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rjavig

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Everything posted by rjavig

  1. again that last point is a preference. Id rather have it in efficient conversions(so my concussive charge can be more reliable and ammo doesnt need to be waisted) or first responder (so its a 100% of granting the alacrity buff when i crit and a better chance of being on 100% of the time) and etc. your builds arent bad but again psych aid is not a required talent at all because the only ones that are needed cleansing can be cleansed by your normal cleansing ability without the psych aid point. at least the important ones that actually can hurt your raid.
  2. Titan 6 as far as i know doesnt have much necessity to cleanse, zorn & toths main debuff you need to cleanse is do able even without it if i remember since its been a while. also for styrac its not really again a necessity to cleanse. also like i said that 1 point is more of a players choice because it can either make concussive charge a more reliable raid heal without needing to waiste ammo on it. and etc, etc.
  3. can you please remind me the fights that have that? I honestly don't remember not being able to cleanse effects during hm s&v, tfb or any ops. (Except the force ones in tfb that no commando can heal of course)
  4. I personally do not believe your gimping yourself by not taking psych aid because I do really good heals per second without it and without removing mental effects. Usually a lot of the times everything is cleansable without it.lf there is a dot thats cleansable ONLY by mental that is very dangerous for the group and if its not cleansed it kills everyone I would like to know (because I have not ran into it at all in any operations). Though everyone has there own heal beliefs and what we should spec as. so if that spec works for you then keep on doing what your doing. As long as the raid does not die your all good
  5. I have full power augments on my commando. reason being since im a combat medic power gives more bonus heal then aim augments. even though its a few decimal different of how much. but it adds over time. people would say use aim just for the extra crit but if your at 30% (which i am) it would be a waste to use the aim augments over power. since you dont want to go over 30%
  6. true sorry you did not say anything about the healing of it. And it is true you can use it for the mental skill but i have never really suffered from not having it in fact. Even in hm 16 man s&v i did not run into any trouble of not being able to cleanse a mental effect. Like I said In the end psych aid is more of a players taste since you can survive without it.
  7. I like your guide for the most part being a commando healer i can see where you get your rotation. I dont know if this point was said or not but the only thing i dont agree with is your skill builds.. in fact i would not use any of those 3 (not trying to sound rude). the reason being is your gimping yourself in all 3 builds by adding psych aid. yes it might sound like your going to heal more but in reality how many times do you use your cleanse ability? i dont use it as much and that 1k heal isnt much to go gaga over and if your just trying to do heals then it would be wiser for a kb or adv probe. or any other heal for that fact. The best build I have noticed for me at least is 36/8/2. for combat medic the things i left out were combat shield, med zone, treated wounds, and psych aid. Of course though psych aid and efficient conversions can be a skill that might not matter much and be a personal players taste but in my opinion making your cc free makes its much more reliable as a raid heal then having it cost you ammo. especially when bosses have aoe raid damage where you can throw kolto bomb and also do cc right after and healer everyone. even up to 16 with kp and cc. usually with this build i give out above 3.2k - 3.5k hps or around there (in flashpoints hard mode) then maybe 3.5k - 3.8k hps (in 8 man ops) and for 16 man i hit around 3.6k-4.2k hps usually now and sometimes a bit higher, and for gear now.. I have my gear stated to give me 955 bonus heal, 30% crit, and 75% surge with 4.17% alacrity. this way my heals can be optimized and i can throw up to even 10k heals. the reason alacrity is only 4% is because with our buff first responder it'll boost it to 7% or 8% (cant rmbr) and its very easy to crit and keep that up. then for augments i would recommend power and not aim just due to the fact that power gives more heal boost then aim and is more reliablet o give it a better upgrade. Though this build and optimization is mre for if your running a lot of operations and flashpoints. anyways nice guide still!
