Jump to content

thoorax

Members
  • Posts

    13
  • Joined

Reputation

10 Good

1 Follower

Personal Information

  • Location
    Sweden
  • Interests
    Computer,training and my cat
  • Occupation
    school
  1. That is a bit to simplistic, I do not pvp so much so I wont question that however only arsenal for PVE is not necessarily correct, at least not without some elaboration. I do agree that mostly I find myself going for arsenal with the latest top tier operations but it is far from every situation. Strictly damage wise Pyro is parsing higher. This superiority is very dependant on having an armor debuff so that would be my first point to consider, do you have juggs in your team? a sniper? another merc using arsenal? If not I would say generally you will help the team out more with providing an armor debuff. Personally I still do more damage in pyro even without armor debuff but it is not by much and providing it for the team can make them preform better. What spec are you most comfortable with and do most damage with? This is of course something hard to answer right away and other than playing content the only way to know is by trying out the specs on a dummy. My point with this is your skill in a spec is far more important than what theoreticly is possible, I stayed with arsenal for weeks before I had trained enough with pyro to beat arsenal and when much is going on I still revert to it. Generally arsenal is the spec with higher survivability, you will take less damage with the combination of absorbtion shield, lowered cd on energy shield and the stacks of power barrier. It also carries alot more upfront damage and, with luck, insane bursts of damage. For dailies, flashpoints and general use this is the spec I am specced into. Pyro is technically a dot spec, it has abilities that over time deals damage, however it is not truely a dot spec in the sense that most of the damage does not actually come from the dots. Generally it just needs a dot inorder to do the skeleton of the rotation, the dots provide the extra damage but far from the majority. Of the two specs this one is the harder and more importantly to really do superior damage it needs a static rotation with little room to spare for aoe or other interruptions. This limitation is why mostly arsenal becomes the better choice and where the diffrence in damage slowly diminishes. I just feel I also must adress one thing ppl often say with arsenal, how it is dead easy. It is not complex but to truely master it and really get all you can from it it takes almost as much consideration as pyro with a static rotation. Easy to deal average damage with but not easy to master. Ideally you should be fine with respeccing and determine each fight on its own since both specs have their strengths but if that is not possible I guess indeed previous posters were correct on arsenal for most PVE. Also unless you are really attempting the hardest content available it does not make that much differance which you choose so remember to have fun. Those are my opinions and some general information, hope it helped you somewhat.
  2. Both on The Progenitor and The Red Eclipse I often do 8m through gf. I would guess I have at least done 10 runs, probably more as healer and I have yet to experience a failed run. Do see advertisments on fleet with the splitting for last boss method but by far it is a minority. Actually queueing still rarely happen, max 2-3 times have I actually queued and gotten into group, even then mostly it is preformed lacking one player or more. Really liked it the way it is now, as previous posters said, hope they give 8m some increase in rewards, hate to see it go completely.
  3. Exactly my thoughts. Really enjoy that currently 8m yields the most. It is most friendly to those without more powerful gaming setups and indeed makes people responisble for the success or failiure, at least more so than 16m runs. Personally I really liked it as a training ground for new specs and alts, really have to play at least average to progress. Guess I will have to find hm guilds for my casual alts as well if I am to at least find some measure of difficulty.
  4. I will start by saying that completely bashing a idea before even seeing more than one adv. class showcased is ridiculous. My first thoughts when I heard about disciplines were along the lines that "everything will change", "it is being idiotproofed" and of course "We will have no more choice". After that, and seeing the first stream about the system, I changed my mind, after really thinking about what would change many of these fears were misplaced. The biggest thing ppl need to realize is that what you call choice is not a true choice. In order to preform the best there will be a top build, even with skill trees, no matter how much we say skill trees lets you place 46 points where ever we want it is not true. There is no choice, it is a illusion, assuming you have the will to preform the best in given fights the only points free to spend are what now will be called utility points. I do not know for a fact that all the useful things you considered speccing intowith skill trees will be moved to utility but neither do I know that they wont, if the sorc demonstion is any indication I would say odds are they will. Another thing constantly brought up in this thread is hybrids. You keep saying this will kill hybrids. I dont know about you but as long as I have played this game the devs have made it clear that hybrids have no place, they wont balance around it and they will cruch them given enough time. You keep saying that is the problem with this new system but to me it has always been clear that hybrids will die, this system is a very effective way from the devs to realize that goal. I am willing to bet if this system would not have been included in 3.0 they would probably have devoted some time to kill the very hybrid you loved. With that being said there is another problem with this, something really proven with this thread. The question wheather the illusion of choice is still needed. This thread really makes you believe that it really still has a place. As a friend said "the current live system is a relic of the past" and perhaps it is still needed and perhaps the devs took a too big leap since ppl naturally are reluctant to big change, I know I am.
