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SinnedWill

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Everything posted by SinnedWill

  1. After looking at that screenshot, I'd say quite a few in that circumstance (pocket healers that use their heals on that one person even if it means dying themselves - i.e. 1 death for mara, much more for others, particularly healers). Not to mention it was a voidstar. I'd waiger that an AP powertech would've racked up over 1M in that warzone if they were everyone's heal-focus like the marauder was.
  2. Rage Juggs have better smash damage (on average) due to single-saber mastery's force damage bonus while in Shii-Cho. That said, rage marauder can hit harder once (lucky if they can squeeze off a second fully empowered smash in time) every 5 minutes via bloodthirst. But... rage jugg + bloodthirst (from a teammate) is best possible damage. The stat difference between off-hand saber (mara) and jugg weighs in favor of the marauder, but it doesn't come anywhere close to compensating for the single-saber mastery force bonus damage value. Also, rage juggs have much easier times getting full stacks of shockwaves (even against sorc/sages) due to push (which also helps them isolate targets from the pack more easily, use charge more often -which is huge with vindicator set bonus-, etc...). Bottom line: both bring something the other cannot do (maras have FF survivability potential and camo for a postioning set-up or retreat), but all-around viability certainly goes to the Jugg.
  3. Nice troll - +6 for getting all those people to think you were serious.
  4. Some constructive criticism to the OP: Madness Sorc. is fully capable of kiting most enemies even when they have full resolve. As already mentioned by others, creeping terror does NOT cause an enemy's resolve bar to fill... at all, ever, it's your other abilities that are filling resolve (overload, electrocute,whirlwind). Your issue as you've already stated is that you're using creeping terror on instant-cast talented whirlwind (honestly, doesn't matter what ability you use on anyone that is whirlwinded with that talent, they will have full resolve if you don't ignore them for its duration). Personally, I specced out of insta-cast whirlwind for the simple fact that teammates simply refuse to ignore these targets - having 1 point in the talent works well enough (doesn't fully fill resolve even if damaged, and 1s cast for whirlwind actually works out better time-wise since insta-cast abilities always cause a 1.5s GCD; not to mention it rarely gets interrupted); hell, I don't even bother with putting one point into it anymore (in fact, I rarely use whirlwind at all - simply not worth using unless I'm solo during a pug queue, IMO - not worth filling resolve that quickly). I'd suggest taking whirlwind off your toolbar for a bit so that you can learn how best to kite/survive without it - after you've gotten a feel for that, then you can put it back on and use it as a "bonus" ability for the situations where it is actually useful (which honestly aren't too often, unless you're doing ranked with a team that communicates well). Also, rage/focus juggs/guardians should be some of the easiest enemies for you if you're playing correctly (they need their stacks to empower their smashes which you can deprive them of). Purge force crush/exhaustion each time it's on you or one of your teammates (most important thing); when they use force choke on a teammate, use jolt (interrupt); when they use force choke on YOU, use your stun-break (if available) and immediately jolt them. If you're playing correctly as a madness sorcerer, you will make a rage/focus jugg/guardian rage-quit warzones quite often since they'll rarely be getting any fully empowered smash/sweeps off.
  5. My point was that we should be getting higher valued hits with pve gear vs. pve gear (due to significantly better stats) based upon all the math that I've seen thrown about from a plethora of posts/threads detailing expertise's overall effects on damage. If you continued to read what I wrote (particularly the text in bold), you'd recognise that I actually pointed out what happens to be causing the discrepancies with actual values over theory-crafted values - you'll realise that the current expertise system actually IS responsible for causing exactly what I'm trying to point out. Not that the current system is broken, but it certainly appears as though they didn't heavily consider all the potentially compounding variables associated with certain abilities that can be talented (significant damage increments and crit/surge bonus talents for such abilities). That said, you ARE absolutely correct about a 1k (non-crit, non situationally boosted damage increase -i.e. pyro PT on burning target-) value being mitigated via expertise directly proportionate to the expertise damage bonus from someone with the same exact expertise value despite the deceptively higher %-value.
