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Kibaken

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Everything posted by Kibaken

  1. Charge (specced to 4 Rage), Battering Assault, Assault, and Empowerment are the only things you need to keep enough Rage. During your downtime while your bleeds/Annihilate are on CD you should be using Assault and Vicious Slash to balance out your Rage spending. Unless they're getting healed or they completely outgear you probably not. It should encourage you to have less downtime to keep that buff rolling.
  2. If there are people who can show that Marauders can do amazing then it isn't the class.
  3. They don't know how to play. Also, please rename this thread and put a spoiler tag on it pl0x.
  4. All filler comes down to personal preference. That being said, There are going to be situations where you'll need to interrupt. In a 16man if you're the only one who is there to interrupt your OL needs to take a course on Operation Composition. Even on 8-man there's bound to be someone else who can interrupt to trade off. Being the hero and soloing interrupts doesn't make anything easier and only puts more blame on you if you **** up. Phantom, in the same respect, is kind of an oh-$hit button that is a bit of a crutch because you weren't where you were supposed to be in the first place. If you use it for the threat reduction you can hit it and attack right away. If you want to stand in for Gharj's slam you need to hit it and sit there not being able to attack to prevent it from falling off. You're trading off 4 seconds of DPS time by taking damage for 4 seconds of no DPS time and taking no damage. Which one is better? As I said personal preference. My Ops group always has enough interrupters and, at the moment, no boss actually requires interrupts. Due to that I'd rather the potential oh-**** button if I get lazy or am forced to run through something I'm not supposed to. I don't know if you're Annihilation, Carnage or Rage. If you're Rage switch to Carnage or Annihilation; it isn't great for PvE. If you're Annihilation your Survivability comes from your self-heals. Op-buffed and geared-to-the-teeth they'll heal you every chance you get. In my honest opinion extra DPS through Crit (Malice doesn't affect the DR at all) along with an active Survivability (through said self-heals) is much, much better than a passive reduction. Any AoE damage you're taking is more than likely affecting the entire Ops group anyway and, really, is designed to be able to be healed through. You have personal cooldowns and [should] be stocked with MedPacs for the night. That plus your self-heals should be more than enough unless your healers are terrible. As far as Carnage goes Defensive Roll is the only Survivability buff they get. You both can and should be getting Defensive Roll, Enraged Charge, and Malice until you're able to drop enough Accuracy to where getting Narrowed Hatred is worth it. At that point, of all three of those talents Enraged Charge is by far the least helpful as Malice affects Ataru procs.
  5. It's a range thing: the Ataru proc range doesn't increase with a larger hit-box boss. For simplicity's sake let's say Ataru's range is 4 meters from the center of the hit-box. Let's say Karagga's hit-box has a 10 meter radius. You'd need to be standing 6 meters in from the edge of the hit-box in order to be getting Ataru procs. It's just game-breaking on some fights. They do definitely need to re-work Gore, though. 100% Passive ArP is kind of OP but it would make up for lot of its deficiencies.
  6. D: Somehow this actually doesn't surprise me. It happens with enemy versions of Grav Round, for instance. If you get 3 sets of 5 stacks as each set wears off your armor goes up.
  7. Very true. The real problem for me is that I actually did more than fine in PvP as Carnage; I just want to be un-gimped in PvE
  8. Still no fix for Ataru procs. I want to play Carnage :[
  9. sithwarrior.com It's an amazing resource for every class. People have theorycrafted almost every mechanic in the game thus far. Expertise has a DR. The "cutoff" point where Rakata pieces are better is where stat gains from said Rakata gear outweigh Expertise. We can figure this out without a combat log. This is not a hard concept and even present with Resilience in WoW.
  10. It's 30% before the DR becomes too great; realistically with the amount of Rakata-level Surge enhancements available (almost none) you're probably going to be hitting about 25-30%.
  11. All yellow damage - bleeds, Ataru procs, Scream/Smash - are Force Attacks.
  12. The slash designates an equivalence, so Surge/Crit and Surge = Crit are the same. I state the DR percentage both above the ratings and in the explanation of why the stats are where they are; stating it a third time is overly redundant imo. Accuracy over the cap is very weak compared to all the other stats in PvE, therefore I don't find it necessary to put it at the end as its kind of implied. Restating Accuracy to Cap as top priority under the "After Cap" section is to make sure people aren't sacrificing Accuracy to reach/sustain the Crit/Surge caps.
  13. After you start casting it has has a 360 degree arc and has an almost tripled range.
  14. http://www.torhead.com/skill-calc#100bIrRrRzbGzZhMbZh.1 It's not very hard to make an Annihilation spec. Like I said there are several different variations due to personal play-style variances.
  15. It's incredibly difficult getting an Eyefinity set-up to look anywhere near decent in a recording. YouTube's ideal resolution is 16:9 and anything recorded with something other than that needs to be rendered to that size. With something like Eyefinity the actual footage's resolution get shot to hell and becomes un-watchable.
  16. I'd honestly rather an addition similar to ClassTimers from WoW. A buff timer and a de-buff timer.
  17. Not being able to kill a healer is never a bad thing. The entire point of putting pressure on a healer is that they can't free-cast heals and are forced to split HoTs and not get as many casted heals off. On topic, this nerf is, obviously, across the board and in no way only affects Marauders. I have yet to see an encounter where almost hitting the enrage timer was a problem if everyone knew what they were doing. I'm sure the nerf - while obviously affecting all class's overall DPS - it won't affect progression at all. I could be completely wrong, but as I said I've never had an enrage timer problem.
  18. 1) A properly written guide should be done in actual English without berating your audience by calling them "braindead" for wanting to spec Carnage. It's an extremely powerful spec if played right and is by no means useless. You might also want to explain why you choose certain talents over others. The problem with "PvP Guides" is that certain filler talents - specifically Phantom and Seeping Wound - come down to personal preference and one is never consistently better 100% of the time. I for one prefer Seeping Wound as a secondary snare to allow myself time to build my DoTs up before using Rage on Crippling Slash. It's by no means supposed to be a replacement snare - it's supplemental. 2) Your specs are terrible.
  19. There's some different ways people do it; some fill in with Scream/Smash while the Deadly Saber buff is up in order to keep a 3 stack rolling, however I think it breaks the flow of spec way too much. In the end all you're doing is watching your bar even harder. Edit: Updated Surge Cap.
  20. Annihilation and Carnage damage wise are close enough to where it wouldn't really be game-breaking to be Carnage on a Patchwerk style fight. The main issue with using Carnage is the Ataru proc bug. Massacre replaces Vicious Slash for Carnage; pre-40 you'll want to use Vicious Slash in its place.
  21. If she's brand new to the MMO scene and is playing a Marauder as her first character have her go Rage. Rage has the most passive survivability out of all 3 specs and will be a good stepping stone to further enhance her skill as a player. Crush -> Charge/Obliterate -> Smash. It's pretty much as easy as that. My guide should help her a bit more.
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