Iinvidia Posted March 3, 2012 Share Posted March 3, 2012 I have a 50 IA operative healer and im thinking to reroll a BH merc (already have sorc) but i dont want to reroll another heal yet until i know what they are goin to to fix the role of medic heals. The reason im posting this is because i dont want to wait around all the way unitl 1.2 and the stuff they do to the medic heals are not worth the time of me waiting. Dont get me ops healing has the potential to be a great healer i jus find myself questioning a lot of the tools they have like "kolto infusion" which i think is a waste and i never use because of the simple fact that you can use "kolto Injection" for only 5 eng more doesnt use TA and it heals harder with the cost of a .5 sec cast difference. To me i find the best two tools for a Medic ops is the "kolto Probe" Surgical probe" i find that the grp heal can come in handy but its a little rich for it not to be that great of a heal. DS is a good thing when everyone is a full health and you need to gain little eng back but that is not case when your in a HM and everyone seems to be dying down fast i find it really useless in moments like those. I realize the medic ops is a healing class on keeping your team top off but that is not always gonin to be possible in every HM and im sure every medic ops have had there share of crunch time when the team has dropped low and you desperatly find to jus keep them alive know you cant spam heals or youll be out of eng before you know it. If they want this to be a competitve healing class comped to the other two there would have to be a number of things changed 1. Allow TA to stack at least five times and if not used in time i dont think all the stacks should go away only one stack at a time, and allow more ways to grant TA. 2. Allow us to through shield probe on a grp member in case they are dropping fast and you need that extra time to know build up some eng to throw a heal. 3. GIve us more buffs to the team which if im correct we have none. 4. If this is goin to be a HoT class i think the heals over time should last a little bit long and heal a little bit harder. 5. For goodness sake make our interrupt 30m. 6. Kolto Infusion should be able to use with or without TA, if used with TA i think it should grant a buff and heal for a extra 500 HoT. But if not used with TA i think it should stand as a regular heal 7. Make our grp heal alot stronger than what it is because its laughable for the amount of eng. Those are just some of the things that would make a Medic ops healer ready to compete with the other two and im sure it wouldnt make them the "niche" of the pack of healers this is coming from a 50 healer geared. Please post some replies id like to hear what you guys have to say about it. Link to comment Share on other sites More sharing options...
Muuzz Posted March 4, 2012 Share Posted March 4, 2012 Hey I really like these ideas. Compared to (from what I have seen) Mercenaries and Sorcerers' healing, our class doesn't seem to be that great at healing indeed. The heals are ok, but we just run out of energy so fast and the regeneration get slower the more heals you use (unlike those 2 classes). The skill improvements are in my eyes quite realistic. I like the one where Infusion doesn't need TA because that flips me off aswell sometimes, and the group heal is a joke compared to that AoE heal sorcerers have. I would love to see a buff aswell, like the Mercenaries can gives you an incoming healing increase for a certain amount of time. I do have a suggestion of my own: Reduce the energy cost of Kolto Injection by 5 or 10 energy. Most of the time I'm just spamming Kolto Probe to get me my TA, then use Infusion just because of the +15% crit chance it gets from my set bonus. Not that I never use Injection, but to use a skill that consumes 25% of my energy for a heal that doesn't differ that much from Infusion (which, in my case, should have a crit rating of 52%) isn't very attractive to me. That's just some thoughts, you've basically said the rest I had in mind Link to comment Share on other sites More sharing options...
IronJelly Posted March 4, 2012 Share Posted March 4, 2012 I don't think we're supposed to be a primarily HOT class. I think Kolto Probe is just a quick sort of flick-of-the-wrist heal you should toss on someone who takes a hit before going back to focussing on healing the tank. We excel IMO at single target healing in Ops groups. The AOE heal too, shouldn't be our primary heal, it's for that "Oh ****!" moment when a boss has an AOE attack, but it's not energy-cost effective for more use than that. Granting TA too often is a bad thing as that trivializes the job of using it as a resource. How I would handle Ops changes: 1) Kolto Infusion should either be faster than now, or heal for more than it does now. a slightly faster, but slightly weaker heal that uses up our TA is almost never worth it. The difference between my KP at 1.8 seconds, and my KI at 1.4 isn't enough to make it worth using for a lower heal. 2) TA: I agree that it could either stack a bit more or last a bit longer. I may not go as many as 5, since you don't want SP to become the only heal we need. What I would like to see for TA is the same 2 stack limit, but at least 45 seconds to a minute to use it. Then have each stack make Adrenaline Probe's cool down run 5% faster while it's active. This would help our energy management in an indirect, unique, and interesting way, and could also benefit the non healing specs. 3) I agree that we should have more range on our interrupt and that we should be able to heal through shield probe. Link to comment Share on other sites More sharing options...