  6. Stopped reading right there. Campaign has more stats on it than War Hero, right? Then explain to me why my deception assassin (or any other class with high significantly high tooltip damage abilities for that matter) can go in to a warzone where I end up on the opposing team from a guildmate (controlled experiment time!); we're both stealthy classes; we duel in both campaign and war hero gear -making sure that our expertise values are identical- and, well, needless to say: all of the high tooltip value abilities (procced mauls, shock, assassinate) are actually dealing more damage in pvp gear duels, yet the weaker tooltip abilities (force slow, voltaic slash, saber charge damage values, etc.) deal less. In my experience, expertise has a more significant impact on these high tooltip damage abilities (until ~1100, then you begin to notice more from stats/power, though I've heard people say they figured out the math behind combat rolls and claim that expertise is best for damage increase until you have 700 -after which power gives more- and 1000 -after which primary stat gives more-) compared to stat/power stacking and lower tooltip value abilities seem to be more heavily influenced by stats/power compared to expertise. What it boils down to is talents from skill trees that increase damage/surge value with specific abilities (rage warriors with smash, pyro PT with railshot/TD/CGC, decept-assin with shock/discharge) reap significantly higher ACTUAL damage value modifiers from expertise compared to abilities that aren't (you're tacking on a flat % modifier which will outweigh the abilitiy's tooltip valued gain from power and primary stats). Now, I can't say I disagree (pretty sure they have expertise how they want it now) but some MINOR (reducing railshot tooltip damage by 100 points, for example, would result in it dealing ~350 less crit damage in pvp due to compounding variables from talents and the expertise modifier -that's a rough estimate, btw; too many variables in combat rolls for me to bother) nerfs to these consistantly big damage abilities, would be feasible. Lastly, I don't think any class needs significant changes to their abilities' natural tooltip values, but some talent modifier values could use some potential toning down.
  7. Not gunna' get into a heated debate, but 31 madness "trickle-healing" is actually significant in pvp... even against high burst-damage classes (pyro PT, deceptasin, snipes, maras, rawful-smashers, etc.). The 2% self-heal values (1% on death field, despite talent to increase it and doesn't matter how many targets you hit - it's broken) DO get diminished by heal debuffs (being in combat with a player + heal debuffs from other players), so the only time you'll actually get a full 2% max health self-heal from DoT crits are after you've respawned (not always, since DoT's sometimes cause you to get locked into combat) - that said, I still tend to get ~200k (average) healing done as a full madness sorc (while only using Dark Inf. 2-3 times in a match and using the quick heal in uncommon situations); unfortunately, the majority of my healing tends to come from damage while bubbled, but I'd waiger that I'd still net ~60-75k of that from "trickle-heals". Trick is (as a full madness sorc.) to be aware of the enemy team's class composition and have the presence of mind to counter it - for example: high burst classes/stealthy burst classes force you to keep a fresh bubble and tab-DoT (which actually isn't the goal of a good madness sorc; sure, this method lets you top the charts in total damage/kills, but it's fluff - bads will be bads, mmm-kay) more often than usual. "True" (31 pt.) madness sorc survivability comes from strafe-cast kiting (makes sense since it's the most mobile spec, no?) and extending fight durations, which it does EXTREMELY WELL. Hybrid sorc survivability comes from resolve-filling control tactics (usually combined with force speed) and they can be a royal pain in the buttucks for any melee dps to take out if the player is good (knows how/when to stagger these), but they're vulnerable (incredibly) with cooldowns. As a "true" madness sorc. I can tell you there are 2 options for the spec: one involves Death Field crits of ~4600 (on average - potentially higher if you remod for damage at the expense of HP) against equally geared, non AoE damage reduction talent-capable classes (maras, sins) without defensive cooldowns but this spec is usually out-of-force with a QUICKNESS and lacks some survivability (due to bubble absorb value talent); the other spec has DF crits of ~3900 (same situation, and I'm aware that the math doesn't add up directly - this is due to damage roll priority, btw) but this spec is capable of maintaining its force much more significantly and tends to be significantly better at surviving stealth-burst encounters. 