right now a sci officer's ground healing (im not talking about the BO's) is woefully inadequate for current content.
so much dmg completely ignores shields. reman captains and their stupid psi guys, most borg attacks, the upcoming undine tf
the cooldowns on the 4 sci heals are way, way too long. medical tricorder should be a 2s cooldown. vascular regenerator a 1s cooldown at a minmum. the group heal should only be a 20s cooldown and the nanites should only be a 20s cooldown
hell i just had a ground mission explore that had a reman captain and reman elite guard at the end and wiped to it 4 times with my two sci (me being one, both sci set to heal) and 3 engineer away team. i finally gave u and dropped it. i could not keep up with the insane amount of unresistable shield-ignoring damage even with all of the engineering toys out and making my bo's focus fire
if the dev team wants to make the game more challenging by adding a death penalty, we need the tools to prevent the death from happeningif you dont plan to lower either the spawn density or mob dmg in TF's
I leveled a science officer first to RA and noted some issues with this.
I'm leveling a engineering officer now and am having no issues. Probably because I'm running (2) Science bridge officers with healing stuff.
right now a sci officer's ground healing (im not talking about the BO's) is woefully inadequate for current content.
so much dmg completely ignores shields. reman captains and their stupid psi guys, most borg attacks, the upcoming undine tf
the cooldowns on the 4 sci heals are way, way too long. medical tricorder should be a 2s cooldown. vascular regenerator a 1s cooldown at a minmum. the group heal should only be a 20s cooldown and the nanites should only be a 20s cooldown
hell i just had a ground mission explore that had a reman captain and reman elite guard at the end and wiped to it 4 times with my two sci (me being one, both sci set to heal) and 3 engineer away team. i finally gave u and dropped it. i could not keep up with the insane amount of unresistable shield-ignoring damage even with all of the engineering toys out and making my bo's focus fire
if the dev team wants to make the game more challenging by adding a death penalty, we need the tools to prevent the death from happeningif you dont plan to lower either the spawn density or mob dmg in TF's
I almost always have to have nanites on myself at all times because of this.
I try not to hog them, but if the medic dies, the team dies.
And yes, I am using a very rare medic kit from the daily badge trade in, and yes, I have maxed out doctor skill as well as the other one that may (or may not) help with a few of the ancillary healing abilities.
i'm using a purple healing kit as well and all of the ground skills that max medical tricorder and vascular regenerator are at 7 or 9 depending on tier
a maxed out medical tricorder III barely even compensates for a single blast from a heavy assault drone
i don't have maxed doctor and still was able to heal in the STFs by using a green MK VII-Kit. It is - like always - a matter of competence in your group. If the people know what they are doing, then you don't even need to keep your healing skills at cooldown. If not, then even spamming heals won't help them.
Every player should be using self buffs/heals and coupled with your heals 4(total) for a medic that is plenty for me. I grp with pugs quite a bit lately and I can keep a noob group up and running quite easily. If I find I am having issues it is because they are not self healing with those handy doodads.
I agree, the sci heals need to be looked at. Even with a good team, there are usually more tac players than sci or engineers, and I already expect the tacs to keep the enemies away from me so I get a chance to heal them.
As sci, I see two options for me. Say I'll heal the group and do no notable damage at all. Say I'll not heal and be the ******* of the day. I tend to do the first, but I can't do it efficiently.
As a compromise between constant spamming of heals and the frankly inadequate situation we have at the moment I'd suggest a greatly reduced cooldown for healing abilities but have them apply a debuff that significantly reduces any heals given during that time. Perhaps a stacking 50% heal strength debuff for about 10-15 seconds. So the first heal you get 100%, second you get 50%, then 25%, 12.5%, 6.25% etc.
