peal's heals – a swtor blog


surgical probe is my new favorite thing
April 24, 2012, 4:24 pm
Filed under: gameplay, pvp | Tags: , , , ,

I don’t really have a good excuse for it, but I haven’t done a whole lot of research for theory-crafting my healers. And for a while there wasn’t much information out there. But now, there’s no excuse.

A few things I’ve learned:

1. Surgical Probe is actually awesome. My first instinct was that SP doesn’t heal for a whole lot – in terms of straight HPS there are better spells. But that wasn’t taking account for utility. Instant cast and no energy make this spell awesome, coupled with free TA refresh on targets less than 30%? This is pretty great, especially if you’ve got hots ticking on said target. Mobility is pretty darn important in warzones.

2. Surge is sadly lacking in battlemaster gear-for most classes. I realized at the beginning of the weekend I had no surge (literally), and that even continuing my upgrades, I was still on the path to zero surge. So instead of picking up a belt (which I got yesterday) I picked up the two earpieces that have Surge first. It helped a little. A healthy amount of crit and surge help a lot more than more tech power, in my biased experiences.

3. I found this link for Sang’s Operative Healer PvP guide and was surprised at how much I didn’t know. Okay, okay. For utility I was actually doing alright with my escape, dispels and stuns (You can dispel Flash Bang on other players!). But for actual healing I was a noob. For instance, stacking 2 Kolto Probes on everyone in sight is overkill and a waste of Energy. I was doing 2 by default and since I read this, I’ve been making a point to do 1 on everyone taking any damage, and going to 2 when I was being forced to kite and people had gone below half health. Between this change and using more SP, my Energy bar is a lot fuller… and I’m still doing about as much healing as before. In some cases more (though it’s so situational it’s hard to tell, Voidstar heals should not look like Huttball heals. PS I hate Voidstar).

4. I changed specs from Recuperative Nanotechnology to going a bit further into the Lethality tree for Improved Stunination (Slip Away) and Combat Stims. The extra energy helps a bit, especially now that I’m getting used to the TA proc sound.

 



the operative healer’s warzone survival guide
April 17, 2012, 5:26 pm
Filed under: gameplay, pvp, strategy | Tags: , , ,

I’m totally unqualified to write this article! Hurray!

1. Gear does help, some. Having 13k HP is infinitely better than 9 or 10k. Crits are amazing. So if you’re leveling, keep your orange gear modded with recent stuff to make sure you have comparable HP to the guys you’re playing against. I’ve seen -some- Operative DPS prioritize Endurance over Cunning (Patron Mod over Skill Mod, basically) and they still can wreck the charts. BUT. Said DPS also don’t worry about the ball or the ball handler. They go for easy kills. But if you’re frustrated with being an easy kill, why not switch around your gear a bit? Credits are cheap.

2. Stealth is awesome but it has weaknesses. One of my favorite things about Operative healing is that I get to choose where to fight. That’s powerful and awesome. But. Sometimes enemies can see you – some can spec for it but even those without talents for stealth-seeing can notice you, and sometimes even from max range. I’ve been popped out of stealth at 30 yards by a Merc after using Super-Sneak. I don’t understand and I was certainly frustrated, but the lesson I’ve learned is that Stealth isn’t perfect. Don’t try to sneak through a group of 5 enemies unless you’re actually going to fight them. When I notice someone stealthing near me, I can’t help but pop them out, just because. It’s irresistable and fun, so don’t tempt your enemy.

3. There are two games you can play in Warzones. One of them is heal all the players, the other is Huttball. Or Defend the turrets. Or Guard the bunker. As Operatives, we’re terrible ball carriers. And by ourselves, we’re not assaulting blast doors. But. We’re pretty great at sneaking up with another player. One of my favorite things to do is attack a turret guarded by one enemy and stay stealthed until my partner absolutely needs a heal. By the time the enemy realizes he’s outnumbered, it’s too late. And same with guarding. I know, being stealthed and staying at a node that doesn’t get attacked is boring and sometimes I hear healers qqing that they shouldn’t be guarding, they should be healing. Um, no. You just want the most healing done so you get more MVP votes. But now we get plenty of points for defending and what do you care more about – winning the match or winning the meters?