Toogeloo Posted March 4, 2012 Share Posted March 4, 2012 (edited) I don't use Kolto Probe for the healing factor other than when I am dropping between Soa Phases. I stack Kolto on as many people as I can whenever I can. I use it as my primary Tactical Advantage producer to constantly keep me at 2 stacks. I use Injection and Probe as my two main heals except if I need to get someone up quick in which case I will use Injection and then Infusion (due to my 4pc set, Infusion actually helps against a bursted player). I rotate in Scan when my energy is at 70 or less and I rarely ever have issues. I use the AoE heal a lot, usually casting it on myself as I position myself to hit the bulk of the players that need it, and then using a quick Scan to get energy back. I find a probe or two with the RN will keep most damaged players without agro in the healthy to full range. The things I think need the most help... - I agree we need to have Shield Probe castable on other players.- I think that RN needs a bigger Heal (~40-50% more), but keeping it at 4 targets is fine. Energy cost is fine.- I think Kolto Probes should last 3-6 seconds longer.- Talented Scan needs to give 3 Energy back per crit.- I think Tactical Advantage needs to last about 5 seconds longer. 2 Stacks is fine.- I think Kolto Infusion needs a +25% of value HoT after it's primary effect. Would make for a good one/two follow up to Injection.- I think our Set Bonuses need to be retuned. Give 5% Bonus to Healing Effects for 2+, and +15% Crit chance on Shield Probe for 4+ for PvE sets. Give increased absorption rate on Shield Probe for 2+, and allow TA to stack to 3 stack on 4+ for PvP sets.- Alacrity should only be on 3 pieces of Gear at most. I would suggest Weapon, Chest, and Legs. Everything else should be Power and Surge or Crit and Surge. Being unable to remod our Ear or Offhand sucks. Edited March 4, 2012 by Toogeloo Link to comment Share on other sites More sharing options...
IronJelly Posted March 4, 2012 Share Posted March 4, 2012 Being unable to remod our Ear or Offhand sucks. Quoted for Truth Link to comment Share on other sites More sharing options...
vendorune Posted March 5, 2012 Share Posted March 5, 2012 1. Hell no! Adding even 1 to TA stack would significantly change class mechanics. Currently you only get 2 for a reason - if you have 2 (max) you can use 1 and still have 1, but its your last one. Which forces you to either regain it so you go back to 2 or use your last one. This decision an oper has to do every time he just used one of his two! You are either blatantly asking here for EASY MODE or you just haven't learned this class yet. 2. Fine by me. I don't know what the tanking peeps will think of it... 3. What buffs? You feel lonely and need someone to thank you for something? 4. This is not a HoT class, drop it. 5. Fine by me. Do you include Flash Bang in that? Maybe you should list the interrupts... 6. Another Hell no! I can really go for more hps on many fronts, but making TA optional on Kolto Infusion will (again) screw class mechanic. Why would you cast Injection if you can just spam Infusion all the time and sometimes pickup the benefits of random TA? This idea is again to put us in easy mode. 7. Group heal is fine. This is not a "spread-heal" type of game. Link to comment Share on other sites More sharing options...
reverendsaintjay Posted March 5, 2012 Share Posted March 5, 2012 1. Hell no! Adding even 1 to TA stack would significantly change class mechanics. Currently you only get 2 for a reason - if you have 2 (max) you can use 1 and still have 1, but its your last one. Which forces you to either regain it so you go back to 2 or use your last one. This decision an oper has to do every time he just used one of his two! You are either blatantly asking here for EASY MODE or you just haven't learned this class yet. One change that would fix my problem with TA is this. If you use your Tactical Advantage, the countdown timer on your remaining TA should be reset. As it stands right now, if your stack of two is about to expire and you use one, both TA are gone, and that sucks. Link to comment Share on other sites More sharing options...
vendorune Posted March 5, 2012 Share Posted March 5, 2012 One change that would fix my problem with TA is this. If you use your Tactical Advantage, the countdown timer on your remaining TA should be reset. As it stands right now, if your stack of two is about to expire and you use one, both TA are gone, and that sucks. YES. See this man knows how this toon is played. Link to comment Share on other sites More sharing options...
