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Whats a good healing score in pvp

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited May 2010 in PvP Gameplay
So I have been having a lot of fun with my Tac Officer but I decided to bring out my Engineer RA with his cruiser and we just had a great FvK long battle. Took a long time and both sides put up a tough fight. Was one of the best battles I have seen.

Anyway I tried to be more of a healer this time around using extend shields III and sci and engineer teams.
My final score was 25 kills 3 deaths and 250k healing. There was another cruiser that got over 300k in healing which I though was nice.

So I was wondering what are some high scores people have gotten in healing?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    If I recall correctly in PvP matches it only keeps track of Engineering Team heals (at the score card at the end), no other healing is tracked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    15-0 with your team being 0 :) nah healing should never be mesured in points because then using engineering team on someone who isn't taking dmg and then letting someone die 3seconds later because you already used it to "maximise" your downtime on engineering team.. just dont work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Yes its true people could cheat to get high scores but that just seems stupid because its not like you get anything for it.

    I was really just interested in what people though was a decent score but I understand that healing doesn't take into account anything to do with shields which is a shame because the score would be much higher if the extend shields and sci teams were added.

    Well, any and all info helps so ill still ask hoping that its honest answers based on real healing and not on cheating.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I've had 700k in cp and capture and hold... not saying that mean anything because the highest dmg dealer had about the same.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Stating raw numbers is a bit vague, epecially without stating whether you were in an arena or cap map...

    I think it really is all relative to the match you are in, who you are playing with and the pvp map itself. 250k heals are nice to have at the end of the match, but not as impressive if you aren't able to keep your team from blowing up and giving the other side points. Heal points can also be skewed by the types of ships in a given map. Tons of escorts and few cruisers/sci ships don't allow for as much heals, and the escorts pop quick, but also kill things quick. Matches that are cruiser and sci heavy I've found last longer, and boil down to FF and heals

    I say keep up on the heals (the more the merrier), but don't focus too much on the raw numbers but rather making sure that your heals keep your team members in the fight longer. Low deaths on your team is a better indicator (with heals)...and hopefully it helps translate into a win
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Jaesun wrote:
    If I recall correctly in PvP matches it only keeps track of Engineering Team heals (at the score card at the end), no other healing is tracked.

    All hull heals count. You can actually watch your healing count tic up when using Hazard Emitters.

    It's hard to quantify healing. Since ES3 is more effective for keeping a teammate alive than anything else, unless they're farther away than 5k. However, if I recall correctly, Faithborn broke 600000 healing before in a CH map. In fact, go read his guide he posted on healing. http://forums.startrekonline.com/showthread.php?t=152263
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    At the moment, 'Healing' stats only account for hull repair, but Cryptic has stated that it will include shield repair (or perhaps have two separate 'healing' stats) in a future patch.

    What I consider 'average Healing' (in terms of the current 'Healing' stat, which is only hull repair; this is not a statistical 'average' of everyone's Healing stats) is the amount of hull repair needed to keep a team alive, based upon the following very simplistic formulation:

    (TotalEnemyDamageDealt / NumberOfAllies) / 10 = HealingNeeded


    The total damage dealt, divided by the the total number of allies (including yourself), represents the (statistically) average damage dealt by each enemy player. In order for this damage to be dealt, the target (ally) must still be alive; the damage numbers -- very simplistically -- represent the total hull health pool (less than or equal to the total amount needed).

    Divide this average damage by 10 to represent what I consider the average hull needed to be 'healed' in order to survive. (If 10% hull seems too low for survival for whatever reason, then divide by a number between 10 and 5, where 5 represents 20% hull needed.)

    ===

    My best 'Healing' stat result was 750k+. But, this must be taken with the context of the long match and high enemy damage (see score report linked below).

    2-Fleet-member Space PvP: Capture-and-Hold (FvF) defeat results 16 April 2010
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    my personal best was just shy of 1300k (accidently fudged up on the print screen key sorry!), but this was a match with TWO escorts reaching the 2m damage mark.

