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tomofoureleven

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Everything posted by tomofoureleven

  1. My big big scoundrel hit 9056 http://i.imgur.com/qLxYUDG.jpg
  2. http://i.imgur.com/bh1z6UV.jpg For me Tomee Powertech -800k protection Tomee 300k prot/damage -562779 / 800328 Tomee damage taken -805,119 Tomee damage taken/ death ratio -805119 / 0 For Anore (merc healer, I know the screenee isn't very good maybe Snore has a better one) -2,373,034 overall healing
  3. T Force leap vs Scamper AGAIN because no one understands 30-10m range>12m range Not affected by slows> range is halfed by slows (HOLDING THE HUTBALL COUNTS AS THIS SLOW) Generates resources> costs resources Provides 10% damage boost>? Roots the target> ? Interrupts target > ? Does damage> does no damage 15 sec cool down < no cool down (add a cool down and scamper would be worthless) Cannot be used out of combat<can be used out of combat
  4. My big heal . Don't know how I got it because I was guarding the pylon all game http://i.imgur.com/pnmBWRB.jpg 10281
  5. Bolster should bolster close to, but not quite the same level as the conqueror's tech power eg maybe only 950techpower. From what it looks like here there would be no point in buying a 65 hilt/barrel. But if your like me then you don't care about this because you've accidently destroyed your main hand and now you have to use a level 10 blaster until you get more comms
  6. Toomm Healing HPS 2272.5 http://i.imgur.com/7niw6MS.jpg
  7. Haha wonder what he would have said to my buddy, he runs around with 48k health I'm not joking its totally obnoxious even if it is mostly pve gear
  8. Toomm Scoudrel DPS 1.58 mil damage 1924 dps http://i.imgur.com/pGYqDwI.jpg
  9. I really don't get it. You are complaining that assassins, the most overpowered hutball class (Tank) can no longer get the ball first. INSTEAD a squishy operative is able to get the ball first. I say good, maybe people will value actually having a scoundrel on their team. Also to get the ball they gotta sacrifice their whole energy bar. When you have the ball you can only roll 6m. That's not even enough to jump a fire pit it is barely faster than walking. Operatives are now very mobile WITHOUT THE BALL. However WITH THE BALL our roll is near useless, compared to other classes who still have thier fully functional leaps, immunes, speed boosts and defensive cd's etc.
  10. This^^ We got a ton of extra burst for scoundrel dirtyfighting. When you string together 4 wounding shots in a row with with the 30% bleed boost and 10% alacrity you do ALOT of damage. If you want to add an xs flyby, relic or adrenal going on simultaneously then your damage in that period is unimaginable
  11. Let me just say this for me. For my minmaxed elite war hero scoundrel, he has less about 100bonusdamage, expertise, endurance and 10% less crit than my minmaxed PVE dreadguard gunslinger. (inside a warzone) I also find that taking a piece gear OFF and then putting it back ON gives me less stats than when I started.(inside a warzone) Going nude with any piece gives me lower stats than both my pve and pvp sets. Going nude is alot better than old recruit gear. Note. my dreadguard gunslinger sits on ranged bonus damage of 812 with 40%crit and 1800 expertise. I feel that this is absurdly high and makes me depressed that my scoundrel isn't anywhere near those stats.
  12. Well I'll start by saying that yes I do believe that deception beats concealment. But not anywhere near the margin you make out. I'll just try and list all the things concealment has over deception. 1.Opener, our opener hits as hard as a Maul, stuns the target and additionally applies a super hard hitting dot 2. Roll. We have a spamable roll which makes us at least if not more mobile than deception, the roll will also cleanse us of everything 50% of the time 3.30m. Assassins can't do anything outside of 10m (yes they can use recklessnessforce lightning but that's every 1minute at most). Operatives can use use a decent dot, aoe orbital and grenades, and free attack. 4. 8seconds AOE mezz 5. 30 second cool down on their 4second stun. 6.Orbital strike and AOE, deception has notably weak aoe 7. We have a root attached to our slow (roots are unaffected by resolve) 8. Concealment has better stealth detection (we get a +2 talent with +2 defence too) 9. Cleanse on a 5 second cool down 10. Off heals (not very useful but we can always mezz you and heal up or run around the corner and heal etc.) 11. We have an actual DOT (lots of uses for a dot) 12. Evasion, addmitidly this isn't as good as your shroud. But (very) situationally it can work better against different classes 13. We have less use for accuracy than you, therefore we can stack more alacrity than you 14. Offensive cool down granting us literally 10% more damage for 15seconds I understand that you could probably think of many more points for deception, But Concealment is far from totally inferior to assassins. I would even say that 1v1 if I got the jump on a deception I would probably win
  13. That would be all good and fine if you have time but usually in a pure 1v1 in a warzone you ain't got time to wait 20 seconds for his cooldowns. Works great in duels though (But then that's why snipers are considered terrible duellists) For me the best tactic to kill snipers is to bait him into attack something else, then while he's distracted you can open up on him without him annoying you. Force camo and LOS work great in group fights to cause the sniper to attack something else. You really can't beat him (Without every single cooldown, and even then) if he is as smart as you or really wants you dead. Don't even bother trying if you gotta walk 35m to him.
