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1.2 healing operative changes
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03-17-2012, 05:59 PM
Post: #1
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1.2 healing operative changes
1.2 patch notes:
Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point. Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point. Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point. Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before. Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1. My take on it: Larger TA stack means we can avoid wasted TA procs while casting KI. We can also stack more up during slow periods for better burst healing. RN has been significantly boosted - heals more, faster, for lower cost. DS faster channel will mainly allow us to renerate energy a bit faster. I'll try to get the changes quantified soon. Guild Master, Ancarim Iron Legion |
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03-17-2012, 06:06 PM
Post: #2
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RE: 1.2 healing operative changes
Overall, a little disappointed with the healer notes. Was expecting ops/BHs to get brough up but oh well, at least a closer healer balance. I like the changes.
the change to rn will definitely help in burst AOE fights however until someone on the pts can test for smart healing, it won't be as good as I thought. Good QoL changes for TA/UH, keep more stacks and have a longer time before they go to waste. DS change good for regen periods when we have to go for big burst heals such as crusher. Satisfied especially when compared to the other healer ACs |
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03-17-2012, 11:04 PM
Post: #3
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RE: 1.2 healing operative changes
Quote:Overall, a little disappointed with the healer notes. Was expecting ops/BHs to get brough up but oh well, at least a closer healer balance. I like the changes. Seems Bioware's take was to boost IAs and BHs a bit, and cut down Sorcs a bit, rather than just boosting everyone up to the level of Sorcs. Probably a sane choice, when it comes down to it. Even Angels must kill from time to time...
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03-18-2012, 12:07 AM
Post: #4
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RE: 1.2 healing operative changes
(03-17-2012 11:04 PM)Kor Wrote:I agree with this post. Better to balance the mechanics on a "neutral level" than boost everything to being at an insane level.Quote:Overall, a little disappointed with the healer notes. Was expecting ops/BHs to get brough up but oh well, at least a closer healer balance. I like the changes. Officer of The Ubiqtorate Division Empire - Heavy Role-Play The Progenitor - RP-PvE - EU |
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03-18-2012, 03:26 AM
Post: #5
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RE: 1.2 healing operative changes
Sorc's are mad, but I think in the end, they're going to find their gameplay more challenging and therefore more rewarding.
I'm really excited about our changes. They nailed 3 out of my 4 "wish list" items for Scoundrel healing. While all three are technically buffs, at least two of them feel more like quality of life adjustments. Unfortunately, I think we're still unable to filter castable buffs, so maintaining SRMP stacks via the raid window is still a pita. |
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03-18-2012, 04:28 AM
Post: #6
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RE: 1.2 healing operative changes
(03-17-2012 11:04 PM)Kor Wrote:Quote:Overall, a little disappointed with the healer notes. Was expecting ops/BHs to get brough up but oh well, at least a closer healer balance. I like the changes. I was under the impression that bounty hunter healers were needed. Granted I don't play one but it looked to be a flat need to everything except the AOE. Am I wrong? But very satisfied. Still would like to see some change to infusion but this will keep me over for now |
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03-18-2012, 04:46 AM
Post: #7
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RE: 1.2 healing operative changes
There's nothing "needing" bounty hunter healers, a sorc brings the same armor buff a bodyguard brings (and the armor buff stacks, per each person that brings it). The bodyguard though can use their aoe heal on the tank to increase healing by +20% and they do bring their Kolto Shell (think Earth Shield).
But sorcs still have the better AoE heal, they do have the armor buff, have static barrier and have some extra utility. (Ranged interrupt, combat cc, knockback, lifegrip (which is also a -50% threat drop as well, apparently) -- granted Bodyguards also have combat cc and a knockback, but we don't). Either way, I read the notes as mostly quality of life changes. And the Recuperative Nanotech was a flat buff, so that's always welcome. Still in a pure min-maxing world I wouldn't take a Medic over a Corrupter (or 1 Bodyguard for 16 man). I also ponder how the new Diagnostic Scan will interact with Alacrity. And also if the Alacrity rating was rebalanced (they didn't give specific mention as to which ratings were rebalanced, as far as I know, though we do know one is Expertise). I can see Alacrity being substantially stronger with the changes. |
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03-18-2012, 11:00 AM
Post: #8
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RE: 1.2 healing operative changes
Quote:which is also a -50% threat drop as well, apparently Currently a 2500% threat drop, being fixed to a 25% drop in 1.2, actually. Quote:I also ponder how the new Diagnostic Scan will interact with Alacrity. And also if the Alacrity rating was rebalanced (they didn't give specific mention as to which ratings were rebalanced, as far as I know, though we do know one is Expertise). I can see Alacrity being substantially stronger with the changes. So far, the only one that has changed on the PTS thus far is Expertise. I've triple-checked the game files on it. Even Angels must kill from time to time...
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03-18-2012, 11:18 AM
Post: #9
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RE: 1.2 healing operative changes
I was actually just on the official forums talking about the RN change.
According to this now old Numbers Thread Old AOE Numbers Wrote:3 Players / 4 Players* / 8 Players And Maybe I read that thread wrong but if you account for the ~10% increase and dividing by 6s. New AOE Numbers Wrote:3 Players / 4 Players* / 8 Players And I didn't expect this but it seems 4 or less RN is slighter better? Keeping in mind it's instant/cast able distance/Mobility I think it's actually pretty even. I'd technically prefer a 20-30% decrease in out put and allow it to scale to 8 people but I can see a definite usefulness in the trade off as provided. |
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03-18-2012, 01:17 PM
Post: #10
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RE: 1.2 healing operative changes
Not so much a mechanics change - but I noticed my Rakata Field Medic Chest, Legs, and Boots no longer have a Insight enhancement (+crit/+alacrity), but have a mix of either Adept (+power/+surge) or Efficient (+power/+surge with more endurance than Adept) enhancements. I've lost approx 150 alacrity off of my gear due to this.
I noticed in the patch notes that there would be a wider spread of stat allocation on end game gear, and I am curious if other Operatives (or any other classes) have stat allocations different than live, and also different than the combinations I have? To reiterate - the only changes I notice are from my Chest, Legs, and Boots. All other equipment pieces remain the same for known values. Tapz (IA Operative) | Rubat Crystal (RP-PvE) Website | TTU Website |
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