    I average anywhere from <100k against really bad opponents to upwards of 600k against really good opponents.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Though I don't have any kind of equation for what amounts to a "good" healing score, I usually judge my healing performance based on how many defeats I allow. Granted, it depends on whether you're in a group that stays within healing range or a disorganized PuG that's scattered to h*ll, but generally defeats allowed is a good indicator in my experience.

    Also, as others have mentioned, if you keep your allies up with ES and ST they aren't going to take much hull damage, which makes your overall healing numbers somewhat arbitrary. The same can be said for a low overall damage score when the opposing team doesn't heal - if you're 15-0, you're still going to have lackluster damage/healing because your enemies don't last long enough to take damage and don't inflict enough damage to justify healing.

    Apologies if this is simply a restatement of what's already been said. But yeah, needless to say, I rarely judge my performance in a match based solely on the finaly damage/healing numbers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Though I don't have any kind of equation for what amounts to a "good" healing score, I usually judge my healing performance based on how many defeats I allow. Granted, it depends on whether you're in a group that stays within healing range or a disorganized PuG that's scattered to h*ll, but generally defeats allowed is a good indicator in my experience.

    Also, as others have mentioned, if you keep your allies up with ES and ST they aren't going to take much hull damage, which makes your overall healing numbers somewhat arbitrary. The same can be said for a low overall damage score when the opposing team doesn't heal - if you're 15-0, you're still going to have lackluster damage/healing because your enemies don't last long enough to take damage and don't inflict enough damage to justify healing.

    Apologies if this is simply a restatement of what's already been said. But yeah, needless to say, I rarely judge my performance in a match based solely on the finaly damage/healing numbers.

    I think the best definition of "good healing" is: enough healing to keep your team alive long enough to kill the enemy.

    I wouldn't think that many people would disagree with that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    if you won 15-0 and you healed 50k then that was good healing, if you won 15-0 and did 250k heals that was good healing. if you lost 15-0 and did 300k heals you didn't heal enough
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zorena wrote:
    15-0 with your team being 0 :)

    100% agree.... Dont get hung up on numbers they are misleading. If your with a group a decent one at least they will relize what your doing your job, if not roll a Klingon we will realize :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Ardept wrote: »
    if you won 15-0 and you healed 50k then that was good healing, if you won 15-0 and did 250k heals that was good healing. if you lost 15-0 and did 300k heals you didn't heal enough

    Kinda right....
    It takes more than what skills you spec, what consoles you use, and what powers you have.

    1. ES+HE are the best you can get, but ES isn't tracked, neither is ST. They also, are a less than 5km range, so it requires you to be in close to the person being beat on.

    2. Can't heal if you're dead. Using your heals, places them on cd, and subsystems on gcd. When a good players sees you pop them, they will change to you, since you have no/little survival for yourself.

    3. You can help all you want, but if you receive none in return, it doesn't matter

    4. Debuffing and buffing = healing, but proactively. All healing is reactionary, and the second you realize, it's better to be proactive, than reactive, you're ahead of the game. If your buddy has 30%+ mit to hull or shields, and you add onto it, that's less you have to heal. If the enemy has a dmg multiplier debuff, that's less time they are around to do the damage. Stack that all together, and it's overall less work for you, even w/ focused fire.

    5. The biggest of all... YOU CAN'T HEAL STUPID... no matter how much you try, that's something you just can't heal.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    My personal best is 600K, but I have seen others go higher. Keep in mind only Hazard Emitters and EngTeam III are counted - meaning a Sci ship with 2 Hazard Emitter IIIs or a Cruiser with 2 EngTeams III can take the high healing score in every match without trying very hard.

    Honestly, I'm more impressed when I see a Fed healer in a Cap and Hold PUG match at all. It is so rare to find a good healer on the Fed side that I write down their name when I see it. The list isn't that long. Most Fed cruisers are too busy spamming RSP to keep anyone else alive. A good healer will carry 2 RSPs tops, and with a good escort will live longer than any cruiser with 3 or more RSPs.

