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Scoundrel/Operative Healing Compendium
05-01-2012, 07:25 AM
Post: #251
RE: Scoundrel/Operative Healing Compendium
Since our AOE has been buffed up. Is anyone else like me dropping the 4piece PVE bonus and opted for the 2 set PVE + 2 set BM bonus? This combo seems pretty damn synergistic with lowering the cost of the AOE as well as +15% to its effectiveness.

After talking to a few other Op healers, it seems like most are just dropping Kolto infusion from their quickbar all together and opting for the KoltoInj+SurgProbe heals.

I'm going to have to try HM Denova and see how this goes.
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05-01-2012, 08:02 AM
Post: #252
RE: Scoundrel/Operative Healing Compendium
(05-01-2012 07:25 AM)miglo Wrote:  Since our AOE has been buffed up. Is anyone else like me dropping the 4piece PVE bonus and opted for the 2 set PVE + 2 set BM bonus? This combo seems pretty damn synergistic with lowering the cost of the AOE as well as +15% to its effectiveness.

After talking to a few other Op healers, it seems like most are just dropping Kolto infusion from their quickbar all together and opting for the KoltoInj+SurgProbe heals.

I'm going to have to try HM Denova and see how this goes.

I very rarely used Kolto Infusion prior to 1.2 and now I still don't use it at all. I did switch to 2&2, putting BH commendations into Battlemaster gloves and boots.

I'll likely go back to the 4 piece once I can augment out all my gear, since there is no way to get the pvp bonuses in an augmented piece without using pvp mods.


I still have no idea what relics i should be using, anyone have any math on the subject?
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05-01-2012, 02:52 PM
Post: #253
RE: Scoundrel/Operative Healing Compendium
miglo Wrote:Is anyone else like me dropping the 4piece PVE bonus and opted for the 2 set PVE + 2 set BM bonus?
I dropped the 4 piece bonus and grabbed the 2 and 2 and noticed a difference. What pushed me over was looking at my combat log and seeing just how small Kolto Infusion played in the total healing for a raid. The screenshot below is me with the 4 piece bonus and I consider myself one of the few who uses Kolto Infusion more then most.
[Image: 7FwpV.png]

I haven't done a full EC run since the switch out, but I am anxious to look for any noticable change.

Puli Wrote:I still have no idea what relics i should be using, anyone have any math on the subject?
As for the relics...I'm still doing preliminary number crunching, but I'm of the belief that the Relic of Residual Mending has never been great. Please note the following numbers have all been calculated to a 2 minute average. This was done to make each relic comparable number wise, but does not count for situation use(burst vs. sustained).
  • Relic of Residual Mending
    • Provides a total of 2,820 health over 2 minutes.
    • Provides sustainability.
  • Relic of Boundless Ages
    • Provides 300 Power for 20 seconds every 2 minutes. The healing amount here changes based off of YOUR numbers. MY numbers with the relic on gave me 50 Bonus Healing.
    • Provides at a minimum, 200-300 points of extra health per cast of Underworld Medicine. Which means at a minimum this relic can pump out 1600 extra healing from single healing(8 casts of Underworld at 2.5 second cast = 20 seconds).
    • Provided me with 25 more points per tick of AOE healing per person. At 7 ticks per person and 4 people hit with AOE, at a minimum base of 700 extra healing.
    • My Hot's were bumped at a minimum of 46 points per tick, at 6 ticks = 276 points of healing per person.
    • At a bare minimum, bare minimum relying on my characters numbers and you only healing for those 20 seconds, this relic gives me 2576 healing.
    • Realistically this relic gives me about 6000 extra healing during those 20 seconds. I don't have enough combat logs to prove this, I can provide the 20 second logs I do have if requested.
  • Matrix Cube M7-R3
    • This relic provides 48 Endurance, 72 Cunning, and 7 Critical Rating. This is the most tricky to put numbers down to and rely's upon YOUR numbers more then mine.
    • The 72 cunning grants you = 10.08 Bonus Healing and .5143% Critical Chance. The 7 Critical Rating is mitigated by a formula and changes depending on your total critical rating.
    • This is where my math stops becoming concrete, I just divided my power relic numbers by 5. Why 5? Because the power relic gave me 50 points of bonus healing and this relic gives me 10 bonus healing.
    • That comes out to a bare minimum of 515.20 every 20 seconds if you did nothing but heal. Multiply that by 6 and you get 3091.
    • The .5% critical chance is unmitigated, meaning no diminishing return to worry about which is a perk. I haven't done the numbers on a .5% increase in crit but I feel the effect over 2 minutes would be minor to mediocre.

