers and maybe even a tank in the group than just one healer, because: Ppl don't really spike dmg well yet, this is obviously partially because there are no operation-sized WZ-groups, so the main thing where healing is really UP right now (just theory-crafting by me of course) doesn't really show yet. So if you just have 1 Healer, he would be able to heal up quite a bit of pressure (if he doesn't get interrupted/CC'd well) but he will be sniped so easily, that he basically will be a free-kill. If you have a second-healer though that can heal the other healer and keep him alive (with the 8% Heal-Bonus) and maybe a Tank guarding the healer that gets spiked (yes, you cannot just leave your guard on 1 target all the time and if the opponent doesn't spike, you shouldn't guard the healer at all, but another target with high armor-rating) healing up pressure will work fine. The main Problem with the Healers is IMHO, as written before: Too long Casttimes (if ppl start playing smart and know when to take out DMG and when to take out healing done with their CC/Interrupts/Stuns etc., this will come into play heavily) and almost no Healing that can be dished out in under a second. @ninini: Don't be upset just cuz ppl don't share your opinion.... -.-°
  2. Completely have to disagree here; healing is WAY underpowered in so many ways: - Almost all heal-spells have rather long casttimes; Interrupting crucial heals such as Salvation will shut down a big portion of healing in moments where healing is needed and as a DMG-Dealer, you pretty much control when the Healer will have to heal, so stunning/CC'ing or interrupting him during those times often means 1 frag for your team. - There isn't really that much good heal against spikes: Go in with 4 DMG-Dealers or later on with a well-organized 8-man-group and start spiking targets: The amount of DMG that can be dealt in under 1 Second is ridiculous compared to the amount of Heal possible in that amount of time. - Healers get way less medals: Yes, this matters - try farming 30k Valor as a Healer in WZ's per day... - A Full-Heal-specced Sage has almost no survivability, but better heal and Mana-Management than a Hybrid-build and some sort of hybrid will have decent CC and even DMG, but runs out of mana very quickly. So try finding out which build the Sage plays: If he uses Salvation - Full Heal: Spike him down If he has instant CC, his Bubble/Force Wave stuns or if he does decent DPS: Pressure on other targets until he runs OOM. If he is guarded/healed well: Harder to spike, but easier to pressure, cuz the player guarding him will get DMG mitigated through the Sages Armor-Rating, which is way lower than the Tanks obviously. And cuz spike-DMG cannot really be healed by Sages anyways, just spike sth. down that isn't guarded and maybe CC/Interrupt the their Healer. I predict that Healers will need a very strong buff as soon as Bioware allows Operation-sized Groups in WZ's and ppl will start spiking DMG, cuz Healers may be decent at Healing up pressure, but they totally suck against spike-DMG.
  3. 8 Seconds is no burstheal, nor is even 1.5 seconds.... Burstheal is for me healing in under a second, cuz thats about how long it takes to spike a target down. So you basically have 1 reju which you can put on the ally before they spike him and 1 bubble you can use during the spike and maybe the trance, cuz the first tick is instant and if the ally is protted well, you can also use the other ticks to heal him up. But thats almost no Heal against the potential of the DD's the dish out thousands of DPS instantly. And yes, of course there is some class-envy if you wanna call it that way: Other classes get 2 of the Medals from the Healer for free and get way more Medals for dealing DMG, cuz you get both Medals for dealing DMG as well as killing enemies, whereas you don't get medals for keeping allies alive, but only for healing. Also, you don't get medals if you slow down, interrupt or CC enemies, or free allies from conditions which essentially makes the DMG-dealers job much easier, so you even help them getting medals, while you get none. The other thing is just simple math: the amount of burst-heal and/or preventative Prot-spells is too low compared to the DPS-potential of other classes.