7/3/31 for the DF big hitter spec - 2/8/31 (or 1/9/31) for the "staying power" spec. Hybrid gets locked down/countered too easily early on in a fight (if an enemy team knows you're a hybrid, you're going to have a sniper/slinger shadowing you the whole match) - if you can't get all your procs/buffs running, it's gimpy - this is why I trend towards full madness. Full madness has great diversity and can often dominate small-scale fights (can kite 2 players fairly easily) but it requires a LOT of strafe-casting and experience to master; unfortunately, it gets countered by enemy sorc/sages (only takes 1 good one to ruin a madness sorc's day, assuming they purge/cleanse). In the end, roll with what you know best and rest assured that there will be situations where you absolutely positively couldn't do anything differently to avoid that ranged dps focus-fire that dropped you from full health (even with a bubble up) to the penalty box in 4.5s. Playing as a DPS sorc/sage, you will become "highly adept at dying". It is a very humbling experience I suggest everyone to endure - you will have matches where you don't die at all (quite a few, mind you - I certainly get the "immortal" announcement most frequently as my sorc) and then you'll have matches where you'll die 9+ times that leave you /facepalm 'ing - and no, I'm not saying DPS sorc. needs a huge overhaul, but they could use some minor tweaks.
  8. If you must be heals, go scoundrel (stealth + gunslinger = great) or commando (simply because gunslinger can keep enemies rooted/slowed, which permits a commando to free-cast; free-casting heal commandos > free-casting heal sages) for that pair. However, as previously mentioned, gunslinger + tank-specced shadow is one of the toughest combos to break (and even though you lose healing, you'll be taking significantly less damage due to guard/taunt) - gunslinger + shadow of any spec (yes, even DPS specs) are very nasty together. My deception assassin (infiltration is the shadow mirror), when combined with a sniper (imperial mirror to gunslinger, though gunslingers are better due to the changes to the lv. 50 cooldown) guildmate of mine can easily take on 3+ players (and I'm not talking about baddies - the two of us alone have held up against all 8 baddies in a civil war without dying - silly zergers) without dying and only using warzone medpacks (if necessary).
  9. As lethality sniper (most of your abilities are tech-based), your accuracy is pretty high and you could easily make do with ~ 97% ranged (107% special ranged, 107% tech) values. Now, contrary to popular belief, accuracy DOES play a crucial role in pvp (defense chance as well, since they are directly proportional). Having higher accuracy values increases chances to hit on most tanks (already mentioned) since they typically have fairly high defense chance values (assassins, for example, can have 16% defense chance before any modifiers coming from gear), all inquisitor/consular classes (who sit pretty with their natural 10% defense chance), any class that either uses defensive cooldowns to increase their defense chance or have an ability that debuffs a target's accuracy, AND/OR any player that stacks defense chance (simple enough for any class to do this by having redoubt augments on all their gear and equip 2x Defense chance relics - I strongly advise that you start making a 2nd set of gear like this, btw, since most of the best PvPers have multiple sets of gear for every possible situation). Classes that use off-hand weapons (excluding all agents) need a good bit more accuracy than other classes since their off-hand accuracy is significantly lower than their main-hand accuracy (typically 2/3 of their main-hand) and their damage values (for abilities that can hit with both weapons) are significantly weaker if they do not land their offhand attacks (i.e. carnage marauder, gunslinger, and even some mercenary abilities). Unfortunately for these classes (excluding gunslingers with their illegal mods cooldown activated -can't recall if that's the one-) their overall DPS output can be AWFUL against players that stack defense chance.
  10. If I'm not mistaken (could be, since I don't know the stats for the mod from vindicator gloves; however, I do know the enhancement he's mentioning from the sorcerer gloves), this is an optimal min/maxed Rage specced juggernaut setup. Yes, it exceeds (greatly) the surge soft cap, but it's worth it for rage juggs. This also stacks a LOT of power (well over 1200 if I remember correctly) - this is the gearing that lets those Rage Juggs smash for 6200-11k (6200's are from smashes on most opponents with full WH; 11k would be a smash on a pve geared sage/sorc). OP should've requested optimal min/maxing based upon his spec - Vengeance would require a lot more crit/accuracy, for example.