Like I said, my numbers are nowhere near finished and I haven't done the critical relic(which suffers from diminishing returns much more then the power relic) or enough combat logs over time to create a statistic proof. I wish they would give us dummies that attacked us for healing/tanking logs :'(.

Basically...the numbers seem to suggest that the residual healing relics are actually the worst slot for you of the three. Something needs to be said though, the power relic is for bursting type of scenarios. The Matrix Cube and the Residual Relic provide healing bonuses over time. I personally have found myself happiest with the matric cube + Power Relic combination. Giving me a slight bonus to sustained while leaving the window open for burst. If I had adrenals I would easily switch to Matrix Cube+Residual.
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05-02-2012, 07:43 AM (This post was last modified: 05-02-2012 07:48 AM by chronosynclast.)
Post: #254
RE: Scoundrel/Operative Healing Compendium
I have also been running 2 piece and 2 piece in HM Denova and found it beneficial, and have a question related to that.

Does anybody know which set bonus would take precedence slotting a Campaign Armoring (Set bonus tied to armoring) into a BattleMaster Shell (Set bonus tied to Shell)

I assume you would get one or the other (they wont stack) but which one?


EDIT: Apparently Im not allowed to delete this post, but:

The armoring set bonus would override the item set bonus.

"Unlike Rakata, Columi and Tionese gear, Campaign gear carries it's set bonus on the armoring of every piece. This means that players may transfer all mods and armoring out of campaign gear into any custom (orange) appearance available without losing the benefit of the set bonus. Please note that moving an armoring with a set bonus into a pre 1.2. item shell with a set bonus (e.g. a Rakata Shell) will be resolved with the armoring taking precedence (Sorry, no stacking here )"

http://www.swtor.com/community/showthrea...dit3821341
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05-04-2012, 12:55 AM
Post: #255
RE: Scoundrel/Operative Healing Compendium
Hey!

This thread has helped alot in getting me up to speed on what i need and what i dont. It is a little annoying that as Alacrity is such a bad stat that the gear is laced with it. I am wondering tho (and apologies if i missed this) what mods should i be replacing with, all i see atm is the Crit/ Surge mod given from the Ilum daily reward so im wondering if there is another or a few i have missed somwhere along the line!
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05-04-2012, 04:35 PM (This post was last modified: 05-05-2012 01:58 AM by quazimodo.)
Post: #256
RE: Scoundrel/Operative Healing Compendium
After reading this and the spreadsheet thread over and over, as well as current in-game items, here's a simplified guide to optimal gear set up.

Quoting this from the spreadsheet thread:
Quote:Just to add to this. You almost never trade crit for surge or alacrity. Unless there's some awesome enhancements I don't know about.
Armoring: End/Prim Stat (Expertise on pvp gear)
Mods come with End/Prim Stat/(Crit or Power)
Enhancements come with End/(Crit or Power)/(Surge or Alacrity)
(I can't remember whether accuracy is secondary or tertiary)

The general consensus is that crit and surge are necessary to ~250 each. On mods/enhancements, crit ONLY competes with power and surge ONLY competes with alacrity. Therefore, the easy way to look at it is: crit to ~250, then power; surge to ~250, then alacrity.

I'll try to work on a BiS loot list and post what I come up with here. The non-moddable pieces really affect how you should mod your set pieces, so it's important to see what stats you get out of ear, implant, belt, bracers, weps, before getting nit-picky with mods.