4. Currently (and let’s hope this gets fixed) you only get points and valor IF AND ONLY IF you get five or more awards in a match (update: It’s three. Thanks, Shintar!). When you win, this is easy. When you’re losing, not so much. You may need to do a mix of guarding your sole turret and attacking other turrets to get enough awards to win commendations. Otherwise, it’s a double-whammy of losing loseyness: no points and no win.

5. Speaking of winning and losing, you can have a good team, do everything right… and still lose. Sometimes some asshole on the other team will put a mark on your head and it will be the personal mission of four of their players to kill you the moment you pop out of stealth. Other times the enemy will just seem ten times faster than you and be one step ahead of your brilliant plans. Still others, you’ll raise your fist in the sky and say “how can that bounty hunter heal for so much even though we killed him 12 times?!”. I don’t have answers for that, friend.

6. As operative healers, we have a mite less utility than our sorcerer and merc counterparts. But don’t let that dishearten you. Sure, they can stun/interrupt/cc at range and have a full arsenal of spells they can cast (at range) and we don’t. At heart, Operative is a melee class so our utility only shines in close quarters, which many times we don’t want to be. But then when that sorc get focused down and you decide the other bunker is the place to be, well, Vanish gets the job done. It’s faster than running back from the graveyard.

Situational Awareness: So important it gets its own list

SA1: Your place in the world. Obviously, don’t stand in shit. But there’s more, so much more! Where are you in relation to the other team, your teammates? Fight near turrets/bunkers but be aware of LoS obstacles keeping you from healing. What does the field look like? Where will you be the most likely to heal in peace? I like to keep a pillar handy and/or stand at a far edge so that the other team’s ranged DPS approaching from their graveyard won’t be in range unless they specifically gun for me.

SA2: Not just who’s in range, but who isn’t. Because if 6 of your team are fighting 2 enemies here, that means you’re about to lose something big somewhere else. And sometimes, it’s just gotta be you who gives up all that juicy potential healing to haul ass and help out elsewhere.

SA3: Typing and healing at the same time is a pain but it’s a necessary evil. If no one else is communicating, get the ball rolling. How’s mid? NW is clear. They’re going East. INC OMFG HELP S NOW I’M A HEALER SQUISHY. Splat. Players are more likely to help people who lead. Though, in all fairness I’m terrible at calling doors in Voidstar. I can’t remember which is which, and saying “help other door” isn’t terribly effective.

SA4: Who’s your enemy focusing? That friendly needs a lot of heals. The sniper in the back at half-health who they’re ignoring to focus your other healer? Slap a hot on the sniper and spam heals on your partner-in-healing like there’s no tomorrow. They’re gonna need it.

SA5: What are your enemies? I hate to be all “this and this are overpowered now” but different enemies call for different strategies. A sniper sniping you from max range is easy to avoid by either stepping back a few yards or sliding behind a rock. And sometimes you get lucky-a ranged DPS will switch targets rather than chase you. If you’ve got a melee on ya, well, you probably don’t want to just stand there and take it. You want to kite and kite some more and when they do catch up, dole out stuns as needed to buy space and hot-ticking time. Oh, and once you know there are two stealthies on the other team, you may as well pretend they’re about to gank you at any moment. Because they are.

SA6: What are your teammates? A tank-specced assassin takes much less damage than a sorcerer. Healing next to another healer also changes the dynamics, the kinds of spells you can use, and how you manage your energy. And sometimes you have to make hard choices: if I have to heal one person at the risk of losing another, who do I keep? It takes a lot of PvP to learn intuitively how to make these kinds of decisions, and many times the answer isn’t ever clear.

SA7: Some areas in warzones are prime targets for AOE-fests. The blast doors in Voidstar. Turrets and bunkers. If you aren’t trying to claim something right away, stay near but not in those areas and avoid some damage. Likewise, don’t get buddy-buddy with your teammates. One AoE stun on both healers can hurt the team, and when you both try to move out of the Orbital Strike, you’re both doing less healing.