  11. Outlaw's Den - learn to live there between warzone pops. You can start farming recruit gear at level (?) - forget the level requirement to purchase the outlaw's den priority transport, but I'm pretty sure I purchased it (the transport) on one of my minis ~lv. 25 and snagged 4 pieces of recruit gear before getting rolled by higher levels - took me about 5 minutes. F.Y.I.: every container in outlaw's den has ~1800-4200 credits, 20 wz comms, and a chance (I'm guessing 40%) to get a piece of recruit gear specific to your AC (however, most AC's have 2 potential sets, so you won't always get the ones you want but they're still beneficial to equip). It's very easy to have a full set of recruit gear (and go for the money-token instead of the recruit set token at 50), maxxed comms (both ranked and unranked due to converting up) AND a LOT of credits banked without ever doing a single warzone (then again, you'd still need to be valor 40 to swap WZ comms in for RWZ comms - so maybe that should read "without ever doing a single warzone once you've reached valor 40"). Now, this can take a long time if you aren't mixing in some warzones (particularly if other players are also farming out there) but if you catch it at the right time (no one else has been out there for a while so all chests are up) you can snag 8 chests in ~2 minutes. That's ~20k credits, 160 wz comms, and 2-3 pieces of recruit gear (chance is random so maybe 0, maybe 8 - most I've gotten in a row was 6); each piece is also random, so don't be surprised if you end up with lots of the same pieces before you've gotten all the pieces.
  12. It's best to pre-build PFT stacks via flame sweep (use flame sweep once every 5s or so while out of combat and you should be pretty close to maintaining 0 heat). I tend to open with ED-> Retracti-> HO+PFT quite frequently (even in a 1v1) -this causes them to waste a stun on me early on and I'll usually obtain the Rail Shot auto-crit during that stun-; then I'll Retracti-> Immolate -> RP-> RS (which can normally finish). In all honesty, my cycles depend mostly upon the enemy class (for example: assassins shroud and I can't use FB/PFT/etc. until shroud is off and RS until deflection is off). I generally use an 8/31/2 build for AP (which is consistant and the best burst potential for AP), though I continue to dabble with certain hybrid specs (17/24/0 with a shield = fun with Rocket Punches, PFT and great in hutt-ball).
  13. I find AP to be more diverse in application (does better than pyro against all classes that can slow/ROOT/knockback spam) due to the fact that HO makes them significantly more adaptable. Unfortunately, pyro burst is SIGNIFICANTLY greater (oftentimes, you have to waste HO as AP so that your 5-stacked prototype FT won't get interrupted via knockback, and it's still countered by stuns) and more reliable. CGC needs some changing: CGC DoT damage needs a reduction or a longer duration - as it is right now, CGC DoT is stronger than almost every single long-duration DoT in the game (even if they're permitted to run full-cycle), yet it only lasts 6s (which causes significant burst-like damage). CGC slow effect is 50% (retractible blade is only 30%) - those values should be swapped. CGC application has NO internal cooldown timer on its application - this means that if a pyro uses flame burst on a guarded target, that flame burst applies a CGC DoT/slow effect on both their target AND the tank guarding him (which is "lol'z") - CGC proc rate needs an internal cooldown of 1.5s (excluding its refresh via superheated rail). When using Rapid Shots, you can cause the CGC DoT/slow to proc 3 times (seen this happen, and unload can cause even more than this) - sure, the DoT's and Slow effects won't stack, but the first tick of damage from CGC is instant, so if this happens (certainly doesn't happen often, but it DOES occur), your target will take the first tick from the CGC DoT each time ( crits ~800-1200 CGC damage each time - x3 in this case in addition to the actual damage dealt by rapid shots) and, of course, the DoT+slow duration is refreshed, so it can cause a slow effect to trigger instantly (if CGC procced on the first