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bigmak20
10-11-2005, 08:55 PM
I think we're in decent shape healing.  But I'm curious about people thinking we solo heal groups so well.  Full group against yellow and orange double and triple ups and me solo healing.  Obviously, not easy.  I was burning a lot of mana and had to stay on my toes but we still managed decent exp and not many deaths -- the problem is with aggro shifts. If the aggro shifts a cloth wearer or lower level member with less mit/avoid is dead before the timer is up or cast time is ellapsed on a big heal.  The heal amounts on my oh-[expletive haxx0red by Raijinn] spells won't keep them up (and the aggro will shift more often then once every 15 mins in an exp grp).  That's really really annoying.  Even with grp reactive on the whole grp a cloth wearer is going to drop in 2 hits 3 max from a dbl or triple up. I drop quick cast combat heal to buy time for big heal and then arch heal ... arch heal or grp reactive cast time is too long.  Sgl target reactive is pretty much full time on MT and usually waiting for it's cast timer to ellapse.... With so many heals on same timers there's nothing left to save someone in an aggro shift.  I used to use my old Clauria's for that since it was on a seperate timer and had GI on main tank.  Bottom line is it's typical to be looking for a heal to throw when aggro shifts but all my timers are waiting.  And the ability to do -anything- but spam heals in a solo healer situation?  Non existent.  Not really complaining about that just an observation. Not to mention what happened twice when the caster pulled aggro.. fizzle fizzle dead caster.  Is it just me or do fizzles happen more often in emergencies?  It seems to be programmed in. Obviously pushing the envelope so don't get crazy on the response.  But honestly; exp is pathetic against even con or lower.  And BORING.  And it was a full group not two or three.  I just think it would make sense to have a better single target save spell (bigger up front heal) on a short timer and have some heal variety on seperate timers.

Diapause
10-11-2005, 09:35 PM
<DIV>BigMak2010,</DIV> <DIV> </DIV> <DIV>There are a lot of factors that go into healing capability but some questions to ask:</DIV> <DIV> </DIV> <DIV>1. What is the level of the tank vs. the mob? What level taunts was he/she using? Was he/she using cobalt or T6 armor with higher mitigation?</DIV> <DIV> </DIV> <DIV>2. Were your meelee groupmates using T5 weapons vs. T6 mobs?</DIV> <DIV> </DIV> <DIV>3. Did the Tank use Rescue against the groupmember that got aggro?</DIV> <DIV> </DIV> <DIV>4. Did you use your aggro-reducer (when up) to strip aggro back to MT?</DIV> <DIV> </DIV> <DIV>5. Did other grpmates put a hate-proc on the MT?</DIV> <DIV> </DIV> <DIV>6. Did the tank put a hate-reducer on the lead DPS'r?</DIV> <DIV> </DIV> <DIV>7. Was the tank in his/her deffensive stance or offensive one?</DIV> <DIV> </DIV> <DIV>8. Where you attacking the hi-limit of orange con'd mobs (+7 levels)? Remember that resists rates gain a multiplier at those levels, so more resists = less taunts that land.</DIV> <DIV> </DIV> <DIV>Also, as a lvl 51, you may be at tuff spot. The upgrades you get at lvl 54 & 56 for single/group reactives are significant increases to your heal ability against T6 mobs.  Keep in mind too that hi-level oranges also impacts your tanks main avoidance chance by alot. So he/she will be getting hit more often, for more dmg than even-con mobs. That will hurt you the most with healing.</DIV> <DIV> </DIV> <DIV>The problem is that most players don't take kindly to being asked how they are playing their toons. Most the times, a good group experieince equates to just semi-skilled players behind those toons. Not everyone plays at the same level. And that may be the xxx factor why you had a bad experience.</DIV> <DIV> </DIV> <DIV>Hopefully this helps in clarifying some questions you have. A well equiped group should have no problems with yellow to mid-level orange ^^^'s (as has been my experience). Hi level orange ^^^ may be a problem or just take longer.</DIV> <DIV> </DIV> <DIV>Diapause - Lvl 56 Templar (Lavastorm)</DIV>