Vakyoom Posted March 5, 2012 Share Posted March 5, 2012 i feel as though TA should last for longer than 10 sec, makes leveling and the like a pain in the ***... Even 15sec would be enough, but i like the sound of 20 better. I'm ok with 2 stacks of TA but 3 wouldn't hurt. Definitely not 5 however. And yes, nothing is more annoying than using 1 of your 2 stacks, then watching as the other one disappears as you wait for your shiv to come up(or for your target to be in range or something) Either have using a stack refresh the remainder of your TA, or have it last longer as a whole. Link to comment Share on other sites More sharing options...
philipbernard Posted March 5, 2012 Share Posted March 5, 2012 cough ... isn't +5% crit something we can add to the team ... Link to comment Share on other sites More sharing options...
Wattser Posted March 5, 2012 Share Posted March 5, 2012 I want a full heal for the group that costs 2 TAs and has a 3s cooldown and costs 20 energy. ...Oh i thought we were posting stupid changes Link to comment Share on other sites More sharing options...
IronJelly Posted March 5, 2012 Share Posted March 5, 2012 I want a full heal for the group that costs 2 TAs and has a 3s cooldown and costs 20 energy. ..that immediately finishes all out cooldowns and makes our next use of Snipe always crit for double damage with no cast time. :D Link to comment Share on other sites More sharing options...
SinnedWill Posted March 5, 2012 Share Posted March 5, 2012 Despite the fact that I don't have any characters as healers and the fact that I don't even have an agent, I'll simply state what I've seen about Healer ops in PVP: Healer ops seem to be great at HoT (heal over time) heals - in fact, I often consider them to be the best healers in PvP since their HoT's can keep the majority of a warzone ops alive. Unfortunately, however, they seem to be lacking the BIG heals which Sorcerers and Mercs can provide, so the HoT heals tend to be less useful when they're trying to keep a team-member alive against the burst damage that certain classes can dish out (i.e. Marauders, Arsenal Mercs, Snipers, and sometimes Smash Juggs-although HoT's can typically get a teammate or two back to about 80% health before the Jugg can get off a second powersmash). This simply seems to be the way that ops healers are built - great sustained HoT/HPS but lacking big heals. Other heal-specced classes are typically far less efficient at HoT/HPS, but are capable of bigger heals (mind you that they often require moderate-to-long casting times and can be very resource heavy). In PvP, an ops healer is very difficult to take down (referring to some of the better-geared and skilled ops healers I know) compared to Mercenary and Sorcerer healers, since their big heals can be interrupted fairly easily. If they were to give ops healers the ability to use big heals effectively, in addition to the already amazing sustained healing they bring with HoT's, then they'd become insanely overpowered. I think it's simply by design that ops healers are meant to be good at moderate heals + great sustained healing on purpose - unfortunately, this means that it is likely not the best healer class for PvE purposes when taking on the role of primary healer in Hardmode/Nightmare mode instances/ops - but that doesn't mean they aren't still useful in them. Link to comment Share on other sites More sharing options...
Gnube Posted March 5, 2012 Share Posted March 5, 2012 +1 for a longer TA time. Link to comment Share on other sites More sharing options...
GeoLager Posted March 5, 2012 Share Posted March 5, 2012 (edited) With current mechanics, I could see removing the energy cost or the TA cost from kolto infusion. There is no reason to have both requirements on kolto infusion. I'm leaning more to removal of the TA. Cast time + TA timer can make things go awry really fast especially when you have the utmost importance to get a kolto infusion off in burst healing scenarios. And add 1 to 2 more targets to RN. Right now RN is the worst aoe heal in the game by a long mile. It hits 4 random targets with hots and no real direct healing with a 12 second cooldown? Cmon man.....Kolto missile is better than RN. Edited March 5, 2012 by GeoLager Link to comment Share on other sites More sharing options...
bewl Posted March 5, 2012 Share Posted March 5, 2012 i don't use kolto probe for the healing factor other than when i am dropping between soa phases. I stack kolto on as many people as i can whenever i can. I use it as my primary tactical advantage producer to constantly keep me at 2 stacks. I use injection and probe as my two main heals except if i need to get someone up quick in which case i will use injection and then infusion (due to my 4pc set, infusion actually helps against a bursted player). I rotate in scan when my energy is at 70 or less and i rarely ever have issues. I use the aoe heal a lot, usually casting it on myself as i position myself to hit the bulk of the players that need it, and then using a quick scan to get energy back. I find a probe or two with the rn will keep most damaged players without agro in the healthy to full range. The things i think need the most help... - i agree we need to have shield probe castable on other players. - i think that rn needs a bigger heal (~40-50% more), but keeping it at 4 targets is fine. Energy cost is fine. - i think kolto probes should last 3-6 seconds longer. - talented scan needs to give 3 energy back per crit. - i think tactical advantage needs to last about 5 seconds longer. 2 stacks is fine. - i think kolto infusion needs a +25% of value hot after it's primary effect. Would make for a good one/two follow up to injection. - i think our set bonuses need to be retuned. Give 5% bonus to healing effects for 2+, and +15% crit chance on shield probe for 4+ for pve sets. Give increased absorption rate on shield probe for 2+, and allow ta to stack to 3 stack on 4+ for pvp sets. - alacrity should only be on 3 pieces of gear at most. I would suggest weapon, chest, and legs. Everything else should be power and surge or crit and surge. Being unable to remod our ear or offhand sucks. all of this Link to comment Share on other sites More sharing options...