That way, medics would be more effective at keeping a group alive, but would'n't have a spammable heal that would make us OP in ground PvP or practically immune in solo PvE.
right now a sci officer's ground healing (im not talking about the BO's) is woefully inadequate for current content.
so much dmg completely ignores shields. reman captains and their stupid psi guys, most borg attacks, the upcoming undine tf
the cooldowns on the 4 sci heals are way, way too long. medical tricorder should be a 2s cooldown. vascular regenerator a 1s cooldown at a minmum. the group heal should only be a 20s cooldown and the nanites should only be a 20s cooldown
hell i just had a ground mission explore that had a reman captain and reman elite guard at the end and wiped to it 4 times with my two sci (me being one, both sci set to heal) and 3 engineer away team. i finally gave u and dropped it. i could not keep up with the insane amount of unresistable shield-ignoring damage even with all of the engineering toys out and making my bo's focus fire
if the dev team wants to make the game more challenging by adding a death penalty, we need the tools to prevent the death from happeningif you dont plan to lower either the spawn density or mob dmg in TF's
i would half to agree with the problem with sci healing being sucky. Its too hard to try to keep a team from dieing so i just switched careers to a sci buffer damage dealer. better/easier to keep them alive that way.
As a compromise between constant spamming of heals and the frankly inadequate situation we have at the moment I'd suggest a greatly reduced cooldown for healing abilities but have them apply a debuff that significantly reduces any heals given during that time. Perhaps a stacking 50% heal strength debuff for about 10-15 seconds. So the first heal you get 100%, second you get 50%, then 25%, 12.5%, 6.25% etc.
That way, medics would be more effective at keeping a group alive, but would'n't have a spammable heal that would make us OP in ground PvP or practically immune in solo PvE.
we only see them a couple of times levelling up, but undine and reman ground troops do a lot of dmg that completely ignores shields. borg only ignore shields in melee, so engineer group toys act as a buffer unless your group kills so slow that you lose the battle of attrition.
either way just based on how much the heals heal for compared to player health (480 for a maxed out medical tricorder while most players have almost 800 health) they need their cooldowns lowered substantially
As a compromise between constant spamming of heals and the frankly inadequate situation we have at the moment I'd suggest a greatly reduced cooldown for healing abilities but have them apply a debuff that significantly reduces any heals given during that time. Perhaps a stacking 50% heal strength debuff for about 10-15 seconds. So the first heal you get 100%, second you get 50%, then 25%, 12.5%, 6.25% etc.
That way, medics would be more effective at keeping a group alive, but would'n't have a spammable heal that would make us OP in ground PvP or practically immune in solo PvE.
Every other healing class in every other MMO has a spammable heal and it doesn't make them OP.
Every other healing class in every other MMO has a spammable heal and it doesn't make them OP.
those other games also have resources to manage in order to use those heals in the form of mana or power
this game doesnt have that, so a spammable heal would be obscene. no, all we need are the cooldowns reduced. medical tricorder 3s, vasculator regenerator 1s due to being a hot, healing nanites to 20s and the aoe heal to 20s. this would make the stf's not only more manageable, but possibly more puggable
those other games also have resources to manage in order to use those heals in the form of mana or power
this game doesnt have that, so a spammable heal would be obscene. no, all we need are the cooldowns reduced. medical tricorder 3s, vasculator regenerator 1s due to being a hot, healing nanites to 20s and the aoe heal to 20s. this would make the stf's not only more manageable, but possibly more puggable
Really? Obscene? If they would make it a tad bit clearer who is supposed to do what on the ground instead of effectively turning ground combat content into an overgrown zerg rush with no clear tank or aggro management abilities at all then it wouldn't be quite so hard to keep a group up. Everyone has the same HP, therefore no one is designed to take damage.
Other games have mana and power because they have abilities and classes that make sense. STO on the other hand, does not.
I totally disagree with the premise that Sci healing needs a buff.
A medic kit is plenty powerful to keep a group that does the pulls right (i.e. one group at a time) and uses their skills properly alive with *zero* deaths through the ground part of any STF. When I run them, deaths are relatively infrequent and 9 out of 10 times due to either bad pulls or people playing carelessly and taking unnecessary risks.
Healing is so strong that Science officers can (and frequently do) solo the ground bosses.
You can't just look at the healing, you should also consider the resist buffs (and debuffs) we get. These are the numbers on my Sci:
Medical Tricorder: 475 heal, 50% damage resist for 5 seconds, 6 second c/d, 7.25 sec spam
Vascular Regen: 980 HoT, 25% damage resist over 10 seconds, 15 second c/d, 16.25 sec spam
Triage: 337 heal (x5), 50% damage resist (x5) for 5 seconds, 30 second c/d, 31.25 sec spam
Nanites: 185 heal (x3), 50% damage resist (x3) for 3 seconds, 1 minute c/d, 61.25 sec spam
Dampening Field, -50% energy damage (AoE) for 21 seconds, 2 minute c/d
In a 5-man team, that is almost 3 full heals per person per minute. If your group is regularly taking more damage than you can heal, somebody is doing something wrong.