  8. first of all if talking about a healer vs dps yes you will lose if its 1v1. in reality this is like a modified rock - paper- scissors game. for the most part. dps beats healers, healers beat tanks, and tanks beat dps (technically speaking) for healing rotation is the same. if this is self healing you put tp on you, drop kolto bomb first then us concussion charge. attack when they get close again use adv prode. kolto bomb when hes slowed use hold the line. and then use med probe and so forth. of course your job as a healer is hop a dps takes care of the ones attacking you. if your completley alone electro net is very handy during the 3rd run. just incase if this is sloppy this is what i recommend.- -pre-attack- pre.1 put tp on yourself +after getting attacked+ 1. when stealther attacks you break the stun. use kolto bomb and hold the line and get a few space between you then attack with full auto 2. when he closes the gap drop adv. probe (if health is dropped inf not go to next part).-> then kolto bomb and concussion charge. then attack when hes away 3. when he again closes the gap use med probe (if health is dropped inf not go to next part). ->kolto bomb then hold the line when you get a bit of space use electro net 4. by the last gap use your shield. (for pvp medic have med zone and combat shield. reason is you get 20% heal bonus to yourself plus you cannot be interrupted wneh your shield is on) at this point just use super charge if you have it and heal yourself well and just attack and hope you dont die if concussion chargeis back use that and also kb always to slow down the person. and again as a commando healer or heals are pretty good after 2.0 especially when you knock back those attacking you with concussion charge you will get healed. you just have to adapt to the enemies team as well as what type of warzone your playing.
  9. I can see where your coming from, yes it would of helped but we are finally getting it so its an improvement (my hps have always been 1.7k+ so i healed fine through ops.) but for the aoe knock back. Like someone before me said In pvp thats a nice little trick. Pushing enemies away while healing those within your radius and doesnt force sweep do the same thing? anyways id have the heal knockback used if i was in a pvp group than just any old force sweep. As for pve in ops I am never close to any cc'ed targets. If I am the trash mob would most likely be not a problem since most trash is never an issue to heal through. Also in boss fights you don't cc anything. For example If EV nim is still up 2.0 which i think it is. When your doing the platform phase this would be another heal you could throw down while on the move. Other than that I am still going to heal just because it is very fun. I do agree with you though that we have to waste 2 points on a skill we dont need and it would be nice to have a better ammo management it would be awesome. But at least we are seeing some changes so I'm happy for the time being. Unless these changes prove to suck
  10. I don't know about that. I just read a few changes to the commando tree. 1. kolto bomb (3% heal buff ((still same)), BUT now leaves a heal over time, also slows down enemies who get caught in it) 2. our concussion charge will heal us and our allies (every healer gets this for there aoe) 3. trauma probe (15% heal increase, gains 3 extra charges, and reduces its rate limit by 1) So I don't know if this is all true, but if it is I think commando class will still be a fun class to heal as. So as far as pve is concerned a commando is a good healer. For warzones I can't say anything since I don't pvp
  11. You stated that you need a scoundrel for burst which a scoundrel is not a "burst healer" also im not the only one who stated that yes better then sage but not a "burst" healer. I stated that if you want burst heals/spike heals you'd go commando. Secondly you would not get enough kinf to do good burst heals. At max youd pull of 3 one after another each is a huge chunk of energy and cost ta in that instant, you'd not pull a ta or proc one, if you do your lucky. Also 4.3 seconds? were are you getting that? no its 2.8. 1.2 on adv. probe, med probe 1.6 then bacta infusion. i play a commando healer i know how long my cast are. also mt instant heal doesn't make it 4.3 its after adv. probe and med probe. yes using probe is good but doesnt heal as "burst" not high enough heals to consider it. If it crits 6k then Im wrong but as I see it scound/ops I also forgot to mention just because the tank is not under 30% does not mean there not in danger. like i stated they can be at 50% or even 60% and a boss does huge damage in hm or nim. for example bonecrusher, droid in kp, zorn and toth, and many other bosses so that is invalid point. I also mean sustained as in your heals as your hots and scan get energy back not like commandos who do not get energy from hammer shot. though those heals are not sufficient for spike damages, but yes back to the debate on hand. Sorc get out burst healed by ops/scounds, and definitely by commando/mercs. If you want burst heal go commando/merc with a sorc/sage or good single heals also go scound/op.
