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1.2 healing operative changes
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03-18-2012, 01:24 PM
Post: #11
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RE: 1.2 healing operative changes
(03-18-2012 01:17 PM)Tapz Wrote: 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. Does any of the gear have a Battle Enhancement (Low End, Crit/Surge)? And had you swapped out any of your enhancments/did bioware replace them? |
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03-18-2012, 02:04 PM
Post: #12
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RE: 1.2 healing operative changes
(03-18-2012 01:24 PM)crudedragos Wrote: Does any of the gear have a Battle Enhancement (Low End, Crit/Surge)? And had you swapped out any of your enhancments/did bioware replace them? No - all three pieces had the Insight enhancement (+crit/+alacrity). I double checked on live with what I had against what I have now on the PTR. I have not added any additional modifications onto my armor. I have on my gun, however the mod/enhancement combo is the same on live as it is on the PTR (no changes). Tapz (IA Operative) | Rubat Crystal (RP-PvE) Website | TTU Website |
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03-18-2012, 02:34 PM
Post: #13
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RE: 1.2 healing operative changes
Pretty happy with the changes on the whole. The boost to RN (baking in the 2-piece bonus, 10% boost and much quicker heal time) is especially nice. Does anyone know if it still ticks every 3 seconds? Is all the healing done in just 2 ticks, then?
Things I'd still like to see addressed: 1) Give RN smart targeting, and perhaps extend its diameter to 12 m 2) Carve out some sort of niche for KInf (renew MP stacks, give an armor buff, something), or just let SP completely supersede it. 3) Make MP less clunky. Improving the UI and finding better ways to refresh it would help. As it is, there are fights where I feel I can only keep up when I'm devoting all my time/energy to maintaining MP stacks across a range of players, but then I'm completely unable to contribute to spike healing. If I try to help out there, I drop stacks and get behind on overall healing. |
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03-19-2012, 06:12 AM
Post: #14
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RE: 1.2 healing operative changes
(03-18-2012 02:34 PM)niemassacre Wrote: Pretty happy with the changes on the whole. The boost to RN (baking in the 2-piece bonus, 10% boost and much quicker heal time) is especially nice. Does anyone know if it still ticks every 3 seconds? Is all the healing done in just 2 ticks, then? From what I've tested, RN ticks at 0 seconds (on cast), and each second for a total of 7 ticks. Tapz (IA Operative) | Rubat Crystal (RP-PvE) Website | TTU Website |
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03-19-2012, 07:56 AM
Post: #15
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| RE: 1.2 healing operative changes | |||
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03-20-2012, 05:50 AM
(This post was last modified: 03-20-2012 06:15 AM by Hardcorceress.)
Post: #16
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RE: 1.2 healing operative changes
So should I unsocket the columi Mods I put into some of my rakata pieces and put the old rakata ones back in before the patch? Has anyone seen a BioWare post about this?
I don't want to be stuck with columi power/surge and crit/surge if I can get some rakata ones... edit: quoted the wrong post, just removed the quotes. |
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03-20-2012, 06:18 PM
Post: #17
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RE: 1.2 healing operative changes
(03-20-2012 05:50 AM)Hardcorceress Wrote: So should I unsocket the columi Mods I put into some of my rakata pieces and put the old rakata ones back in before the patch? Has anyone seen a BioWare post about this?Dunno, I just hope that they either re-evaluate how alacrity works, give us a stat for e/s or change some of the alacrity for other stats. Officer of The Ubiqtorate Division Empire - Heavy Role-Play The Progenitor - RP-PvE - EU |
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03-21-2012, 02:08 AM
(This post was last modified: 03-21-2012 03:09 AM by Tapz.)
Post: #18
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RE: 1.2 healing operative changes
(03-19-2012 07:56 AM)Azaranth Wrote: Very cool It doesn't seem like it from what I've tested - to be fair my 'test' consisted of me taking fall damage and then casting RN in a group of individuals huddled around Imperial Fleet (larger sample size), while casting RN on targets at varying distance from myself. There have been instances where I am not at 100% health and have not gotten selected for RN ticks (while those who were selected were at 100% from what I could verify). Granted, this isn't really conclusive yet since I haven't grouped with individuals. I will retest further once I have additional guild mates copied over. Tapz (IA Operative) | Rubat Crystal (RP-PvE) Website | TTU Website |
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03-21-2012, 02:17 AM
Post: #19
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RE: 1.2 healing operative changes
This addressed the design issues with operative healing at least. Anyone have the new formula for RN[/align]?
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03-28-2012, 11:17 AM
(This post was last modified: 03-28-2012 11:18 AM by Saeria.)
Post: #20
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RE: 1.2 healing operative changes
(03-18-2012 02:04 PM)Tapz Wrote:(03-18-2012 01:24 PM)crudedragos Wrote: Does any of the gear have a Battle Enhancement (Low End, Crit/Surge)? And had you swapped out any of your enhancments/did bioware replace them? A little late, but which pieces got the higher/lower endurance? -- As in which piece do we need to farm to replace in the other gear. |
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