SA8: How much time is left in the match? Sometimes it’s better to waste 30 seconds than it is to try to go for one last score. When there’s less than a minute left in Huttball and we’re winning, my team often will drag the ball into our pit. Why? Because at that point, controlling the ball is more important than another score. Same with the final countdown in Voidstar – with 20 or 15 seconds left on the clock, it doesn’t matter if you’re the only person going against 5 players. All you need to do is keep all of them from arming a bomb and then they don’t get the door at all. And is it really worth stressing if the enemy takes a turret when they have 10 defense left and you have 240? Enjoy your win.

SA9: Cooldowns. What do you have left in the fight to use? What will be coming up again and about how soon will it be ready? Proper cooldown management can be difference between OOE and “haha, sucker, you can’t stop me!”. Don’t just think about healing cooldowns, either. Explosive Probe is great burst damage and our stuns can turn the tide in a fight. Oh, and relics! I’m a relic-noob and I would probably heal more if I remembered to use them, like, ever. Same with stims and medpacs, though I only use them when I see it making a clear difference in the fight.

How do you survive in warzones?



why you don’t want to play an agent
April 10, 2012, 4:12 pm
Filed under: for fun, pvp | Tags: , , , , ,

I have this embarrassing confession to make…

I prefer warzone groups that have exactly two Imperial Agents: me and Apparation.

There are a few exceptions, of course, but at the same time I see other snipers and operatives and think “sheesh, if only we had this many Sorcerers instead.”

And I could trot out some wonderful-sounding excuses like “well, Agents are hard to play properly” or “bounty hunters and inquisitors are just so gosh-darned good right now” but the long and short of it is, there’s this preconception that Agents are the weakest class.

If I’m being honest with myself, they are.

5 Reasons Not to Play an Agent in PVP

1. All the other kids in the playground (er, players in the warzone) groan when you hop into their game. No really, you could have rolled a mercenary or a sorcerer and everybody knows it. At least you can be bad and still do a decent job if you play the overpowered classes.

2. No freaking closing ability. Seriously, when we start talking about awesome movement utility the Agent gets left in the dust. Force speed is ridiculously amazing and that’s not all: Sorcerers also get Extrication (think life grip) for double the ball-carrying speed action. Then Powertechs get grapple, Warriors can Charge and Juggernauts can Intercede. So why do Operatives (a melee-only class) get… nothing?

3. While we’re ranting about what Agent’s don’t have, I should mention this other minor thing… KNOCKBACKS. Inquisitor’s Overload is awesome. Sure, it’s self-based but some can talent it to stun and man that stun always lasts forever when you’re on the receiving end. And whatever that thing that Bounty Hunters can do like all the freaking time- yeah, I hate that. Stupid bounty hunters.

4. See that Merc over there, spamming Tracer Missle like there’s no tomorrow? And that Sorcerer throwing out lightning? Sustained burst is not for you, Agent. You get to cast a whole three abilities (slight hyperbole warning) and then you can run around waiting for your energy to come back. Enjoy!

5. Speaking of sustained burst, a sorcerer healer has a lot of different offensive abilities they can use to keep busy when no healing is needed. Sure, their Lightning and all isn’t quite as powerful as going with a DPS spec, but they can still do a whole rotation of things and have some Force to spare for healing. I can’t speak for Mercs but considering some of the damage and healing done in warzones by Mercs I’d say they can stay busy, too. Not so with the Agent. Our Operative arsenal is pretty pathetic (you have to spec into the other DPS trees to get more key abilities) and not-at-all sustainable if we want to heal, too. Let’s face it, Overload Shot just costs too much for what it does. And that’s about all we have when Shiv and Backstab are down.

Fortunately, there are some good reasons to play an Agent in PVP:

1. You are the only healer who can stealth. So when those jerks on the other team put a giant flame target on your head (it’ll happen), you can actually get to the brawl and help your team before you get ganked. There’s also the chance you’ll survive, too, since you’re always with a group. Being able to choose your fights is priceless.

2. Sorcerers aren’t the only ones who can have fun on ledges, picking players off one by one. Snipers can, too. And cover makes you immune to Grapple and a couple other movement devices.