Blast2hell
10-11-2005, 10:00 PM
<DIV>Very interesting post, and I think this calls in your own personal perspective of healing, which of course nobody can tell anyone, it's a personal thing. </DIV> <DIV> </DIV> <DIV>My perspective on this, is it's my job to heal, but it's the job of everyone in the group to make healing easier on me.   Yes, when a caster gains aggro, it my job to cast a heal to keep him from dying....but.....this is where everyones role/skill comes in.   There are spells that other people in the group can/may have that can keep that caster from dying.   First, it's the job of the caster to avoid getting aggro, if you notice someone in your group constantly getting aggro besides the MT, they need to learn to adjust there aggro to the ability/skill of the tank.    </DIV> <DIV> </DIV> <DIV>Also, as a single healer you need a certain amount of DPS to match how much healing you can do....it's really a fine balance these days...and how well you heal depends not only on your ability to heal, but the skill/ability of the group to make your healing a smooth as possible.  If you group is killing stuff to slowly vs. how much damage is coming in, your not going to keep up.</DIV> <DIV> </DIV> <DIV>I only group with guildmates, and I pull casters/scouts from the grip of death a lot, yet if I notice one of them pulling aggro too much, I will tell them to lay off there DPS or if I know they have aggro reduction/elimination abilities I'll call them to use it.   Also, the MT, well a good one, knows it's there job to get that crap off the caster....so you can realistically only keep casters/scouts alive if your MT is good enough to keep the crap off them.   If your MT is unable to do it, then it's either the caster/scout pulling too much aggro, or the MT who's unable to taunt well enough.....none the less, the crap rolls down hill to you for you to solve hehe.</DIV> <DIV> </DIV> <DIV>The fizzles can hit at the worst times...before the revamp spells could get to where they never fizzled, I wish that would come back.  </DIV> <DIV> </DIV> <DIV>When xping, I love group encounters...because you can rock the party with Atoning fate, which can save you if you have multiple people taking damage..   Atoning fate is one spell I land on almost every single encounter if I can no matter the situation.  </DIV> <DIV> </DIV> <DIV>The other night, was killing Giants in pillar of flames 57-60.   With a 56 guardian 56 monk, 59 brigand 54 ranger 56 coercer and me 55 templar.   We were pulling in  three encounters at once, and the monk was just chain pulling them into a center point while group kept mowing them down...we did this till all DPS was out of power.   Using atoning fate, and the group managing aggro/guardian holding aggro....healing was relative easy and usually all DPS was out of power way before me.   Usually we did about 8-10 encounters before pausing for power regen.  kept this up all night and did 50% xp in 4 hours with one death to the ranger.  </DIV> <DIV> </DIV> <DIV>Lotta DPS potential in the group, and if too many were pulling aggro, I could never keep up, thankfully we work well together..and people knew how to manage thereselves well.</DIV> <DIV> </DIV> <DIV>So in my personal perspective, which is only mine, saving your casters/scouts may not be a spell issue as much as it's a group skill and ability to do.</DIV>

bigmak20
10-11-2005, 10:51 PM
<div></div>ah... bingo. The multiplier comment. The caster wasn't doing too bad.  The poor guy in our group that died a-lot was a lvl 45 zerker that came along for fun to see things and.. we thought.. to get good exp.  The rest of us L55 to L51. Fighting 54 to 57 two and three ups. The poor L45 kept getting aggro'd and killed.  He was trying to lay off, defensive stance, etc, avoid aggro. If he had some kind of hate multiplier due to the level difference this makes sense.  (edit insert para) Re-read the posts and realized te comment is a resist multiplier for lvl differences.  So I guess that begs the question if there's also a hate multiplier.  I really don't think the zerker at 45, against a 55 mob, was doing enough dmg to pull aggro on his own. Still think we need some heals, atleast A SHORT CAST BIG DIRECT HEAL, on seperate timer even a longish timer (2 mins is about right).  Something to use in a save when there's an aggro shift. Hopefully SOE can consider that.  I think Fury is getting another heal on seperate timer at L54? <p>Message Edited by bigmak2010 on <span class=date_text>10-11-2005</span> <span class=time_text>11:56 AM</span>

Blast2hell
10-11-2005, 10:58 PM
<BR> <BLOCKQUOTE> <HR> bigmak2010 wrote:<BR>ah... bingo.<BR><BR>The multiplier comment.<BR><BR>The caster wasn't doing too bad.  The poor guy in our group that died a-lot was a lvl 45 zerker that came along for fun to see things and.. we thought.. to get good exp.  The rest of us L55 to L51.<BR><BR>Fighting 54 to 57 two and three ups.<BR><BR>The poor L45 kept getting aggro'd and killed.  He was trying to lay off, defensive stance, etc, avoid aggro.<BR><BR>If he had some kind of hate multiplier due to the level difference this makes sense.<BR><BR>Still think we need some heals, atleast A SHORT CAST BIG DIRECT HEAL, on seperate timer even a longish timer (2 mins is about right).  Something to use in a save when there's an aggro shift.<BR><BR>Hopefully SOE can consider that.  I think Fury is getting another heal on seperate timer at L54?<BR><BR><BR><BR><BR><BR><BR> <HR> </BLOCKQUOTE><BR> <DIV>actually it's at 52, but yes it's on a seperate timer, called Back in the Fray.....a SWEET spell that does exactly what your asking for.   it's a 1.5 second cast heal that if the target is over 50% health does like i think 600-800 hp, and if target being healed is under 50% health it can heal 1200-1500 points of health.......   this spell is so sweet, I'd die to have that added to the templar arsenal.</DIV>

bigmak20
10-11-2005, 11:04 PM
(expletive deleted in advance)  haha I was hoping it was unsubstantiated rumor.