Current Rakata gear is crit/alacrity heavy, so youll be wanting to look for power/surge in your upgrades to campaign/BH. The only gear you can buy with BH commendations with power/surge are the boots, so be sure to get those first and use that for modding your other loot that comes out with worse stats.

Edit: somehow double posted part of the post
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05-04-2012, 11:44 PM
Post: #257
RE: Scoundrel/Operative Healing Compendium
(05-04-2012 04:35 PM)quazimodo Wrote:  Enhancements come with End/(Crit or Power)/(Surge or Alacrity)

The general consensus is that crit and surge are necessary to ~250 each. On mods/enhancements, crit ONLY competes with power and surge ONLY competes with alacrity. Therefore, the easy way to look at it is: crit to ~250, then power; surge to ~250, then alacrity.

There IS one enhancement that comes with BOTH Power and Crit: Advanced Reflective Enhancement 22 (18 End/39 Shield/27 Power/27 Crit).

I have referenced this enhancement in my post on the previous page, and while some people will scoff at it because of the shield, I challenge anyone to find an issue with it. In MOST cases, using this mod in place the Power/Alacrity or Crit/Alacrity enhancements will net a loss of 10 of one stat and a gain of 27 of the other (more than a fair trade off).

Like many, I'm probably sitting slightly higher on crit than I need to be (392 rating). By replacing 3 of my Crit/Alacrity enhancement with the Reflective 22, I would lose 1% crit and 153 Alacrity and gain 81 Power. I'm not sure about all of you, but I still can't justify the large amounts of Alacrity on Rakata, nor do I find it beneficial in any way. But until I get my hands on some more Reflectives, it stays .

Here's a character link:
Lhayzee of Tarro Blood
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05-05-2012, 04:50 AM (This post was last modified: 05-05-2012 05:00 AM by quazimodo.)
Post: #258
RE: Scoundrel/Operative Healing Compendium
(05-04-2012 11:44 PM)Eroghant Wrote:  There IS one enhancement that comes with BOTH Power and Crit: Advanced Reflective Enhancement 22 (18 End/39 Shield/27 Power/27 Crit).
Good find, sorry I missed that. For reference, Reflective 21 enhancements have 1 more power and crit each than the 22 version (there's also a 25 version with 33 crit/power, drops from HM EV/KP 1 and 2). For this list, I used the 21 version, if you manage to grab 4 of the 25's, you can just bump up your power/crit by 20 each.

I've played around on Mr. Robot for a bit and I think I've come up with a BiS guide to follow. Some notes:
1. Since all campaign gear can be RE'd and crit-crafted, as well as lower level orange gear, and all mods can be transferred freely, I didn't bother including augmented gear. Having the regular vs. crit version of the item won't change how you gear. For the record, Cunning augments are better than power augments, so all your augments should be Cunning).
2. A lot of people like to go 2/2 set bonus with pvp and pve for the big RN/KC gain. Numbers wise, youll lose 42 cunning (more after bonuses add up), which calculates to 7 bonus healing and 0.24% crit (if your gear is otherwise BiS, % bonuses and things like that could alter that number with different gear). Since you gain 15% healing to RN/KC, that seems like a worthwhile tradeoff to me.
3. At the mod 25/lvl 61/rating 146 level, Surge and Alacrity always come in 57's. This means your surge will either be 228 or 285, so I made my target surge 285.
4. All mods can be learned, so find yourself a good cybertech friend that can pump these out for you.

