if you were a healer which do you prefer?

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if you were a healer which do you prefer?

Postby Peadro » Mon Aug 25, 2008 5:11 pm

a 12.5k tank that is uncrush and uncrit or a 14k tank that may be uncrit but deff not uncrush?
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Postby Seipoc » Mon Aug 25, 2008 5:46 pm

for heroics? if they're uncrit they're Good to

so the 14k HP tank if they are uncrit would be the logical choice
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Postby Voxe » Tue Aug 26, 2008 3:15 am

My main is a holy priest and I prefer a slightly larger healthpool over uncrush. especially when it comes to tankadins.

afaik mobs don't crush, so in 90% of the entire run this is not an issue. When on boss encounters there is a chance to crush, not a certainty, and even then--> higher mitigation reduces teh chance of a crushing blow.

Since tankadins tend to clear rooms by large pulls, the added health gives good buffer to heal in.
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Postby ulushnar » Tue Aug 26, 2008 3:20 am

Say it with me:

Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.*


*Assuming you're level 70.
Be careful when you argue with trolls, lest you become one.
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Postby caboom » Tue Aug 26, 2008 6:46 am

Ulushnar wrote:Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.


oh and friendly sticky is ur friend :D
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Postby Katerina » Tue Aug 26, 2008 6:53 am

14.5 - which with my fort buff and kings will put him over 16k, which is a comfortable hit pool to work with.

The 12k hit point tank I'd bubble as well as PoM+Renew before the pull as I'd be terrified he'd drop before I could safely land a heal without having half the pack come eat my face.

That being said, I've ran with tanks with 19k hit points who couldn't tank worth a damn and 12k hit point tanks who were excellent. A skilled player can do a lot with a little gear. An unskilled player can n00b up the easiest things.

As was mentioned, being uncrushable doesn't matter in heroics as nothing is 3 levels above you. Though when fighting against several melee mobs (H Shat Halls) physical mitigation often trumps a larger hit pool for survivability as it buys time for heals to land. When fighting packs of casters (H MgT) more hit points is really all you have until AD kicks in. :(

Well, and self-cleanses!
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Postby anthony » Tue Aug 26, 2008 8:26 am

Ulushnar wrote:Say it with me:

Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.
Five-man mobs don't crush.*


*Assuming you're level 70.
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Postby Mordinm » Tue Aug 26, 2008 9:16 am

For me, most likely the 12k tank with uncrush. (Yes Ulushnar I am well aware of what can and cannot crush.) Bottom line for heroics 12k life unbuffed is more then enough to work with and if a tank has 14k life and isn't uncrushable his avoidance is almost always crap. Uncrushable tank will spike much less often and the spikes will be managable. That's all based on guesses as to what the tanks other stats are like though so take it with a grain of salt.
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Postby ldeboer » Tue Aug 26, 2008 6:45 pm

Either will somewhat work which I would prefer would depend on instance and what armor is behind those stats.

The uncrush tank will take less unmitigated hits but blocking a few hundred from a 4-5K hit in somewhere like H-BF it will feel like you are wearing cloth. The 14K tank if it had some PVP gear for example with high armor may well fair better.

The answer really is and I remember well when you are at this level you switch between the diff setups depending on the instance.
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Postby Kelaan » Wed Aug 27, 2008 10:15 am

It seems like a general consensus is:

- massive health pool isn't a good indicator, unless you're fighting casters
- If you're gearing for uncrushable, your avoidance is usually good.
- Armor and other mitigation are really very useful in heroics. You will get hit a LOT, so even if you avoid 40-50% of it, you need the armor to take the hit.

I was healing a friend last night (We swapped roles, as he usually heals and I tank), and it was interesting. He had better gear (in some slots) than I do, and ~15k health. Very rarely did he get below 4k health ... but I am certain that part of that is because he had several thousand more armor going than the average 12.5k uncrushable tank. Armor's mitigation (and the extra BV he had) is quite useful.

so:
- Kings. You want the health buffer.
- Devotion aura. You will take enough damage to keep consecration going at max rank longer.
- Try to get a high-armor shield (SSO, PVP). I spent ~2 calendar weeks working on SSO rep and I don't regret it at ALL.
- Consider using armor scrolls and/or the +armor elixir.
- Consider flasking... but the armor elixir might do more for you. Invis is better at the maths than I am. ;)
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