  4. Whats there to figure out? If you want to get medals, you HAVE to deal DMG, get kills etc. so as a "Healer", your basically forced to make a Hybrid-build. I also do quite a bit of Healing with my DPS-Sorc Build (~150k) and I spam the Bubble and CC around, but I also deal a lot of DMG (~350k), but I wouldn't consider myself a Healer by a long shot. With the build I have now, I make 4 times the Damage of a Full-Healer, Heal about 1/3 as much, got way better CC, Stuns and survivability and I make nearly double the amount of Medals I made with a Full-Healer - There definitely is an imbalance there. It's ridiculous if you compare it with Shadows/Assa for example: They get 2 Medals for free with the trinket-abuse, then they get 2-3 for free for guarding (I mean: the Healer has to keep them alive, they can just throw their guard at sth.), then they deal a lot of DMG and they stay alive long enough to really farm those kills and the DMG. No wonder that so many Assa's get Valor-Ranks so quickly...
  5. Just a small update: I feel like that over the last few days, the number of BG's I was able to join slightly increased, but the number of times where the reps were 1+ player less (more often than one player less, it was two or more) is just ridiculous. Let me recap my 20 or so BG's I've played yesterday: - In at least 10 of them (sadly no joke), we were 6 or 7 players against a full team of imps. - When we were 8 players, the Imps would sometimes get the bug that got them 11 Players (happened once or twice on the imp-side, but also once on our side to be fair) - 3 of my wins didn't count, even one game of Huttball that went for the full duration and was a solid 8v8 (at least in the beginning, they started to leave after we got way ahead). - In several games, players from our side got a disconnect (I don't know about the imps). - Two core-players I often play with stopped playing BG's, because it was just too annoying to deal with all this stuff. - Everyone I've talked with on TS3, Guildchat etc. is reaaaally getting quite frustrated. In addition to that, we always get completely outnumbered by the imps on Illum and until the dailies get reset (1 o'clock in the afternoon), you still have NO CHANCE to find a BG or even a FP on lvl 50. Wouldn't you guys be frustrated experiencing this?
  6. I didn't say that there isn't anything wrong with Operative/Scoundrel as well.... Besides: Those two classes have very different Functions and strenghts in PvP: - The Sage is Crowd Control, Prot and Keeping your team alive/healing them up during pressure - The Operative has stealth and much better burstheal to keep single targets alive. There is no doubt that the Scoundrels AoE-Heal is worse than that of the sage and that he probably will get lower numbers in healing, but if I had to make an 8-man PvP-Team, 1 of the two healers would surely be a Scoundrel, mainly because of "Emergency Medpack" + "Emergent Emergencies", which is basically the best skill in the game you can use on a regular basis to counter single-target spikes. So if you don't like Kolto-Cloud - don't skill it and let the Sage do the AoE-Heal. I still think, even with the Scoundrels Emergency Medpack, that the single-target Burstheal on the Healers is way too low. I cannot imaginge what ppl will do if 8-man Groups in PvP start really spiking down single-targets every ~10 seconds. The Amount of DMG that can be thrown at a target in under 2 or even less Seconds is huge compared to the amount of heal/prot that can be dished out this way... You basically only have the Bubble, Rejuvenate and Emergeny Medpack that could constantly heal againstt spikes on the healers side. I get that you also have Guard, Interrupts, Stuns and other CC to fight off Spikes, but a good caller and good support will negate these things pretty handily during a Spike. Maybe I'm not seeing sth. or I compare this game too much to Guild Wars, but in GW, you had much more Prot-Skills on the healers and the infuser was able to regrant a single-target more than half of it's health back in a quarter of a second. In the same amount of time, you can maybe heal a target for one tenth of their live back in SWTOR and from what I've seen so far in SWTOR (Valor-Rank 56), the amount of DMG compared to live is very similar to GW, but the amount of Healing is way way waaaaay worse.