3. Agents are the minority. Which means playing an agent, you’ll round out the group. And here’s this other potential benefit: your other team may have less experience playing against you than they do Sorcerers and Sages. Seriously. Even as a healer with pathetic damage output, I’m able to solo players who don’t understand how Operative healers work (killing a n00b DPS is highly satisfying, give it a try) (and if two people are dead-set on killing me anyways, I try to lure them away from the rest of their team as far as possible and leave them in the wrong pit for maximum travel-time wastage. Most the time they really think I’m trying to flee and chase me all the way).

4. So maybe we don’t get cool toys like the other kids but you know what we get? Hots. And as much as I really think Probes should stack higher than 2, being able to spread them out over the group (watching the energy bar, mind you!) makes for some awesome zerg parties. Being able to move while I’m spreading the love is pretty great, too, so I can position myself to pillar-hump once some Merc thinks he has a shot of killing me. Dream on, dude. I got instants to spare.

5. Us Agents are patient folk. In 1.2, guess who’s getting nerfed? That’s right… everyone BUT Agents. As much as I think Agents (mostly Operatives, can’t speak for Snipers) don’t have all the utility we need, we’re being watched and I’m certain developers will keep nerfing and buffing till we have a shot at staying competitive.

6. The healing and damage done metric can be overrated. Sure, I’d do a hell of a lot more dps or healing as a Sorc or a Merc. I’m sure of it (and I’ve played Sorc to know). But at the end of the day, winning a warzone takes more than that. Fighting in the middle nets you good numbers but does it matter if the enemy claims the other two turrets or if the other team has the ball near the goalline? Any player sacrifices “numbers” to be in the right spot at the right time. It is trickier for Operatives because our interrupt, stun, and group CC are all melee-only, but with Stealth/Vanish we have a shot at getting to the ball, the turret, wherever we want to be, to do the most good. Not the most healing.

7. Our gear is so sweet. See that sissy running around in a robe frayed with purple fuzzies and feathers? Or that dude who thinks wearing a tin can is awesome? Not so, dear Agents (Scoundrels, too). We got style in spades… and the coolest sunglasses.

8. Oh, and the Agent storyline is the best. That is all.



three months in

Following in the brave tradition of Kristalys at All For the Wookiee and Shintar from Going Commando, I’d like to reminisce on the last three months of the game.

In the past three months I’ve leveled a whole lot of toons. A 50 Sorcerer, first and foremost, but the moment I hit max level with her I realized I needed an Operative. And on the way, I’ve made a Mercenary (got lazy around level 14), another sorcerer (got lazy around level 12), a Trooper (7) and a Sage (13). That’s on one server.

On another server (because for some reason I thought the people I went to high school with would be nicer than the random guys I met in WoW, oh god who was I kidding?! Now my librarian is my guild officer!)… Well, I made an Operative. Healing, of course, though this time I didn’t wait till mid-twenties to use the spec. Lux and I are leveling duo-operatives and spending quite a bit more time PvPing.

But, I… ahem. Already have a placeholder for a sorcerer. Quake was already taken on the Tarro Blood server, but (surprise) Peal was not. So if you ever see Temblor in a warzone, throwing darts of healing and shoving probes in your face, well, wave at me. 🙂

So that’s what I’ve done. In retrospect that’s a lot, though I never got into what I thought I wanted most: hard mode raiding.

Now I’m not even sure I want that. I’ve heard here and there that people leave because quite frankly the group play sucks. But I still don’t see it. I mean. The tank shortage seems to be a really big deal but at the same time we’ve got healers in abundance. Now I’ve enjoyed healing in games even when healing was awkward and clunky and resource management was a fickle creature, and in games like this healers/support were really rare. Remember looking for a bard or red mage simply to gain a level or two in FFXI?

Speaking of FFXI, remember camping HNMs for hours against several other guilds, only to lose the pop to a Japanese guild (lower ping) who would play with the boss for hours just to move its respawn timer to a more convenient pull time for that guild the next day?

At least we can run into an instance and play when we’re ready. I haven’t touched hard modes, like I said, but the normal seems well-tuned for casual play. As it should be. I’ve run flashpoints ad nauseum without actually having nausea. So I feel the content has decent replay value, if only for the satisfaction of knocking Captain Yelto to the floor again.