And on top of that, you are able to buff damage resistance significantly, keep enemies damage resistance debuffed and contribute some damage.
Your team needs to help you by playing smart and using their own damage reducing abilities like Overwatch, Rally Cry, Smoke Grenade, Medical/Shield generators, and summoning turrets and Security Teams (more targets = less damage per target), shield recharges, hypos in emergencies, etc.
I totally disagree with the premise that Sci healing needs a buff.
A medic kit is plenty powerful to keep a group that does the pulls right (i.e. one group at a time) and uses their skills properly alive with *zero* deaths through the ground part of any STF. When I run them, deaths are relatively infrequent and 9 out of 10 times due to either bad pulls or people playing carelessly and taking unnecessary risks.
Healing is so strong that Science officers can (and frequently do) solo the ground bosses.
You can't just look at the healing, you should also consider the resist buffs (and debuffs) we get. These are the numbers on my Sci:
Medical Tricorder: 475 heal, 50% damage resist for 5 seconds, 6 second c/d, 7.25 sec spam
Vascular Regen: 980 HoT, 25% damage resist over 10 seconds, 15 second c/d, 16.25 sec spam
Triage: 337 heal (x5), 50% damage resist (x5) for 5 seconds, 30 second c/d, 31.25 sec spam
Nanites: 185 heal (x3), 50% damage resist (x3) for 3 seconds, 1 minute c/d, 61.25 sec spam
Dampening Field, -50% energy damage (AoE) for 21 seconds, 2 minute c/d
In a 5-man team, that is almost 3 full heals per person per minute. If your group is regularly taking more damage than you can heal, somebody is doing something wrong.
And on top of that, you are able to buff damage resistance significantly, keep enemies damage resistance debuffed and contribute some damage.
Your team needs to help you by playing smart and using their own damage reducing abilities like Overwatch, Rally Cry, Smoke Grenade, Medical/Shield generators, and summoning turrets and Security Teams (more targets = less damage per target), shield recharges, hypos in emergencies, etc.
wrong
to bottom line it all - a fully buffed out vascular regenerator III with all related skills at 9 can not keep up the healing of ONE assimiliation debuff from ONE drone - a debuff it's supposed to REMOVE
summon a shield generator? wow, too bad such things like being assimilated ignore shields entirely
medical generators? heh
and hypo's have to be used pretty much on cooldown, especially if your gropu isnt the perfect setup
no, we dont have the tools needed for the content being thrown at us. you yourself may have the uber set-in-stone every night 5 man, but you are in the minority there.
science soloing ground bosses have nothing to do with the discussion at hand - and the ground bosses in the game right now are WEAKER than the trash before them not to mention people use a wall exploit for one of them consistantly
to bottom line it all - a fully buffed out vascular regenerator III with all related skills at 9 can not keep up the healing of ONE assimiliation debuff from ONE drone - a debuff it's supposed to REMOVE
The assimilation debuff has a big incoming healing penalty attached, which suggests pretty clearly that it is not *supposed* to be easy to heal through.
Whether it should be removed by things like VR and Biofilter Sweep is a different question. If it isn't WAI then it should be fixed (although this would completely trivialize the STFs...), but the fact is that one assimilation is not fatal, and it is avoidable if people get away from the Drones that do it.
The med/shield generators you scoff at not only heal/prevent most damage but they also draw mob aggro and act as decoys/tanks.
The big point is, healing counts for nothing. Sure, your team may appreciate it, but the game and rewards do not. There is no real gain in being a pure healer.
The assimilation debuff has a big incoming healing penalty attached, which suggests pretty clearly that it is not *supposed* to be easy to heal through.
Whether it should be removed by things like VR and Biofilter Sweep is a different question. If it isn't WAI then it should be fixed (although this would completely trivialize the STFs...), but the fact is that one assimilation is not fatal, and it is avoidable if people get away from the Drones that do it.