  7. Being the best pure Healer doesn't mean the class is good and/or even balanced. The Sage should be the best Healer by far, cuz he is basically a healing Glass-Canon and in all my games of playing PvP I've seen it two times that a sage got over 500k Heal and this involved heavy use of Trinkets and lots of lucky AoE-Heals. Most of the time, I get the most heal out of the BG with 250-300k, if there is no Commando in the BG, which get around 350k. I've recently noticed seeing less and less Sage's Healing and more and more Commando/Scoundrels, of course this can also mean ppl experimenting a bit more and doesn't mean Healing Sages are UP, but it shows a certain tendency IMHO. Out of the 5-6 Healers that are constantly doing well in PvP and are Champion or higher, I know 3 that switched to a DPS-Sorc and the highest PvP-rated player r65 in PvP, who is playing a Commando, now switched from pure DMG to a Hybrid DPS/Heal-Build.
  8. Is it possible to switch you chars to another server? Cuz if yes, I would do it in an instant! I don't think it's possible yet though...
  9. Not entirely. Healers generally get the low end of the stick but in certain points yes: Sages are worse than the other healers, although I kinda looked at them as the main-healers of the game. Kommandos get higher numbers and have a much better burst-heal and survivability and Operatives get better single-target heal, burst-heal, stealth etc. This Thread isn't really about which Class is the best Healer though...
  10. Partly true, but If you get less medals, lower numbers and get killed that easily even if you try to play very well it gets annoying. I love playing Healers, I was a Healer in one of the best PvP-guilds in Guild Wars for years and I felt right at home playing a Sage, but I still enjoy playing my DPS-Sorc more and I get way more Medals, higher Numbers and I greatly feel that I make a bigger impact on the game than with my Healer.
  11. It's EVERY DAY! Yesterday, which was Saturday, i couldn't find any BG's until like 4 P.M. and in the Evening, we had to w8 10-15 Minutes for a BG and out of 10 games, we had about 8 where we were 6 reps VS. 8 Imps for at least the first few Minutes (which is GG most of the times). Most of our core PvP-team is now twinking and playing low-level PvP because of that. This is IMHO not an Issue about SWTOR having to less players, but about certain Servers just having low Numbers, when you could easily fix this problem by combining a few Servers or making PvP span upon more than 1 Server!
  12. Nice, but theres a difference if they play on 1 Server or on 10'000... -.-° On our Server, it's a very big problem and every high-end player I know is getting really annoyed. Wouldn't you be? Paying to play with other players but not finding any players for BG's or Flashpoints before 5 P.M.? W8ing for ppl reaching 50 could help, but in my experience, over the last week, there were more ppl that stopped playing, started twinking or stopped playing PvP tha new ppl starting to play high-end PvP, thats only my subjective feeling I go though.
  13. Aloha guys I'm a Champion Sage and have been playing a Full-Heal for most of my time in both low and high-end pvp an there are just too many drawbacks for playing a Healer and especially a sage-healer in PvP: Medals: As a Healer, you get way too less medals and the few medals you should get as a healer (two of the single-heal Medals) can be easily obtained by any Class/Spec even before the game starts, by taking your clothes off and on again and using an item. There are also no medals for supporting well, like removing debuffs, using slow and I still don't know if my Shield even counts towards healing, although it's basically the spell that absorbs most of the DMG and therefore in some way heals the targets, in my arsenal. Why not Introduce some more Medals for stuff like: - Removing debuffs - Interrupting Enemies - Slowing enemies over a certain amount of time - Stunning or CC'ing enemies Sage has no fast Burstheal: If a target is getting attacked, you can basically shield them and the next best thing to heal/protect DMG really fast is a 1.5 Second skill that can easily be interrupted and heals way too less DMG. I guess thats one of the main reasons why many teams are now playing Operatives and Commandos etc. in PvP, they also have a higher survivability than the sage. There are too many Skills in the Tree that are just horrible: I'm mainly talking about Valiance and Egress. I doubt anyone would invest 4 points in those horrible Skills... Noble Sacrifice is one of the worst