So… lots of healers means that lots of people find healing fun. And why not? The pace of healing is perfect, IMHO. As is the time spent healing -in new content where I’m undergeared it’s a challenge, sure, and it should be, but once me and the tank get a few upgrades I can throw out a grenade once in a while. And I love that. My DPS doesn’t compare at all to real damage dealers, but I still find it worthwhile to use a burst ability when there’s nothing else to do. Why not? Why should I be defenseless because I’m a healer?

(Explosive probe is my favorite when I have just a split second to help burst someone down in a warzone, because it’s so dramatically… explosive).

My biggest complaints are the interface (I get very tired of the bug where a player or two won’t load into my Operations frames, so I’m stuck trying to heal a warzone without an easy way to target them) and the lack of click-to-cast. But honestly after three months I’ve managed to forget. I logged enough gametime in SWTOR healing that I’ve just plain gotten used to it, awkward and clunky as it is.

Granted, it helps that I have a mouse with extra buttons on the side. And I hope that we’ll still see some upgrades on the interface for healers. Just because we forget something is broken doesn’t mean we wouldn’t benefit from it being fixed.

I’ve noticed (in my entirely limited experience) that warzone healers on my new server are rarer than my old one. More often than not, I’m the only one on my team… but I’m not complaining. I get a ton more MVP votes that way!

In the next three months, I look forward to more leveling, more PvP and maybe even a dash of raiding. We’ll see. But I’m definitely still excited about the game. How about you? Can you believe it’s been three months of SWTOR already?



we didn’t try that hard: 16 man operations
February 28, 2012, 9:04 pm
Filed under: gameplay, on gaming, operations | Tags: , , , ,

Last week, my guild journeyed into our first 16-man operation. We filled out the raid with 11 guildies and 5 pugs. Further, we use Mumble which tends to be the rarest of voice-type programs and it’s too much hassle to get people who are unfamiliar with the program into the channel. So we didn’t bother.

Heck, in our WoW guild we used to joke that’s a secret part of the trial. If you can’t figure out how to get into Mumble before your trial is up, you don’t get to stay in the guild. =P

Now please understand. The list that follows is entirely based on my anecdotal experience. It’s opinion.

I really hope I’m not done with 16s permanently but for right now this one experience was enough to scare me away until things get patched up.

16-mans: The a-Peal:

  • Large groups feel more epic. More coordination. I felt like a healer-team lead instead of just the one healer who bosses around the other. I love large group play.
  • Damage happens hard and fast. I was a dedicated tank healer and it was fun to feel like my Operative was really filling a unique niche role in the group. It didn’t even bother me when we had to stack up for AoE heals and mine ended up being pathetic; I’d saved the day several times with my big, fast single target heals before the last phase. Healing class uniqueness really shines in 16s.

16-mans: The Appall:

  • Lag-fest. My computer was less penalized than I expected, but I saw just about everyone else grind to a painful halt with all the extra stuff going on. Apparently it’s a known issue and it isn’t a matter of your computer being “good enough” or not.
  • Trash is ridiculously hard. Things hit so much harder so it’s highly important for tanks to be taking every hit. But then you have 10 DPS and 4 healers doing their thing so the odds of someone getting one-shot are pretty good. Twitch reflexes seemed necessary, but did I mention the part about lag?
  • The one boss we did felt well-tuned enough but battle rezes work the same in 8s as they in 16s. So it feels like in 16 you are penalized. Not only do people die faster and suffer from computer lockup, you only get 50% forgiveness (Okay, that’s not true at all. That’s just how it feels).

All these things combined made our one 16 feel at least four times harder than our experiences in 8. We poked our heads into 8-Hard last week and while we hit the enrage timer at 30%, it felt more achievable as a long term goal than 16-normal. And seriously, why would anyone want to bang their head against the wall on 16s for normal gear when those groups could split and focus on 8-hards?

But then, like the title says, we didn’t try all that hard. We spent about 2 hours actually raiding of a normal 3 hour session (1/2 hour to filling the raid with pugs, called early when one of those pugs “ran into bad weather and may lose internet”. Except, pro tip: If you’re going to fake DC, don’t log out… It removes you from the raid and we know you logged out. To convincingly fake DC, you have to alt-F4 the game).

