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[ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium
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03-03-2012, 02:08 PM
Post: #371
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RE: Sith Sorcerer Healing Compendium
Definitely have to agree with Petrus here - you can risk running in the 16k range hp but you are doing your raid a disfavor as there are RNGs where you can get unlucky and be killed. Dead healer produces 0 hps.
Soa balls triple tick bug (happens pretty often) will bring me from 20k hp buffed +shield to something like 3k hp. You can also get very unlucky on Soa and get tossed right after you pop your ball - a few k more hp can make a world's difference. In 16m Soa fight you can get away with it with a healer down, in 8m that is a guaranteed wipe in most circumstances. There are certain fights I swap to endurance stim as a healer - Ann.droid at 20% on nightmare I will swap to endurance stims to help survive the missile phase ~10%. Soa P2 +p3 nightmare I will swap to endurance stims. Foreman crusher's rock AoE - you should not be hit but sometimes with server lag you could be out of it and still get it - some additional hp will help you avoid situations like these. Yes you will lose some willpower and power when you swap stims but you are not healing when you are dead. Dulfy.net - SWTOR guides & healing blog Member of MMO-Mechanics network |
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