I understand the idea but in practice it just confuses me! Once you reach , you are immune to CC. Certain types of CC add resolve based on type, duration, and breaks on damage. Note that the overhead bar is based on not , thus you need a clear full white bar in order to be granted CC immunity.
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Steve says:. All other trademarks are the property of their respective owners. You are about to leave this website Close Continue. Apophis - Mercenary - Nightmare Lands. Quote: Originally Posted by Zetara 2nd. Quote: Originally Posted by Labradoraki We dont care Go and find out. The answer is in front of your face on this very forum. I don't know why people insist on ignoring something that's already there to make more and more threads asking what's already been answered and is there to read in front of them.
I know I'll ignore it, and ask the same question again, even though the answer is right there in front of me. I care. Combat Stealth is used to leave combat entirely when in trouble and having a shorter CD for it is just good.
In theory, you, as Medicine Healer, should not have energy problems. Still, if it comes to that, I suppose that it can be taken, but this means that you have issues using the specialization still. This is the only reason as to why I place it as Situational. Another useless one. A resource that you should be swimming on and you have 2 other more reliable ways of gaining them. Player targets are immobilized for 3 seconds, rather than being knocked down. Yet again, another DPS utility. Instead of using this to root, its best to just hardstun the opponents.
This effect cannot occur more than once every 1. It simply is unthinkable not to. A must have for Operative healer. A good utility but too bad it is located on Heroic Tier. Would be a must pick if it was in a lower Tier, since it would be offering a much better mitigation that way, and that is the only reason as to why it is placed as Useful and not as Recommended like the others.
Wasted potential here. Shield comes more often which means more damage mitigation through heals, in case Med Shield was picked, plus reduction on stun break. A good utility, although slightly inferior to the others in Recommended.
Its like Augmented Shields. Great potential but in a tier where its wasted. Note: This does not trigger with Evasive Screen. Even though this is a great utility to work as a deterrence to stop opponents from attacking you, it does not mitigate any damage that is still taken through it.
When activated it purges movement-impairing effects and grants a Tactical Advantage. Highly underestimated as a root breaker and gap closer to teammates or opponents, in case one wants to hardstun them.
Requires a good sense of opportunity to use this, which is extremely rare for Operative Healer. Outside of this, it is useless.
Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy. Focus should stay on healing and surviving.
This is the general build of utilities that I use when I play as Operative healer, regardless of it being Ranked or Unranked. Kolto Probe. Recuperative Nanotech. The second most important heal ability due to its nature. When casted on the main target, it will reach to 3 more teammates with the lowest health. Kolto Waves. Big AOE heal. Affects up to 8 targets. A must use if team is taking damage.
Not worth of its if it is on a single target. Surgical Probe. This ability will be used to refresh probes Only refreshes if there is a 2 stack on a target. So, not only will it apply its own heal, it will also be buffed by the Kolto probe refresh that one gets from applying 2 stacks. Kolto Infusion. One of the main heals, costs 1 Tactical Advantage, relatively cheap in energy and has a short cast, which is a bit of the opposite of the next one. In the patch after the nerf of Tactician Bonus set, this ability is also now capable of refreshing Kolto Probes on the target.
Kolto Injection. One of the main heals, generates Tactical Advantage, expensive in energy cost, and has long cast. Diagnostic Scan. Helps to regenerates Energy and has no Tactical Advantage cost. Toxic Scan. The cleanse. Used to remove negative effects such as crowd controlling effects CCs , Hardstuns, Roots, and any other kind of debuffs that lets the opponents deal more damage on targets.
Main CC. Will be used to save teammates or to create an opportunity for the team to shut down an enemy player. Breaks on damage. The aggro drop ability, in PvE, but it will be a great asset to deal with some focus on oneself, if the player takes Curative Agent utility, plus, will allow to place 2 Kolto Probes immediately on a selected target.
Stim Boost. The cooldown on this ability is long, so its use should be considered, as there are two uses for it. Tactical Overdrive. It will heal a great deal to have bigger numbers on healing abilities.
This is a very important tool, mind its use! Adrenaline Probe. Your main Energy regeneration. Not immediately though. Sleep Dart. To sap any opponent. Its use will be rare, given that you will be the healer, but if there is some chance to use it successfully, go for it, since it will put out a teammate of the other team down for a few seconds unless stunbreak is used, the target is cleansed or its broken through damage.
The hardstun. Should be used to save oneself, a teammate, or even to create an opportunity to kill a target of the other team. A gap closer. Cloaks entire team, if they remain within range. Can be useful but one thing is to be remembered and that is the teammates will have a lower stealth index compared to the one who used this ability, thus opponents can detect them easier. What many players call Roll. Lastly, stuns work best either in a chain with another player to maximize the amount of time an enemy has to endure damage OR when the other player is in a hazardous situation environmental damage area.
Secondly, what is a CC Breaker? Different classes have different names for this ability. Not all classes have the same cooldown between uses of this ability. Not much more to say about that other than learn when to use it. Although all characters get a CC breaker, not everyone knows when to use it properly to be elaborated on.
Thirdly, what is Resolve? Generally, for those leveling up through the pvp bracket, Resolve seems to do nothing. While quite frustrating, I eventually came to realize I was not using my CC break at the right moment.
When the bar fills up, the person gains immunity to further CC. The length of this immunity is almost long enough to run a huttball from the beginning of the ramps to the goal with a bit of luck.
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