I’m a bit sad since I do enjoy the larger group sizes. It just feels more epic when I’m a part of an army and with 16 players, odds are good that all advanced classes and specs are well-represented. It’s group diversity at it’s finest. I hope that Bioware makes the changes they need to make to encourage more 16s so I can dip my toes in again.

Till then, I’ll enjoy being the only Operative in the raid. 🙂



do operatives get better?
February 17, 2012, 10:05 pm
Filed under: gameplay, strategy | Tags: , , , ,

The wordpress stats page has got to be my worst timesink outside of TOR. I’m always so amused at some of the search terms that bring players to my blog. Some probably don’t find what they were looking–sorry, my Twilek Sorcerer is light side so my screenshots won’t show Sith corruption.

But the question “do operatives get better?” and “healing and leveling operative solo” came up and I figure, hey, I can answer that.

Do Operatives get better?

Leveling Operatives is a strange experience. I was confused early on by the importance of cover (it’s a bigger deal for Snipers) and in the early stages of leveling, our core abilities are split between range and melee. With the Energy system, we have free things we can do as “filler” and cost-things we can do that if spammed will drain us dry. Early on, it’s tricky to balance. Oh, and not having a movement help – closer/leap/grapple – sucks.

And are we ranged or are we melee? Both DPS trees offer perks to both ranged and melee abilities. Cover helps mitigate damage if we stay ranged, but then we lose out on some really great abilities. And interrupts. I made the leveling process harder on myself; I knew I wanted to heal so I focused mostly on ranged abilities. You can learn from my mistakes.

Energy gets easier to manage. It does. As a healer, there’s a sweet spot in the low 30’s where you get Tactical Advantage procs like crazy and life gets better. Having played mana-style healers for more than a decade it took me a long time to train myself not to panic when I ran out of Energy. The bar fills up pretty quickly, especially if you constantly roll Stim Boost (which you should).

Short answer? Yes, it gets better. I don’t even need to know what level you are, I’m sure it does.

Landmarks for Operative Awesomeness:

  • Adrenaline Probe (14). Energy every 2 minutes. BTW, 2 minutes is faster than you might expect in-game. Use early. Use often.
  • Sleep Dart (level 20). Amazing utility for sneaking around and even CCing pre-pull.
  • Cloaking Screen (22). Vanish. Poof. In combat no more. A bit buggy in caves or story areas if you’re in a group… but what a time saver. Ever had some meanie try to steal your gathernode/quest clickie while you’re fighting? Screen, they pull aggro, then you get the node. Not that I’ve ever done this, of course! (The more honorable use for Screen is nabbing a quest-clickie–you can disable/attack some things in combat–then dropping Screen).
  • Sneak (22). Makes you sneakier to get through tight hallways. Great if you finished your quest and don’t want to fight your way out. And for droid hallways, because droids can’t be Slept.
  • Evasion (24). Less damage taken, hurray!
  • Orbital Strike (48). Words cannot do this ability justice. Why yes, I did just use my walkie-talkie to order an orbital strike. That tremor shaking the ground? My power.

Leveling as a Solo Operative Healer

I have to admit, I only did a handful of levels solo post-30. I spent much more time running around alone on my Sorcerer. My initial thoughts are: it may be a bit easier to level solo as a healer as Sorc, but only because they have spammable AoE and the bubble is just so freaking good.

That being said, I don’t see why an Operative can’t do whatever she wants, whenever she wants, however she wants to do it.

Kaliyo is an alright tank and if you focus on keeping her geared up (if you spend most of your time solo, you’ll probably use her exclusively). If you do swap companions, go through her quickslot and make sure all the things you want her to use are still selected. Perhaps they’ve fixed that bug, but her tanking abilities got turned off each time if I summoned Kaliyo after I’d been running with Vector. When she isn’t guarding, she’s quite squishy.

You can either send in Kaliyo to tank everything or you can send her to one side of a pull while you yank aggro on the other side so you split the damage and (in theory) need to heal less in-combat. What I did was send her after the toughest guy in the group (the strong/silver) and I choose weak/standard target(s) to finish off as quickly as possible.

Sleep Dart lasts for a long time. This is a very good thing, since mitigating damage means you spend more time dealing damage and less time healing you and your companion. Sleeping the guy furthest away from pack where you plan on sending your companion will ensure Kaliyo doesn’t break it (well, sometimes at least).