hit, which is almost instantantaneous after using rapid shots) AND get refreshed (if CGC procs on the final hit, which animates at the tale end of the rapid shots animation/gcd) - this can cause a target to suffer the 50% slow for a total of just under 3.5s - all simply by using rapid shots (if the pyro is very lucky, mind you). Rapid Shots has a VERY HIGH overall damage potential - again, I say potential since the CGC proc chance is so low- but it IS capable of rivaling rail shot in total damage with a single useage (though this would require it to cause CGC procs every attack). I have done several warzone runs where I've only used rapid shots, electro dart, CC-Break, carbonize, energy shield, kolto overload, taunts, and grapple yet I've still done 150k-240k total damage (on longer duration WZ's) - this is why I can't figure out how you can ever see a pyro PT (excluding the ones that are solo guarding a node with very little action or happen to join the WZ late) end up having less than 75k total damage (yet I see this quite often in lowbies). To the OP: yes, AP has good heat/resource management, but when you ARE overheated -which certainly DOES happen- you really can't do much and the passive heat regen over time CAN get trumped by pyro PT's Gyroscopic Alignment Jets. With this I've gone from 99% heat down to 46% heat in a matter of seconds due to enemy actions. AP also can't get the 30s Vent Heat CD reduction and/or the Thermal Sensor Override CD reduction. Though I can honestly say I've only briefly tried the TSO/Kolto Overload CD reduction breifly (certainly preferred the energy shield CD reduction) and have never gotten the vent heat CD reduction. My normal Pyro build is 8/2/31 (yes, I only have 2 points for the RS armor penetration from AP and instead have the extra 3% aim from the tank tree; my railshots usually only do ~ 200 less damage to tanks compared to being 7/3/31 specced, but I pick up a bit more damage from everything else- and I rely on Gyro Jets to manage my heat, which I find to be ample since I know not to simply spam my burst cycles (which are heat heavy) in any prolonged fights (learning what to do for the long-duration battles is key here) - but, of course, I DO use those the heat-heavy burst cycles in small number engagements (1-2 enemies) and when there's a keystone healer present (sorry healers! I both love and hate you guys - depending on which team you're on). Also, OP: AP's retractible blade is restricted to melee range, costs 16 heat, deals fairly poor damage with a poor excuse of a DoT as damage (much of this is due to its LONG duration), only causes a 30% slow (for 6s, which is poor since that becomes 4.5s of useful slowing after the retractible blade GCD), has a fairly low (25%) chance to proc the automatic rail shot crit, which we cannot reset (this means I often find myself using retractible blade on multiple enemies initially -which causes heat issues- just to get my proc so that I can use my burst rotation with full effect). Well, not sure if you know this, but pyros can cause a guaranteed CGC proc from 10m with flame burst (same heat cost as RB) - which does significantly more damage (both up-front and from the DoT), and a stronger slow (50%) though it only lasts 2s, but is almost always getting refreshed (via superheated rail/flame burst/etc.) - also, remember that CGC will proc on both a target AND any person guarding them (making it a 2-for-1 deal). They can also cause CGC procs from up to 30m, and although the chances appear to be significantly lower (pretty much ALWAYS get a CGC proc from an unload) they can even occur without heat cost (rapid shots). TL;DR: AP is more adaptable than pyro - far less class vulnerabilities (primarily those with roots: carnage marauders/snipers; moderately better against those with slows/roots/knockbacks: DPS-specced assassins, GOOD madness sorcererers, and even all warrior classes, which all have at least 1 root and slows -more depending on spec-). HO lets AP PT's employ more tactics than a pyro against these classes whereas pyros pretty much have no significant tactical advantages - they simply need to win the DPS-race (which they typically do).