  14. I'm not 100% sure on this but patch notes only include shields affecting kinetic damage not the defense/resistance stat. Accuracy only goes up against defence chance/resistance and has no effect on shield chance. We also have gotten +3% extra accuracy in our talents.
  15. This isn't Min-Maxed. My Min-Maxed gear gives me better stats than naked (relics not included)
  16. You guys also forgot that whenever you are not burning gcd's alacrity is simply a flatout energy boost. You may not think that it means much but think about every time your stunned, you would regenerate 15%(for me) more energy. Also I don't think anyone has noticed this but........we don't use accuracy. Pre 2.0 that meant we got an extra 3% surge which was practically nothing. But now........ we can throw all those extra(Waste) surge points into alacrity without wasting any on accuracy. For me that's +9% alacrity instead of 3% surge We get 6% off backstabs so combined with our new offensive cooldown my alacrity gets to 25%. That means that I stab the other guy 4 times while he can only hit me 3 times!!!!!! Our biggest problem *mobility* also got fixed
  17. Rakata armouring +61 cunning, +44end WH armouring +36cunn +34 end Rakata enhancement 37power, +51 surge +24 end War hero enhance +41power, +53surge +27 end Rakata mod +48cunn, +37 power +29 end War hero mod +51cun, +39 power, +32 end Total Rakata: 109cunning-----74power-------53surge--------97endurance WarHero: 87 cunning ---80power-------57surge--------93endurance So with war hero you lose about 12 useful stat per piece (The big difference is in the armouring). However WarHero relics are far superior to any rakata relics. Also having 61 barrel will give you more base damage. Overall They are pretty would equal If I've stuffed up my adding feel free to tell me:)
  18. Optimal Crit rating is really difficult to work out, it is different for every single spec. I can't think of a single spec with no bonuses to either crit or critical multiplier. You have to factor in your current surge, critical multiplier bonuses, critical chance bonuses and the amount of times you use your abilities. Example. On my scoundrel I have to take into account the 30% critical multiply to Underworld Medicine and the bonus crit chance I get from talents. I would also have to work out how much Underworld Medicine contributes to my healing and factor that into it. You could also factor in overheal and by going more into power you make your healing more predictable. If you've calculated all of that in then your math is probably correct
  19. I know Enginering Snipers arn't played that much but in my opinion they are thoroughly underated. They are slightly behind (within 5%) in terms of single target dps. But they have: 2m30 Ballistic Shield Easier energy management (Adreniline Probe on 1min CD) 30% stronger Shield Probe Cooldown reset on Shield Probe The best aoe in the game 6% reduced damage while in cover Also, Balistic Shield on some fights is totally useless, however on other fights, it can be the best group buff availible by far.
  20. In optimised dread guard gear, i can go into a warzone and hit 5500 on ambush almost everysingle match, with warhero gear ill almost never get over 5500. Ontop of that i have about 10% more crit. I'm a sniper so normally i just sit at the back and dont take much damage, For some classes PVE gear is much more viable. I agree that healers should wear pvp gear, if only because they get focused alot (You will definetly do higher heals in Campain/Dreadguard than in Recrut though) . As a sniper if i get attacked i got plenty of things to make me tougher and with 22k hp I would say I take longer to kill than in recruit gear which you say is what i should move to.
  21. This particular simulation is done with the base campaign gear of each class, this means that some classes will be more optimised than others. You cannot judge the comparative dps this way. Also it seems that a concealment operative does nearly 50 more dps than a scrapper scoundrel, despite being identical classes Marksman snipers do 200 more dps than sharpshooter gunslingers?????? Please stop using this Sim to try compare dps
  22. I think that its quite a good idea. I don't think healers really need extra Upper Hands but for DPS it would be make life a lot easier, especially dirty fighters. You could also have a skill talent low down in the dirty fighting tree that lowers the cool down to around 30sec, additionally it could grant 2 upper hands Another idea I thought of is having sucker punch add some sort of stacking effect etc. Increases all damage done by 1%, stacks up to 5 times. I think this would be great for scrapper's lacking sustained damage without overpowering the burst from stealth in pvp
  23. It might be easier (and cheaper) if instead of swapping mods to aim evertime you went marksmen, you instead used an Exotech Aim stim
  24. Wow, by having that much surge you must have almost zero accuracy. You do relise that you could sacrifce about 4% damage everytime you crit, for nearly 10% extra damage on all your attacks (against an operations level target)
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