  12. 1. Im sure ta does not stack to 3 in 6/7 seconds since its proc is not so reliable. Unless you have a lot of time were you do not have to really heal which is only if your over geared for the run. 2. tanks have over 22k sometimes they might be just at 32% hp which is above that 30% were they will need heals so they are still in immediate danger. It alsmo "might not be unlikely but its very "Rare" to even happen so you would still be low energy after thats why its not considered a good burst heal. 3.injection dont you mean diagnostic scan? the channel that restores 2 energy per crit only. If your talking about kolto injection im sure thats the one that uses energy not gives back. 4. thats a spike heal, like Ruqu said, our burst heal usually comes from super charge cell were we can pull off more than just one adv. probe/med probe combo plus use kolto bomb for damage reduction. Yes it got nerfed but is much more heals during those 15 seconds of scc thanks to no cd on adv. probe.
  13. Yeas I think op/scounds are close to the better pvp healer I see the other two only really good when it comes to pve.
  14. the hammer shot laser is a bit awesome in my opinion I love using it. Also every healer is easy to spot. Sage cast aoe salvo so I spot that easily and there channel, also healing trance or the overtime channel is easy to spot its a bit like our hammer shot but it last longer. Scounds/ops is easy due to there scan same as our hammer shot its noticable
  15. If you mean the 2 set bonus stack as in have 2 of each shell then they should stack as long as your wearing the shell of the armor bonus you want to get.
  16. level 15 is not a really good level to have an opinion its at level 40 since each class gets there trump heal that helps a lot. Though for fun i do enjoy commandos but it depends on who plays the class and what they enjoy most
  17. By doing this you would need to have 3 tactical advantages to pull it off plus have your hot before this fight also you would be at 60 energy just from one go at it. If you only had one or two ta's you would not be able to even pull it off so this type of "burst" healing is not really good since you wouldn't even be able to do it more than one rotation of it and you would only be able to pull it off twice if it was allowed.
  18. Yes I can see were your coming from about burst healing how its a change from your normal rotation. What I meant about that is I only use bacta infusion when im at 10 ammo or the tank dropped below 50%. About scc i dont use hammer shot because I have my ammo recharge up still so I just burn ap/mp with kolto bomb for the damage reduction. That still is considered a burst heal since it is out of the normal core rotation it might of been weakened but its still the best burst heal out of all 3 classes. Also I am not saying that it is amazing, Im just stating from all the crappy burst heals ours comes out as the best still. Also how am I gimping myself by saving it until i am at 10 and below ammo or if tank drops low? I'm just curious at your view point.
  19. lol very funny you clearly dont know what a good burst heal is. scoundrels/ops are not good burst healers and thats a fact there good sustained healers. tell me can you heal 13k in 2.8 seconds? i think not.
  20. so far i have not seen a boss were you cant stand still for a while and shell out good damage and keep grav round on ive run all ops and all hm fps. though i do agree that they are both viable and are just different play styles
  21. Also just to sum it up a significant burst heal is healing 13k+ in 2.8 seconds which i can easily do a lot of times by popping advanced probe (1.2 seconds), med probe (1.6) and then followed by bacta infusion with relics its much higher. also remember burst healing isnt a constant thing thats the reason its called "burst" healing not sustained healing.
  22. actually for the first part yes we can mostly ignore 65% of the mechanics that force others to move if the aoes are not insta kills since the heavy armor and easy to heal ourselves. secondly we are just as mobile as, or a bit less than, scoundrels. hammer shot, kolto bomb is intsant, and bacta infusion So were WAY more mobile than a sage we have 3 insta heals a small hot from adv probe which beats the measly one insta heal from sage.
  23. yes its possible to do with two commandos but sage are called "raid" healers since there aoe heals the whole group while the other two classes only heal 4 people at max.
  24. 1. i dont think its a troll to say each is viable because most sage/sorc heal have to stand in one place and heal. also a lot of there heals per second are just overheals. 2.want a cookie for learning the obvious?
  25. thats not really true in all circumstances. if you think about it there are boss fights were the beginning of the fight you dont take "initial" damage. during that time most people can dps even healers except sorc/sages dont have anything to return force. in other words they dont use "strong" hits that waist force because they dont have anything in the long run as ops/scound and merc/commandos to return supplies without losing health or having to do a combo heal and not get force degeneration.
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