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[ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium
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08-19-2011, 04:06 AM
(This post was last modified: 08-19-2011 04:15 AM by Feyas.)
Post: #97
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RE: Healing Talent Dissection
(08-19-2011 12:58 AM)Alratan Wrote:(08-18-2011 10:38 PM)Feyas Wrote: But the highest flaspoint we've seen is a lvl 32 one....generally low-mid game instances require much less healing than endgame ones. And the Devs have said that the trinity roles become more set in stone as you progress through the game It is....but if I'm building a raid and I have two healers who want to join. One says he has better healing, and one says he has worse healing but better damage...I'm not going to think to hard on which healer to pick. Maybe this game will completely change that, but if I'm looking for a healer, I care about their heals. If I want more damage, I look for DPS. Just like some tanks do more damage than other tanks...but virtually no intelligent raid leader picks one tank over another based on their DPS (unless of course everything else they have is equal.) And Pred: yeah I saw that vid. I could be wrong, but I don't think the DPS from healers is going to make that much of a difference (unless you are in a world first guild, where every point of damage matters). And I wasn't saying that there weren't flashpoints to do at max level, I was saying that we haven't seen many of them so can't comment on how strict trinity roles are going to be at endgame. i.e. In wow you don't really need a healer in most instances until the mid 50s...hell, in some of them you don't even really need a tank. Pred, did you get to do any of the endgame flashpoints? The heroic version of all of them + the lvl 50 one (I forget the name, I think it's the droid one). If so, did you need a dedicated tank/healer to do the heroic versions? (08-19-2011 12:58 AM)Alratan Wrote:(08-18-2011 10:38 PM)Feyas Wrote: I purposefully picked very low numbers for the main stat. Expertise also reduces incoming damage? I though it just increased damage/healing against players. So Expertise is resilience that also increases damage/healing against players. Ah, I guess the part about boosting damage/healing was a new idea and it just stuck in my mind. (08-19-2011 12:58 AM)Alratan Wrote:(08-18-2011 10:38 PM)Feyas Wrote: BW has said that PvP gear only grants a 10% or so bonus over PvE gear in PvP. That 10% bonus is going to come from Expertise...and it is reasonable to assume that PvP gear is only about 10% below PvE gear for raids. Turning off a stat that grants healers + healing is probably going to affect them much more than 10%. I actually changed my mind about half way through that post, I'm sorry I didn't make that clearer. They would be equal, but still think there would be a lot of healer QQ if the heals heal for less depending on where they are. (08-19-2011 12:58 AM)Alratan Wrote:(08-18-2011 10:38 PM)Feyas Wrote: I think we agree on most points...I was just responding to your post when you said you'd go for the main stat because of more damage and crit healing. Stat boost to damage generally isn't enough to make up for the lack of DPS talents & dps only abilities. i.e. in WoW for all of wrath +spellpower gave bonus to both +healing and +damage, but trying to DPS as a holy or disc spec'd priest or a resto spec'd shaman or druid didn't work. |
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