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Scoundrel/Operative Healing Compendium
02-17-2012, 02:01 PM (This post was last modified: 02-17-2012 02:03 PM by Ulvsblak.)
Post: #219
RE: Scoundrel/Operative Healing Compendium
(02-04-2012 01:55 AM)Mycroft Wrote:  
(02-04-2012 12:33 AM)Kaladris Wrote:  I'd also like to point out that i would pretty much appreciate if someone here would be able to crunch though the BiS list - i know it is quite a pain in the ass considering all the possiblities due to the modding thing, but i find the empty space in the compendium quite unsatisfying.
I would prefer the assumption being made here, to let it face the discussion - anyway..

sorry to say that, but there is not much listing to do, as it boils down to the complete list of Rakata Field Medic's Items with the following modifications:

All Enhancements can be replaced with:
Advanced Assault Enhancement 24 from Columi Field Tech Gloves/Headgear
Advanced Adept Enhancement 24 from Columi Enforcer Gloves/Headgear

there is an Advanced Battle Enhancement listed on Torhead that favors crit over surge contrary to the Assault Version but i have not found an item that contains it.

there are also Tier25 versions of these Enhancements listed on Torhead but they are not on any of the available Rakata or Battlemaster Armor pieces (Field Tech, Field Medic nor Enforcer)

the adept 24 diff is: -17 end, +14 power, -51 alacrity, +48 surge | per enhancement
the assault 24 diff is: -2 end, -20 power, -51 alacrity, +19 crit, +48 surge | per enhancement
diff is vs. the Savant 25 Enhancement that comes default.
i currently favor the adept one.

The Advanced Artful Mod 25 that comes with Gloves and Headpiece can be switched out for Advanced Artful Mod 25A from spare Boots/Legs/Suit for a diff of +13 Cun, + 8 End, + 11 Crit, -37 Power | per Mod if you are below 350 crit rating but i would advise against that due to the sheer amount of Power lost

The Rakata Enforcer Armguards have 103 Cunninc, 11 Power vs the Field Medic Wrist's 85 Cun, 37 Power which at first glance look appealing but do not make much of a difference in total (tiny bit more crit through more cunning vs tiny bit more tech bonus from more power) probably a matter of preferrence

The non modable peaces are enhancable by the following crew skills:
- Armormech to crit craft Belt and Wrist
- Cybertech for the crit craft Earpiece (does the Rakata Recipie exist? if not -> Daily Commendations)
- Biochem for the crit craft Implants and the reusable stuff.
none of the crafted equipment pieces have a crew skill requirement at this point so you can swap through them to get all of the boni if you want.
maxing crewskills at 50 is reported to take about 2 days. switching crewskills currently delets all learned schematics, you have to start from the scratch when you retake a previously dropped crewskill.

replacing 2 of the pieces with Battlemaster gear to get the probably superior PvP 2pc bonus instead comes at a loss of 30 Cunning per piece. I suppose we need some input here if/how Expertise effects Healing done in PvE as i heared reports it does in PvP (i suspect it only affects *healing recieved*)

OK -

so after the surge nerf, has anyone crunched the numbers again?

Does it still make sense to rip out the Rakata enhancement and replace them with columi enhancement?
another question is this:

when you talk about the optimal max crit rating to be 350, are you talking about the critical rating figure which you can see when you hover over the critical chance rating in the character panel?
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RE: Scoundrel/Operative Healing Compendium - Ulvsblak - 02-17-2012 02:01 PM

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