  14. If they split brackets into expertise values, end-game PVE geared (with some pvp mods/enhancements) players would dominate every match - even moreso than WH geared players. The significantly higher stat bonuses on PvE gear tend to have much more significant impacts on increasing damage/healing/max hp than pvp gear (after ~700 expertise, substats become more potent than expertise points for this and after ~1050 expertise primary stats become more potent than expertise) though you trade quite a bit of POTENTIAL survivability due to the lack of damage reduction value from expertise. The reason I say POTENTIAL survivability is because some classes have reactive heals that happen to be %-based upon maximum HP and since you gain significantly more HP (and crit, if necessary to obtain your reactive heals) in PvE gear, some classes perform significantly better than others by using the cross-combinations of PvE and PvP gear. Basically, splitting warzones based upon expertise will result in players wearing PvE gear to optimize their performance for a designated bracket - people would then choose to stack however much expertise they want (depending upon the bracket they wish to compete in) and simply obliterate (even moreso than recruit vs. full WH right now) everyone else who is "undergeared". Imagine a recruit geared player facing off against a WH + campaign geared opponent (both would have nearly identical expertise values, but the geared player would have ~10% more crit/surge and ~700 more power) - this matchup simply doesn't bode well (complete decimation, in fact)for the recruit geared player; thus, there will always be a gear gap.
  15. Maximum potential xp is directly proportional to your level; I've leveled 3 toons to 50 via pvp only (without getting the legacy perks to increase the xp gain) and I've found this to be true - albeit, you used to gain significantly greater values of xp from pvp waaaay back before they nerfed the valor, xp, and credits earned. I'm also pretty sure that the total credits you can earn increases as you level up as well (though they may have changed this - I just remember that immediately after the nerf to rewards from warzones, this was true).
  16. TD might do minimally more damage than explosive dart if explosive dart were included on the crit damage bonus from the firebug. Thankfully, however, it doesn't get the boost. I, too play AP quite a bit, but hands down, the worst 31 point talents belong to madness sorcerer's creeping terror - the 2s root is great, but its DoT is AWFUL.
  17. What class do you think doesn't ignore armor? Marauder? Rage has a passive 20% armor penetration; Carnage relies on gore procs (4.5s duration 100% armor penetration); Annihilation relies on DoT's and huge damage bonuses (5-stacks of juyo = +10% so that their massacre can hit hard, but it doesn't on tanks). Sniper? All of them use their level 50 ability to bypass armor for their weapon-based attacks against tanks, MM specs get bonus penetration on ambush, engineer and lethality bypass a lot of armor. And then, there's the Pyro Powertech - whose rail-shot ignores a LOT of armor (60% + 30% - not additive, but still 71% or so), one of the best DoT's (CGC, not Incindiary Missile - IM is just an opening setup for railshots and bonus damages they obtain to burning targets) - other than rocket punch and Thermal Detonator, even Pyro PT bypasses most armor. There, those are the 3 highest dps-dealing classes in the game right now for pvp; so please, enlighten me as to which of these can kill people a lot easier/faster without bypassing armor.
  18. I opted to only have one point in "Towering Rage" (increased force scream crit chance by 50% instead of 100% with blood frenzy procs) since I've failed to crit with force scream despite having the proc back when I still had 2 points in it - overall, the change isn't significant (still seem to crit with force scream ~99% of the time while I have the proc). I also sacrificed a point in the bettering assault cooldown reduction (1.5s instead of 3) - which is the most noticable change.
  19. The values everyone has stated are pretty much all "stars-aligned" (everything hits and crits) without getting LoS'd, CC'd, kited, interrupted (if possible) etc. The reported values are pretty accurate for end-game equally geared fights (full WH remodded/aug'd on both the attacker and their target).
  20. Wow, you don't use massacre... ever... it appears. Optimal carnage marauder cycles are: (full resolve, or enemy's counters are on cooldown) bloodthirst -> charge -> battering assault -> massacre -> gore -> ravage -> force scream = closest thing to a guaranteed kill (add deadly saber early on if target is getting heals). OR (close gap by running to target, using camo, etc, save charge) berserk -> battering assault -> gore -> massacre (x4) -> force scream -> massacre (x2) = ~ 15k damage over 10 seconds but is much more difficult to counter (charge, camo, and deadly saber are likely to be used to keep targets from kiting) Naturally, carnage marauders use both of these burst cycles depending on the situation, and while the 2nd cycle is weaker overall, it's much more consistant (can't have full resolve all the time to always use the first cycle) - also making good use of retaliation can cause huge burst increases (retaliate crits with a gore proc and ataru form proc can deal ~3200 total damage) but retaliate is difficult to use well as carnage since we're rage-starved (also difficult to have every time you need it). Also, depending on your overall spec (I opted for more diversity with my carny), you can do some very nice smash damage (gotta' put the 2 points in it from rage, however) if you use it with a gore proc. In ranked warzones (everyone full WH geared), I've gotten smash values as high as 4200; which isn't as much compared to that of a rage jugg/mara's empowered smashes, but it's certainly useful in situations involving enemy clustering.