skills in the game IMHO and if you use it, then surely only with the Resplendence-buff on. Valiance is actually so bad, even trippling it's % HP-Loss Bonus would still not make it a skill i'd put any points into. Egress is just as bad: 3 seconds is way too less and/or the Speed-buff of 20% is too less. Triple one of those and I might think about putting points into this one. Too easily killed compared to other classes: Why is it that Classes like the Assa/Shadow get extremely high DMG-numbers and are still tanks and a Healer that can't even heal away the DMG dealt by this class and most others goes down so much easier? Either give the Healer more survivability or make tanks deal less dmg. Sets: The Healer PvP-Set has incerdibly bad Set-Boni. They are actually that bad, that I bought the DMG-Set even as a Healer, although you got Precision-ratings on them (I was even taking out Mods of the sets and replaced them with Mods of PvP-sets i had multiple times). The 3 Seconds less lockdown on the shield isn't that bad, but it still deservers a bit more love but the Set-Bonus for 4 Pieces is just a joke compared to the one of the DMG-Set that heavily improves Force-Potency, which is also a very powerful skill if you are a healer. Generally too low numbers: The Amount of Health restored for the amount of time spent on the ability is way too low compared to DMG-dealers. 1.5 Seconds for like 1200-1500 health is easily matched and even greatly surpassed by DMG-dealers and even the AoE-Heal, which is IMHO one of the best Skills of the Sage (Healer) and one of the few that truly sets him apart from other healers is "only" a heal over time and my DMG-Spec that I now use as a Sage does way more AoE-Dmg in the same amount of time AND all the spells are instant and cannot be interrupted! (Im using a presence of mind+Telethrow+Telewavebuild, that can basically cast every telewave instantly). I really hope that Bioware addresses some of these Problems, cuz I really like playing a healer, but if I do double the amount of DMG with my new spec I was able to heal with the old one, with better CC and double the amount of medals gathered even if I don't play my best, It would just be stupid of me playing a Heal- or Support-Sage.
  14. If you're talking about 3v3 Arena, I'm not really liking the Idea, cuz it would make balancing very hard and could easily end up messing up the balance of larger groups. If you talk about like 5+ players Arena, why not? I mean, I don't like it, cuz just deathmatch is just strategically not very appealing. I would ver much like playing in teams of 6-8 on the current maps though and have a ranking for my teams and myself or the guild that plays together. Even premade groups of 8 would be much appreciated.
  15. Hi Guys. I'm currently playing a Sage on the German PvP-Server "Blotus the Hutt" and there are two huge problems on my Server that I guess many others are experiencing right now as well: 1) I'm playing reps and we are constantly outnumbered by the Imps: - On Illum, there are often double the amount of Imps - In Battlegrounds, the reps can be happy if they arent outnumbered by 2, but only by one player. I've played up to 5 games in a row where the reps had to play with 6 players against 8 of the imps - how can this still be possible? Why not at least give outnumbered players in BG's some sort of a buff? 2) Our server is gernerally underpopulated: - Before late Afternoon, you basically can't do anything at lvl50: You won't find a BG thats opening, even if you w8 for hours and you won't be able to find a group for Flashpoints or Operations, cuz in the Fleet, there are like 10 people. Even in the late Afternoon it gets pretty annoying nowadays, cuz the few ppl that actually played PvP are so fed up by constantly being outnumbered or not finding any BG's, that they are now twinking or stop playing entirely, which makes high-end play even worse. There are numbers of ways to balance the number of imps to reps, lots of MMO's have done it right before, like Warhammer, by giving the outnumbered side certain buffs for faster levelling etc. Also, I think it's really time to think about melting some servers together, cuz nobody wants to play on a server thats basically a ghosttown. At least you should be able to switch to another server, if nothing else. I really like this game and I love how the PvP is playing out for the biggest part, but I feel like this Issue is very important and needs to be dealt with ASAP or you'll loose A LOT of players in no time.
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