How bad/good is froob healing now?

How bad/good is froob healing now?

Postby Zlixero on Sat Jan 14, 2017 12:39 pm

[Old] Complete Healing
: Healing 10.200
: Castable every 8sec
: Nano cost 1400 (700 assuming 50% cost reduction)
Resulting in:
1275 hp/sec
88 nano/sec

[New] Recuperative Respite*
: Healing ~2550 avarage (assuming 2% heal eff. and target with +20% heal reactivity)
: Castable every 4sec
: Nano cost 567 (284 assuming 50% cost reduction)
Resulting in:
638 hp/sec
71 nano/sec

[New] Complete Healing
: Healing 100% (lets say 15.000, since that's about how much hp will be missing on an endgame froob enf when he's at ~20% hp)
: Castable every 30sec
: Nano cost 467 (234)


In a period over 120 sec the old doc would heal:
10.200 x 15 = 153.000

In a period over 120 sec the new doc would heal:
4 x 15.000 = 60.000
+
30 x 2550 = 76.500
=
136.500**


How nerfed did we get?
- (153.000-136.000)/2 = 8250 healing per minute.
- Nanos have much higher nano reqs now.

How did we get buffed?
- Before we'd constantly be in nano recharge if we were spamming CH. Now, we have a 2sec window every time we cast a heal where we can cast whatever other nano we want! Without losing any healing power!
- A bigger challange to setup our froob docs! (We're all masochists here, right? Ofc we are, why else play froob? :twisted: )



*Self-castable on a nanomage with this setup
**Wait! He didn't remove any casts of RR, even though he calced 4x CH casts. - That's right! RR Has a recharge of 2sec, and a nanoline cooldown of 4sec. And CH, which only takes 2sec to cast, can be casted after RR has recharged, and before the nano cooldown of RR is up.
    Zlixero__200_____-..Zqagent_199
    Misspew_200__....__.Zqengi-_ 199
    Zqenf___200__......- Zqcrat.._.199
    Zqdoc __200__-____Zqma_....1XX

"Solo'd" (multibox'd)
Zlixero
Flagged
Flagged
 
Posts: 71
Joined: Sun Jan 07, 2007 1:53 pm

Re: How bad/good is froob healing now?

Postby Zlixero on Sat Jan 14, 2017 12:41 pm

I for one, prefer the new froob doc compared to the old. Which do you guys prefer?
    Zlixero__200_____-..Zqagent_199
    Misspew_200__....__.Zqengi-_ 199
    Zqenf___200__......- Zqcrat.._.199
    Zqdoc __200__-____Zqma_....1XX

"Solo'd" (multibox'd)
Zlixero
Flagged
Flagged
 
Posts: 71
Joined: Sun Jan 07, 2007 1:53 pm

Re: How bad/good is froob healing now?

Postby Lusto on Mon Jan 16, 2017 7:42 am

I am a bit AFK, but from my trials I think it goes pretty much like this:

In soloing doctor is probably quite hard to play now. Much higher nano cost for same amount of healing and insane requirements hurts a lot. The CH wont be very powerful as max health is a bit low for it.

For teaming doctor suffers much less. Old school nano rechargers, relying others for DPS and new dynamics with single, team and complete heals should make doctor as powerful or even stronger healer, depending on team composition. I think it is even much more fun to play. Little things like single heal and team heal having different timers make a big impact here. Having MP in team gives access to higher tier heal.

For raiding doctor is boosted significantly. I believe two competent doctors can out-heal three or even four old style CH spammers. This is because of the difficulty of timing the CH. Based on my logging in raids, it is hard to get even 6k healing on average from CH. And this does not count double heals where one CH is wasted completely. Fully buffed doctors spamming LE have so much more flexibility that things are much easier. And with new tanks with 20k+ HP, heal mods and the new CH, healing in proper raid force is much easier. And nano is not a problem either.
Lusto (level 200 doc) Lostu (level 200 adv) Losto (level 200 MP) Lustu (level 199 Soldier)
Lyrangitus (level 100 Trader) Lyran (level 74 Agent) Lyrangitis (level 25 Doctor)
Froob Since 2005, Member of Wolf Brigade, Founding Member of Froob200
Lusto
Skilled
Skilled
 
Posts: 384
Joined: Mon Feb 27, 2006 1:39 am


Return to Doctor

Who is online

Users browsing this forum: No registered users and 1 guest

cron