  5. I guess my poor example didnt fully describe the point I was trying to make. Should things be buffed just because the majority is not using the system to its fullest? I also feel like you put "elite" players as the only ones able to adapt. I would be willing to suggest that your typical sm/hm player is capable of utilizing the old Bloodthirst to a high degree just because they too have adapted and learned to utilize it. Perhaps this point I was trying to make is all moot because i myself have not looked at these metrics you speak of. Do even the top players not utilize current specs to the fullest? And did indeed Bloodthirst add the desired numbers since what you say suggest it did not? Anyways since we dont have full access to these metrics not much can be gained from this discussion, we will wait and see I guess.
  6. Then I might ask what are you getting at? I see plenty of mercs not proccing railshot every 6s, does that mean railshot cannot be procced that fast because x% of the majority cant/dont bother to do it? Of course not. If anything I think top players are the ones you should look at when speaking x% dps increase since they are most likely using the spec/system to its fullest potential. Isnt that the idea of these numers assuming perfect senarios, or perhaps we should calculate numbers with a modifier, call it the "the newb factor". Personally I have many times queued up abilities, say a unload and sat there waiting for it to finish just to realize I pressed it too early, I dont see 1s GCD being a problem for me to do, also you must take into account that we circle around 1-1,5s between key pressing simply because that is how much you can relax without adding downtime. Edit: Now the grammar might make it readable
  7. If I have to spell out what I meant, sure. It is a very substantial experience boost far surpassing anything in the game, directly bought with RL currency. It does indeed make leveling very much faster, going through content and getting legacy perks way faster than previous possible. By no stretch you pay to easily get to max level. As I said I am not fully against this perk but you can’t deny its nature. Anyways sorry for derailing a thread meant for something completely different and feeding the troll.
  8. For the sake of argument I think the "p2w" was directed at the huge exp boost and in a sense I agree.
  9. Guess I will just drop in and say I feel like OP, not exactly like him and would have used diffrent words but the basic message. Did spend some time trying to find the exact words but I have yet to make it coherant. I see some faults in my logic but also in many of these replies. Might get around to post the wall of text later.
  10. I am not saying I am a great tank but i have dabbled enough to know things and more importantly I have tanked this fp many times without complaints or problems. Nontheless if I am wrong please enlighten me and break this cycle of ignorance I am allegedly stuck in.
  11. Im not sure if this is another running joke but I find that statement somewhat false. While it is true that tanks are designed to handle damage the best I think having that as a goal is very wrong. if anything the tank has two objectives hold aggro (and take what ever dmg that brings with it) and work towards survival, so I would rather say your work should be 100% towards making healers job easier, the dps have the same job but to do dmg instead of keep aggro Since this is a really simple and in many ways very avoidable dmg the goal should be just that. What I do is hold direction key until cast is finished and then quickly run back in, I must admit it has been months since I tanked but I did not experience much kiting while doing this perhaps boss moves a few meters away but over all not much. You could take the stance that tank can handle the dmg and not many heals are needed to recover but that assumes perfect execution on all other players side. Most likely it is all strangers and I have no way of knowing their ability to avoid the aoe. so unless I am the healer and it is my filth I must clean up I always assume everyone will get caught and if I avoid one less heal will be needed As far as wrecking dps I must call bull****. Ranged dps should be least affected, they have 30-35m to work with and staying at the edge of that is useless, you will have to interrupt casts if boss moves a few meters and most importantly you will be pulled, no use it dashing 30m away when spin attack comes, just enough to avoid the attack. Melee might have it worse though but they have the luxury of more instants, unless you are a guardian, then I weep for you And finaly please do not come with these "it is super easy and you suck if this poses any problem" Sure if you have the experience and the gear it might be easy but we all have to start somewhere and anything can happen in a pug, regardless if you can cheese mechanics many of these issues warrants an discussion, ignorance and gear overpowering is not something we should enforce.
  12. Actually it is Telekinetic wave judging from animation, she was just hard casting it instead of proccing it, possibly she used up the proc with first push and then went for hard cast, why it did not go on cd after first usage is beyond my understanding though, perhaps being Grand master has its advantages.
×
×
  • Create New...