Absalon Posted March 6, 2012 Share Posted March 6, 2012 How about this for Infusion: Increase the cast time to be equal to that of Injection (2.5 seconds). Remove the TA requirement. Leave the cost at 20 energy. Add a 10 second cooldown. Each stack of TA reduces the cast time of Infusion by 1 second and the energy cost by 10. If you have 1 TA, it is a 1.5 second cast (before alacrity) and costs 10 energy and 1 TA. Basically, the same as now, but 10 less energy. But if you have 2 TAs and you cast Infusion, it is a .5 second cast (before alacrity) that costs 0 energy and 2 TAs. This would actually make Alacrity worthwhile to make Infusion instant cast with 2 TAs. Surgical Probe will still be useful because it will always be instant for a cost of 1 TA, will still regrant TA when target under 30% (when talented), and will be needed when Infusion is on cooldown. The numbers might have to be adjusted a bit. I'm not sure how much alacrity would be needed to reduce the cast time by .5 seconds. Quite a bit I would imagine. By stacking that much alacrity, you'd be giving up crit/surge most likely, so it might actually give us multiple ways to gear up. I guess it would depend on how important an instant Infusion is. For PvP, I would think it would be very important, but for PvE, maybe crit/surge would be better. Thoughts? Link to comment Share on other sites More sharing options...
Shroudveil Posted March 6, 2012 Share Posted March 6, 2012 about the 2/3 TA limit discussion. having 2 TA is fine BUT they need to fix the proc of KP if they keep it at 2. atm a usual pve rotation is simply refresh kp->spam ki+sp-> DS if lower than 70% the problem is that most time you are using ki+sp, normal scenario is you keep 1 stack for the +6%healing. so you gain 1 stack->you spent 1stack. but since KI has longer casting time than the gcd, it is more often than not that your "bonus" TA just vanishes since you get it while casting KI which already puts you to 2 which is the max. in normal ops and in some bosses in hm ops you have the luxury to cancel KI->use the proc->continue circle, the problem is that in nm ops this really hurts your healing efficiency since KI has much more hps than sp and since you have already started casting it it basically translates to a large time frame with no heals that also happens after a small heal (sp) and is followed by another small heal (the procced sp). if they really want us to only have 2 TA up they should make the KP proc behave somehow different (dunno, maybe different stack or something) cause in a normal rotation it lowers the actual chance of benefiting from it from 30% to ~13%., not really fond of spending 3points for a 13%chance on a 6sec icd that can also be lost if a bad proc happens (and it happens ~60%of the time) Link to comment Share on other sites More sharing options...
Optimism Posted March 6, 2012 Share Posted March 6, 2012 cough ... isn't +5% crit something we can add to the team ... With legacy, my mercenary will have that covered making operatives even less desirable to bring! Link to comment Share on other sites More sharing options...
catnipkiller Posted March 6, 2012 Share Posted March 6, 2012 Games broken. BW allready said in the new patch they are removing the HOT skill and replacing it with a channled heal. Link to comment Share on other sites More sharing options...
Arrys Posted March 6, 2012 Share Posted March 6, 2012 Based on whats been said we know RN is going to be made more front end. What that means? but sounds helpful. 2) KP should tick instantly when cast then throughout it's progression. 3) Channel should add a reflective damage shield(Other healers get defense add a little Damage instead) to target as well when it crits. Or have a chance to splash heal targets within 10 meters something more for 4 points. 4) a talent point option that extends the range of sleep dart and makes it 20 range and effective on targets in combat(still require stealth). 5) KP 3 point talent for 30% to proc ta to get seperated from KP become periodic effects including poison and be moved to tier 2 of healing tree. THere it can serve as a lethality and medicine TA system. 6) Kinf to add a temporary 5-10% tech/force resist buff. FOr the TA + energy it merits something else. 7) Evasion speed boost points to also extend duration by 1 second. just some options. Link to comment Share on other sites More sharing options...
IronJelly Posted March 6, 2012 Share Posted March 6, 2012 bw allready said in the new patch they are removing the hot skill and replacing it with a channled heal. [citation needed] Link to comment Share on other sites More sharing options...
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