The med/shield generators you scoff at not only heal/prevent most damage but they also draw mob aggro and act as decoys/tanks.
shield generators increase shield regen rate, they dont reduce incoming dmg by any amount - especially damage that ignores shields like most undine and reman attacks
anyone hit by 3 assimiliations is dead. period. through shields. they like to jump over cover shields, too
the above poster is right. there is no real point to healing. you can do the stf's without a sci and when the tribble nerfs hit, may find yourselves with no other choice there
Niche or spec based chars is bad for this reason. In an effort to make each class good at a specific thing, the outcome is that each class is useless in certain areas. The only way to make a Science officer a true support class the way they seem to think we are is to expand thier range. 14km in space, 40% on the ground. With the current everyone at the same range there is no front line. Its all front line and its primary the cripple. Zerg the remaining.
Niche or spec based chars is bad for this reason. In an effort to make each class good at a specific thing, the outcome is that each class is useless in certain areas. The only way to make a Science officer a true support class the way they seem to think we are is to expand thier range. 14km in space, 40% on the ground. With the current everyone at the same range there is no front line. Its all front line and its primary the cripple. Zerg the remaining.
i have no idea what you are even saying here. this seems very off topic
since all 5 members of your team are tanking at the same time in an stf, the amount of healing a single sci can put out is inadequate.
Well, Ive been healing for groups both experienced and noobish, sometimes several levels higher than me with little or no problems unless they decide to cut corners or leave my line of sight. In the DS9 under attack mission however I had issues in the command center up the turbolift, in fact I think just saying I had issues is an understatement, granted I was only cpt 1 rolling with rear admirals and everything in that room was a considerably higher level than me.....that could have been the problem.
And I have no desire to explain it to you in pablum version. So go back to whjere you were before you felt obligated to reply with me in quotes.
this is my thread, troll elsewhere. especially with your adding range to sci on the ground - not only does that not help sci healing as is the topic here, but doesnt do jack when 4-5 proto drones spawn behind you flanking the hell out of you and your group with aoe's making healing that much harder
Well, Ive been healing for groups both experienced and noobish, sometimes several levels higher than me with little or no problems unless they decide to cut corners or leave my line of sight. In the DS9 under attack mission however I had issues in the command center up the turbolift, in fact I think just saying I had issues is an understatement, granted I was only cpt 1 rolling with rear admirals and everything in that room was a considerably higher level than me.....that could have been the problem.
the ds9 fleet action is a commander level fleet action. these dont scale like starbase 24. so you had a captain and rear admirals doing things substantially lower level
Comments
I'm leveling a engineering officer now and am having no issues. Probably because I'm running (2) Science bridge officers with healing stuff.
I almost always have to have nanites on myself at all times because of this.
I try not to hog them, but if the medic dies, the team dies.
And yes, I am using a very rare medic kit from the daily badge trade in, and yes, I have maxed out doctor skill as well as the other one that may (or may not) help with a few of the ancillary healing abilities.
a maxed out medical tricorder III barely even compensates for a single blast from a heavy assault drone
As sci, I see two options for me. Say I'll heal the group and do no notable damage at all. Say I'll not heal and be the ******* of the day. I tend to do the first, but I can't do it efficiently.
That way, medics would be more effective at keeping a group alive, but would'n't have a spammable heal that would make us OP in ground PvP or practically immune in solo PvE.
i would half to agree with the problem with sci healing being sucky. Its too hard to try to keep a team from dieing so i just switched careers to a sci buffer damage dealer. better/easier to keep them alive that way.
Same thing as the crapy heals that we have now.
we only see them a couple of times levelling up, but undine and reman ground troops do a lot of dmg that completely ignores shields. borg only ignore shields in melee, so engineer group toys act as a buffer unless your group kills so slow that you lose the battle of attrition.
either way just based on how much the heals heal for compared to player health (480 for a maxed out medical tricorder while most players have almost 800 health) they need their cooldowns lowered substantially
Every other healing class in every other MMO has a spammable heal and it doesn't make them OP.
those other games also have resources to manage in order to use those heals in the form of mana or power
this game doesnt have that, so a spammable heal would be obscene. no, all we need are the cooldowns reduced. medical tricorder 3s, vasculator regenerator 1s due to being a hot, healing nanites to 20s and the aoe heal to 20s. this would make the stf's not only more manageable, but possibly more puggable
Really? Obscene? If they would make it a tad bit clearer who is supposed to do what on the ground instead of effectively turning ground combat content into an overgrown zerg rush with no clear tank or aggro management abilities at all then it wouldn't be quite so hard to keep a group up. Everyone has the same HP, therefore no one is designed to take damage.