    There are better ways to keep a Cruiser in the fight than RSP now - but it only works if you have a good damage dealing escort that doesn't race off the screen after they get a heal. The lack of escort Captains who understand how a healer will make them better is at least as big of a problem as the lack of good Fed healers. This problem doesn't exist so much on the Klingon side for whatever reason.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I tend to have a lot more healing on bad teams than good ones. On bad teams I typically heal 200k to 400k; on good teams I typically heal 150k to 250k.

    If I'm not the only one healing, that makes my healing totals a lot lower. It's not just because of actual healing, but because my team-mates are more likely to have resists up even when I'm not targeting them. Every player should have some basic healing abilities which they use regularly, and when that happens it cuts my work load in half.

    If I'm getting focus-fired and receiving little or no support from my team, that puts my healing numbers through the roof. It's easier to spam heals on myself than on team-mates because I'm always in range, I can monitor my own condition a bit more closely, and I can use movement to divide damage among shield facings. I'm not really effective as a team player that way, but even though dropping 500k of heals on myself is kind of selfish, I wouldn't have been doing the team any good while dead either.

    I'd say that every player ought to have over 12k healing in every match. Not just healers, but everyone. Healers should be around 100k at the low end, but that's on a team with a lot of cross-healing. If you're carrying all the healing for the team, you ought to be at 300k or more (*if* you're able to stay alive, which is a big "if" when no one else heals).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Darksided wrote: »
    My personal best is 600K, but I have seen others go higher. Keep in mind only Hazard Emitters and EngTeam III are counted - meaning a Sci ship with 2 Hazard Emitter IIIs or a Cruiser with 2 EngTeams III can take the high healing score in every match without trying very hard.

    Yeah, in a C&H last night I hit a new personal best in my star cruiser of 550K, but it was a long match. Also, I'm pretty sure Miracle Worker counts for healing as well, and mine hits for 95% of my hull at it's peak value (2 SIF consoles). So that's a hefty heal by itself, like 3 ET IIIs. I also run 2x ET III and 2 copies of Hazard Emitters, so that contributes to my higher healing scores.
    Honestly, I'm more impressed when I see a Fed healer in a Cap and Hold PUG match at all. It is so rare to find a good healer on the Fed side that I write down their name when I see it. The list isn't that long. Most Fed cruisers are too busy spamming RSP to keep anyone else alive. A good healer will carry 2 RSPs tops, and with a good escort will live longer than any cruiser with 3 or more RSPs.

    There are better ways to keep a Cruiser in the fight than RSP now - but it only works if you have a good damage dealing escort that doesn't race off the screen after they get a heal. The lack of escort Captains who understand how a healer will make them better is at least as big of a problem as the lack of good Fed healers. This problem doesn't exist so much on the Klingon side for whatever reason.

    Regarding RSP, I run 2 copies and it's just a "buy me a few seconds" thing for me. If I see heavy burst damage coming in that's lethal, RSP->Rotate Shield Frequency->EPtS, then see if I need a hull heal (HE or ET). Otherwise, it's the "keep me alive a little longer because my heals are on cooldown" power. Relying on RSP by itself is a bad move; I've killed enough people with bleedthrough alone who popped RSP at low health without any hull healing.

    And yeah, having an escort that well, escorts you, does wonders. Our premade escort knows to hang close to the star cruisers if under fire, and knows not to run away when Extend III is on her. Granted Vent helps on that ("stay close, Extend is on you"). In PUGs, I always say immediately "Heals best within 5k, stay close" in /team and not everyone listens, but those that do die less.

    As for the OP, in arena I tend to do maybe 150-250k on a decent sized match (depends how long the match goes), closer to 300 if it's a longer match like 15 minutes. In a C&H it varies. Sometimes I'm off on my own trying to cap because no one else will, and the only healing I do is on myself. If we form mini-fedballs or I end up tanking a capture point frequently to prevent it from turning, I can get 250+ if it goes long (or 550 last night). I had both an arena match and a C&H last night go more than 15 minutes, and that caused inflated healing #s. Getting 2 Miracle Workers off in a match is almost 80-100k by itself.
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