BiS List/ Process
So, here's my workflow/thought process in determining BiS. I started with full Campaign/BH gear, everything that says Field Medic/Mender on it, that gave the most appropriate stats (highest Cunning). This leaves you under the surge target, so swapping both implants to BH MK-3 Targeter puts you at 285 surge. This gives you the following stats:
1860 Cunning, 489 Power, 260 Crit, 285 Surge, 285 Alacrity.
If Bioware nerfs those Reflective enhancements, you'll probably always have 285 surge, 285 Alacrity. But since we have these awesome enhancements, swapping all of your alacrity enhancements out for Advanced Reflective Enhancement 21 gives you the following:
1860 Cunning, 497 Power, 350 Crit, 285 Surge, 57 Alacrity.
Note that the leftover 57 alacrity comes from the Ear. There is only 1 other option for ear with the same level of cunning, and that gives surge, which we don't need.
But wait, theres more! There are 6 mods to choose from: Artful (power) and Keen(crit) 26 (heavy secondary), 26A (heavy cunning), 26B (heavy endurance). 26B is crap, so toss that. If we go through and put in Advanced Artful Mod 26A for all of our mod slots, we drop under the crit target, so 2 of those mods will have to be Advanced Keen Mod 26A. This looks pretty good:
1946 Cunning, 451 Power, 251 Crit, 285 Surge, 57 Alacrity. 598.3 Bonus healing, 34.75 Crit chance (for the record, dropping those Keen mods for Artful mods gives you 4 more bonus healing, 1% less crit chance. Not worth it).
I thought I was done here, but I was curious and put in Advanced Artful Mod 26 mods instead of 26A mods to see what the difference is. Since the crit bonus is bigger, we only need 1 Keen, not 2. This comes out like so:
1843 Cunning, 608 Power, 268 Crit, 285 Surge, 57 Alacrity. 611.2 Bonus healing, 34.77 Crit chance That's surprising. Even though we lose over 100 cunning, the +150 power ends up being more valuable. Crit chance goes up by a negligible amount, but it's still technically more.

Link for the spreadsheet of all these numbers
My Mr.Robot character's wish list has this optimal gear loadout (without augments)

So to summarize, it appears that the BiS loot is to get the highest-cunning non-set pieces (ear, implants, bracers, belt, offhand).
Swap all Alacrity enhancements for Advanced Reflective Enhancement 21 (25 if you can get them).
Swap all mods for Advanced Artful Mod 26, with 1 Advanced Keen Mod 26.
If you can, get 2 War Hero armoring pieces for the set bonus. Finally, you can swap one of your armorings for Advanced Skill Armoring 26 and gain +11 Cunning (since we'll have an extra set piece floating around). I forgot to add this into the calculations, but it's basically just a straight stat boost.

Please feel free to criticize/critique/flame my reasoning and show me better options to use.
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05-07-2012, 01:07 PM
Post: #259
RE: Scoundrel/Operative Healing Compendium
I don't know about the rest of you, but I feel uncomfortable with the notion of dumping all 26 enhancements (27/41/57) with alacrity in favor of 21 enhancements (17/28/28) with a wasted stat. Is losing 10end and 57 alacrity worth the gain of 15 crit or power?

I would feel a bit more comfortable with 25 enhancements, but I have yet to lay my eyes on it in my 20+ clears of HM/NmM EV/KP, so it seems unfeasible.

How do Concealment operatives deal with it? They have no need for either accuracy or alacrity, so surge looks to be the only option for them.

What's the general consensus about this issue?
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05-08-2012, 07:02 AM
Post: #260
RE: Scoundrel/Operative Healing Compendium
Quazimodo has the best setup for HPS as far as I can tell, but at this point in the min/max game preference starts to take hold. For instance, with my rakata+black hole pieces x2 gearing I'm at 551 bonus healing with higher crit, surge, a 10.5% boost to casting speed (which I think is underrated on damage spikes), and 1.5k more HP. That last bit - the HP - is really undervalued imho, because 17.2k HP (as Quasi has in the BiS spec above) is getting really low for EC HM. Even story mode EC on the last boss would be scary, since I've been taken to a sliver a few times when the boss decides to focus fire me with lasers.

If I could dump my alacrity for straight power and not take 1k+ hit to HP I would definitely consider the above setup, but for right now 60 bonus healing just doesn't seem worth the cost.
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