Other games have mana and power because they have abilities and classes that make sense. STO on the other hand, does not.
A medic kit is plenty powerful to keep a group that does the pulls right (i.e. one group at a time) and uses their skills properly alive with *zero* deaths through the ground part of any STF. When I run them, deaths are relatively infrequent and 9 out of 10 times due to either bad pulls or people playing carelessly and taking unnecessary risks.
Healing is so strong that Science officers can (and frequently do) solo the ground bosses.
You can't just look at the healing, you should also consider the resist buffs (and debuffs) we get. These are the numbers on my Sci:
Medical Tricorder: 475 heal, 50% damage resist for 5 seconds, 6 second c/d, 7.25 sec spam
Vascular Regen: 980 HoT, 25% damage resist over 10 seconds, 15 second c/d, 16.25 sec spam
Triage: 337 heal (x5), 50% damage resist (x5) for 5 seconds, 30 second c/d, 31.25 sec spam
Nanites: 185 heal (x3), 50% damage resist (x3) for 3 seconds, 1 minute c/d, 61.25 sec spam
Dampening Field, -50% energy damage (AoE) for 21 seconds, 2 minute c/d
So our total healing rate is:
475/7.25 = 65.5/sec
980/16.25 = 60.3/sec
337*5/31.25 = 53.9/sec
185*3/61.25 = 9.1/sec
Total: 189/second or 11,330/minute.
In a 5-man team, that is almost 3 full heals per person per minute. If your group is regularly taking more damage than you can heal, somebody is doing something wrong.
And on top of that, you are able to buff damage resistance significantly, keep enemies damage resistance debuffed and contribute some damage.
Your team needs to help you by playing smart and using their own damage reducing abilities like Overwatch, Rally Cry, Smoke Grenade, Medical/Shield generators, and summoning turrets and Security Teams (more targets = less damage per target), shield recharges, hypos in emergencies, etc.
wrong
to bottom line it all - a fully buffed out vascular regenerator III with all related skills at 9 can not keep up the healing of ONE assimiliation debuff from ONE drone - a debuff it's supposed to REMOVE
summon a shield generator? wow, too bad such things like being assimilated ignore shields entirely
medical generators? heh
and hypo's have to be used pretty much on cooldown, especially if your gropu isnt the perfect setup
no, we dont have the tools needed for the content being thrown at us. you yourself may have the uber set-in-stone every night 5 man, but you are in the minority there.
science soloing ground bosses have nothing to do with the discussion at hand - and the ground bosses in the game right now are WEAKER than the trash before them not to mention people use a wall exploit for one of them consistantly
The assimilation debuff has a big incoming healing penalty attached, which suggests pretty clearly that it is not *supposed* to be easy to heal through.
Whether it should be removed by things like VR and Biofilter Sweep is a different question. If it isn't WAI then it should be fixed (although this would completely trivialize the STFs...), but the fact is that one assimilation is not fatal, and it is avoidable if people get away from the Drones that do it.
The med/shield generators you scoff at not only heal/prevent most damage but they also draw mob aggro and act as decoys/tanks.
shield generators increase shield regen rate, they dont reduce incoming dmg by any amount - especially damage that ignores shields like most undine and reman attacks
anyone hit by 3 assimiliations is dead. period. through shields. they like to jump over cover shields, too
the above poster is right. there is no real point to healing. you can do the stf's without a sci and when the tribble nerfs hit, may find yourselves with no other choice there
i have no idea what you are even saying here. this seems very off topic
since all 5 members of your team are tanking at the same time in an stf, the amount of healing a single sci can put out is inadequate.
And I have no desire to explain it to you in pablum version. So go back to whjere you were before you felt obligated to reply with me in quotes.
this is my thread, troll elsewhere. especially with your adding range to sci on the ground - not only does that not help sci healing as is the topic here, but doesnt do jack when 4-5 proto drones spawn behind you flanking the hell out of you and your group with aoe's making healing that much harder
the ds9 fleet action is a commander level fleet action. these dont scale like starbase 24. so you had a captain and rear admirals doing things substantially lower level