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Soonerjohn

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Everything posted by Soonerjohn

  1. Well, that sucks. Poorly thought out and poorly implemented.
  2. So if they fix things quickly people will get upset?
  3. I'm pretty sure the spreadsheet has some values off on ravage. Yep, just checked it and found this post from ezmode: I'm not yet 100% convinced it is a dps loss, but from all my testing it has been.
  4. Typically this is true, but with the weird ability delay, it sometimes takes up to 2 seconds for the interrupt to actually go off.
  5. I still need to work some things out first as it has been pointed out to me that I will rage starve in a raid due to not getting the 1 rage per 6 seconds from not being hit. Step 6 will have to be just assault to sustain as a guess. I may be able to sustain just using enrage. If not, and extra assault will need to be added in every 2-3 rotations. As to the results, I don't have all the numbers accessible, but 1099 dps was the highest I have achieved using the above rotation. All the others were below 1000.
  6. The level 50 crafted one is a robe as well, electrum something. It is grey with orange high lights.
  7. My opener is: 1. Saber throw 2. charge 3. Sundering assault 4. Shatter 5. Impale 6. sundering assault 7. Force scream 8. smash Every other rotation I replace smash with an assault for rage reasons. Other than that, after the opener, you start at step 3 just remembering to replace step 8 with an assault every other rotation. This is a pretty tight rotation that allows me to use my big 3 attacks on cooldown. It changes slightly when the mob is below 20%. I will usually replace shatter with vicious throw. I simply have no room to add in ravage, even clipping it. It has resulted in a dps loss during testing of it. My control/test mob is a level 39 Brig stomper war master located on Hoth. He has 126460 hit points. I use a stop watch to determine dps. I use this mob because it can be killed without having a companion out because no matter how I try to stop quin from doing even basic blaster attacks, he still does them.
  8. I tested this through 5 runs and it was a loss. Not near as bad as running a full ravage, but still a loss. The first two hits do go off almost immediately, but without creating rage and taking what appears to be only a 1 second global, it still resulted in lower dps. If you have a different methodology or don't mind posting your rotation that makes it a dps gain, I would appreciate it. This way we can test and confirm.
  9. It should be utterly dismissed as it is a dps loss to use it. Your hard hitting attacks should be used every time their cooldown is up without delay. In order to achieve this you need rage and good timing. If you use ravage you just screwed up both conditions resulting in a dps loss. I've tested this quite a bit. My control mob is a level 40 champion mob on Hoth. Maybe not the most premium choice, but it is basically the only thing available currently.
  10. Wait, what? They increased the cooldown of leap? I didn't see any such thing.
  11. I wouldn't say they are out of line currently doing objectives in hutt ball unless you compared them to operatives. Sages/sorcs seem to be the true stars of carrying and assisting in hutt ball. Pulls, sprints, heals, aoe knockbacks, and shields.
  12. lol, no. I can tell you this simply by understanding bioware. They didn't bother to implement so many standard features of a modern MMO, they will not have put in a scaling loot chance on bags.
  13. They wanted to increase their time on target. Which I agree it is odd the way they are doing it, they require you to push the target out of range in order to get more time on it. However, in hutt ball, I can see juggs leaping to a target on a bridge, pushing him back across a fire pit, then leaping to that same target on the reset of charge. This seems to be more of a hutt ball carrying buff than what they intended.
  14. I understand that hutt ball is played on imperial side 95% of the time, but balancing the classes around hutt ball isn't something they should be trying to achieve.
  15. It is not useful and a dps loss. It has way to long of a channel for the damage it does and it doesn't create rage. The biggest dps loss I have is due to not having rage to use my hard hitting abilities on cooldown. This isn't a problem as long as ravage isn't in my rotation.
  16. The only comparison I really have is the solo fight event in eternity vault. I have my mob killed within 5 seconds of the other 3 people on the same mob as vengeance spec. Well, the operative is actually slower than the rest of us, but he can't get his positional requirements met on that fight. With that said, melee in general are at a disadvantage to ranged. I don't really see how this can change, at least for eternity vault. This is to the point a raid would simply be stupid to take a melee over a ranged.
  17. Despite what you may be able to accomplish stacking powerups, with several healers, and in a premade against pugs, JK/SW are really kind of weak compared to the other classes.
  18. This game is missing a ton of the features I expect in a modern MMO. It did however have a good leveling experience and was worth it. It just isn't worth subscribing too currently.
  19. Huttball is fun the first 100 times you play it. The next 3000 times you play it, not so much.
  20. I like it, balance is determined by who can survive an operative the longest!
  21. Why not expect a content patch?
  22. The game is a lemon, I'm surprised even the fanbois are bothering to defend it anymore, yet there will always be a few that refuse they got suckered into buying a lemon.
  23. Currently watching him resource trade in Ilum, exciting stuff!
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