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SWTOR 3. 0 Seer Sage Healing Guide by Orderken. Class Guides/ SWTORDulfy. Jan 5, 2. 01. 5SWTOR Seer Sage Healing Guide written by Orderken of POT5.
- In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer.
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Updated for patch 3. Intro to Seer Sage. For Ravagers or Temple of Sacrifice on Hard Mode, Sage is a desirable healing class. It has weaknesses, but also strengths.
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Handling high damage to a single ally: Strong. Commando is a little ahead. Scoundrel is behind. Handling high damage to multiple allies: Weak. Commando and Scoundrel are far ahead.
Resource management: Trivial, and doesn’t limit healing. Commando and Scoundrel must manage resources, and resources limit their healing. Synergy with co- healer’s class: Strong. Pairs well with Commando or Scoundrel. Sage- Sage isn’t ideal, but is preferable to Scoundrel- Scoundrel. Mobility: Incredible.
Commando and Scoundrel are fine, but less mobile. Handling mechanics: Fine. Scoundrel is close. Commando is far ahead, because Hold the Line outshines every personal utility available to Sage or Scoundrel.
Passive damage reduction: Weak. Commando and Scoundrel are ahead. Sage has the lowest Armor and is only healing class lacking a Utility that increases damage reduction for all area effects by 3.
Dealing damage in the healing Discipline: Strongest. Commando is close behind. Scoundrel is far behind.
Utilities. Skillful. Psychic Suffusion: Force Wave heals you and up to 7 other allies for a small amount. Jedi Resistance: Increases damage reduction by 3%. Tectonic Mastery: Increases damage dealt by Forcequakeby 2.
Pain Bearer: Increases healing received by 1. Select Jedi Resistance and Pain Bearer. For your final point to unlock the Masterful tier, Psychic Suffusion is customary. But if a fight, such as Torque or Underlurker, requires high DPS, and a Forcequakecan hit multiple enemies, prefer Tectonic Mastery.
Masterful. Blockout: Activating Cloud Mind grants you Blockout, which increases damage reduction by 2. Mind Ward: Reduces damage taken from periodic effects by 1. Valiance: Reduces the health cost of Noble Sacrifice by 2. Force Mend by 3. 0%.
Kinetic Collapse: A Force Armor that you place on yourself erupts in a flash of light when it end, blinding up to 8 nearby enemies for 3 seconds. Direct damage breaks this blind.
Telekinetic Defense: Increases the amount of damage that Force Armorcan absorb by 1. Select Telekinetic Defense. In general, except as noted below, Dark Valiance> Blockoutfor your final point to unlock the Heroic tier. Sci Fi Movies Dvd Accidental Love (2015). Consider Kinetic Collapsefor Revanite Commanders. Select Mind Ward for Revan. Select Blockoutfor Coratanni. Though Mind Wardis best for the first phase (Coratanni and Pearl), Blockoutis essential for the second phase (Ruugar).
Heroic. Metaphysical Alacrity: Your movement speed increases by 5. Mental Alacrity is active, Force Speed lasts 0.
Force Barrier finishes Force Speed’s cooldown. Force Mobility: Healing Trance may be activated or channeled while moving.
Life Ward: Your Force Armor, Force Barrier, and every charge of Enduring Bastion each heal you for 2% of your maximum health every second. Select Force Mobility. Life Ward > Metaphysical Alacrity in general, but Metaphysical Alacrity is preferable for Blaster. For further discussion, or if you wish to optimize gear for your healing, see Healing Model Spreadsheet.
Set Bonus. SOR 6- Piece Force- Mystic’s. Retain a pre- SOR 2- Piece Force- Mystic’s until you have the SOR 6- Piece. Augments. Power > Willpower, but the difference in expected performance is small, about 0. Power versus Critical.
With 1. 4 Power Augments, the amount of Critical that maximizes expected healing is about 5. Resurrected gear or 1. Revanite gear. With 1. Willpower Augments, the amount of Critical that maximizes expected healing is about 4. Resurrected gear or 1. Revanite gear. Alacrity versus Surge.
Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity. Relics. Among relics of the same tier, Serendipitous Assault > = Focused Retribution > any other. Accuracy. None. Accuracy has no effect on healing an ally. Rotation Guidelines. In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co- healer.
Guidelines for choosing your next ability follow. Use Rejuvenate on cooldown. Use Healing Trance on cooldown. When healing is challenging, use Wandering Mend on cooldown. The priority for Conveyance is: Wandering Mend > Healing Trance > Deliverance or Benevolence. Conveyance + Wandering Mend provides burst healing for one or more allies.
Conveyance increases your expected healing by about the same amount whether it buffs Benevolence, Deliverance, or Healing Trance. Among these, prefer Healing Trance. Conveyance increases the expected number of Resplendence procs from a Healing Trance by almost 1. Don’t use Conveyance for Salvation.
Use Force Armor liberally but wisely. This buff helps you regenerate Force, heal while moving, or burst healing a single ally. Deliverance procs Altruism (Altruism’s cooldown is 1. Deliverance + instant Benevolence is a good combination for burst healing a single ally. Use Noble Sacrifice only if you have Resplendence, so that it’s off the GCD. This guarantees that a Noble Sacrifice off the GCD does activate, doesn’t cancel your preceding cast or channel, and doesn’t delay your next activation by even a fraction of a second.
The Sections below offer advice for each ability. Unless noted, Alacrity reduces every figure related to time. Heals for a Single Ally. See Healing Model Spreadsheet for activation times or healing amounts with gear that you select. Force Armor. Description.
Force Armor is instant and lasts up to 3. It provides a large absorb rather than a heal.
As an absorb, it can’t crit, which is one of the reasons that a Sage benefits less from Critical or Surge than the other healing classes. It has no cooldown, but debuffs each recipient with Force- Imbalance, which prevents receiving another Force Armor from anyone for 1. Alacrity doesn’t reduce this). Utility: Life Ward causes your own Force Armor to heal you for 2% of your maximum health every second.
Use. See the third topic of Section “Rotation Guidelines”. Until you obtain the Force Mystic’s Set Bonus (SOR 4- Piece), Utility: Life Ward allows Force Armor to restore health lost to Noble Sacrifice. In general, don’t use Force Armor on another Sage healer. Rejuvenate. Description. Rejuvenate is instant and has a 6- second cooldown. It provides a small immediate heal and a HOT that ticks once every 3 seconds for 1.
It also can trigger Renewal. Renewal adds burst and additional healing to Rejuvenate. For example, if you overwrite Rejuvenate before the third tick of its HOT, the expected healing of the new Rejuvenate over 1 second is greater than that of a Benevolence in 1. Activating Rejuvenate grants you 1 charge of Conveyance. You can have at most one charge of Conveyance, which lasts up to 1.
Alacrity doesn’t reduce this). Conveyance is consumed by, and benefits, your next Wandering Mend, Healing Trance, Deliverance, Benevolence, or Salvation. Rejuvenate grants it recipient Protected, which increases his Armor Rating from gear alone by 1. That is, an ally’s Armor Rating from gear alone may be increased by at most 1. Use. Use Rejuvenate on cooldown. As discussed in the second topic of Section “Rotation Guidelines”, the priority for Conveyance is, in general, Wandering Mend > Healing Trance > Deliverance or Benevolence. Renewal is strong incentive to rotate Rejuvenate between at most 2 allies.
Unlearn this. Don’t lose Renewal’s burst and additional healing. In an Operation, while both tanks take substantial damage, rotate Rejuvenate between them like clockwork.
While only one tank takes substantial damage, Rejuvenate this tank alone. Healing Trance. Description.
Healing Trance is a 2. The pre- SOR 2- Piece, or the SOR 6- Piece, Force- Mystic’s Set reduces its cooldown to 7.
It heals up to four times. As a channel, it’s immune to pushback.