As a healer, your AoE options are pretty limited. But snipe is decent damage and Operative heals are quite strong to keep Kaliyo up through whatever you send her into. A word of caution: it’s hard to go full-tilt damage mode then switch on the fly to spam heal. As a healer, you get efficiency for healing but not for your damage spells. I try to weave the free stuff in to my rotation and use Rifle Shot to pick off targets once their health is low.

Kolto Probe is pretty awesome. 2-stacks on your companion, rolled well, will do a brickload of healing.

Be prepared to sneak around a lot. If it doesn’t need to be killed for a bonus, a drop, or a count on your mission, it doesn’t need to be killed. Period.

Quest rewards often give you a couple of choices in gear: an item with more cunning and less endurance, or one with more endurance and less cunning. I chose “more cunning” all the way through but if you’re having trouble taking too much damage, a healthy mix couldn’t hurt. Be willing to experiment till you find both a gear style and a playstyle that keeps you questing. What works for me might not work for you. Heck, I’m known for missing obvious things so you may already be playing so much smarter than me.

And for elites, if you can’t keep a companion alive, you can often kite. Only group events have enrage timers and in story areas, the surrounding mobs don’t respawn. It’s a long fight, that way, but when that mob dies, it’s a good feeling.

How do you survive as a healer?



gearing up
February 16, 2012, 12:00 am
Filed under: for fun, gameplay | Tags: , , , , , ,

Results Not Typical.

I’ve had a very easy time gearing up my Operative in the short time she’s been 50. In less than a week, I had a 2-set Columni bonus. In less than 2, I had a 4-set. In that time, she also took other upgrades-mostly 136-level with a smattering of 126’s.

And before it sounds like I’m bragging, I’ve been trying to place if I’m just lucky or if I did all the right things and gearing up really can happen that quickly.

Dailies – Belsavis every day. Mmm mods, sweet mods.

Flashpoints – lots of ’em. One or two every night, up to 4 daily on the weekends.

Operations – I’ve cleared Eternity Vault once and done the first 2 bosses of Karragga’s Palace. I think I got 2 pieces of loot in EV and 1 (that I already had) in KP.

In flashpoints, I’ve had very little competition. I spend most of my time with an assassin tank and 2 dps mercs. All cunning is mine.

In Operations, I feel like the normal modes are tuned to be fairly easy. We ran into enrage timers but in all fairness we also had some cobbled-together groups. Fresh 50s and a couple of “sure I’ll respec and play a new role for the first time to get this group going” kinda things. And after a few pulls, we got bosses down.

I’ve watched Sorcerer Force bars with insane jealousy. Even Enrage timers can’t run ’em dry. Every time I see purple goo on the ground I wish I had something half as nice. QQ

But at the same time, my single target heals are pretty great. I’ve fallen into the role of tank healer quite nicely without doling out assignments or calling it out.

Oh, and the Operations bosses? With the exception of the puzzle fights, I really really like ’em. The banter, the mechanics, the teamwork. They aren’t so hard (on normal mode) to keep us banging our head against one thing all week. Two nights a week should be more than enough to clear both Ops and after coming from a 4-night WoW raiding schedule it’s a nice change of pace. I look forward to them now more than I used to and it’s not just because TOR is the new shiny. I dare say the new-shiny for me wore off a few weeks ago, and that’s not a bad thing.

Our raid team still needs some filling out, but not everyone we expect to play with is 50 yet. We’re a little bounty-hunter heavy (though if I had stayed Sorc, we’d be Sorcerer heavy too, so I haven’t regretted that at all). Our biggest void? Warriors. My pocket tank started out one (it was fun to do both Sith storylines together, had some nice synergy) and we both leveled our Operative/Assassin together (which has amazing stealth synergy; I absolutely recommend this combination for team characters for the sheer fun of double-sap double-vanish).

Altitis is getting to me a bit, though. Now that I’ve got my Operative geared up past Flashpoints I want to see if my grass-is-greener syndrome is really deserved. Besides, I haven’t posted about Sorcs in some time, so I probably should give that a go. Ya know, for the sake of research. 🙂

How are you progressing?