  21. Uh...? Immolate is one of the best armor-ignoring high-damage (particularly on crit) abilities in the game. What does it deal "slightly better damage" than? Flame Burst is what you spam (you're dealing more direct damage with your flameburst than a pyro does with his -due to the damage bonus from cylinder-, but his always applies a very high damage/low duration DoT). AP is fine, for the most part, but DoT's (CGC DoT in particular) need to be looked into: Retractible Blade, like many of the long-duration DoT's should deal more damage than the short duration DoT's due to the fact that the short-duration DoT's are more "burst-like" - I also think that CGC's slow effect should be 30% and retractible blade's slow effect should be 50% (would make sense since you have to be in melee to use retractible, no?).
  22. Easiest burst to counter. Force charge -> gore -> rava... (knockback/stun/mez/etc.) -> /facepalm -> force scream (if in range). = ~7k
  23. Deception Assassin: Voltaic Slash (x2) -set up- -> Shock = ~ 4400 (6600 if chain-shock) -> Discharge (~4600) -> Procced Maul (~4400) -> Assassinate (~5200). That's 2 GCD's setup (which can deal about 4k damage total) -3s-, followed by 4 instant abilities (maul might require some positioning setup, but you should be in position for it if you're strafe-cast circling your target). This is pretty much a guaranteed kill cycle; though your rotations will vary and this isn't including any stuns/mezzes/slows you're using. ~4k + 6k + 4.5k + 4.5k + 5.2k = ~24.2k over 9s - unfortunately, it gets countered by dying quickly, roots, slows, knockbacks, etc.
  24. Common bug - seems to only occur to the player on the winning team with the most medals (or top few in some cases). Winning faster = more bonus comms. Someone earlier stated that quick wins = less comms (which is true for the losing team, however). Dauntless medals DO count just as significantly as every other medal (so you don't need to earn 8 every time before the match ends). I haven't been able to figure out what causes this other than being one of -if not THE- highest medal earner in a warzone (have confirmed this to be true via premades and being in mumble with teammates - this also happens in ranked warzones, which is always painful when this happens). Usually, this will only occur to the top medalist (sometimes more), but, this HAS occured to entire teams. What I THINK is happening is that the game believes your team had lost the warzone (despite winning quickly), yet you always walk away with 80 comms (which is the highest possible amount you can earn if you've lost, had at least 8 medals and caused the warzone to last a long time) - ALSO, if you happen to have the pvp missions, I've found that you don't get credit (for the weekly) or only get 1 credit (for the daily) despite winning when this happens. I've submitted a few bug reports detailing it, but this has been ongoing since they adjusted (increased) the losing team's total comms earned (and reduced the total medals required to get anything from 4 to 1).
  25. Yes, but it's commonly used as an opener in group fights (which is where Whatchman specs tend to be) - i.e. your group FF'd your old target and now you see that pesky healer beyond melee range that has half-way activated his big heal. Furthermore, watchman gets the cooldown reduction talent on it, so it can afford to use it nearly every CD for the resource maintaining aspect. Lastly, it's best to swap out the WH weaponmaster (marauder) armorings with the vindicator (DPS jugg) armorings (yes, you can put the vindicator armorings into medium armor and be able to wear it) - this method gives you that extra 10% damage bonus for 5 seconds following force charge (which can have incredible results) - using the vindicator set makes you become charge-heavy (even as an opener, regardless of your spec) since you'll almost always land at least one attack before they employ counter tactics.
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