Jump to content

DarthAkromious

Members
  • Posts

    19
  • Joined

Reputation

10 Good
  1. I can second the above. The bitraider folder just reinstalls with the patch whenever I pull up the launcher. i've tried running in compatibility mode and as administrator.
  2. Rage Move Decimate (Smash and Sweeping Slash increased by 10/20%) up to Row 3 - Smash is the central ability of rage spec, why should other specs be able to easily obtain a 20% damage boost to their AOE abilities when Rage is designed to provide more AOE Threat? I'd rather see it swapped with Interceptor, or Cloak of Rage. Adjust the auto-crit to apply only to the primary target, in PVE. - I'd also like to see Smash function more like Death Field in the sense that each target hit is not guaranteed to Crit. Even in PvE I find it incredibly OP to be able to smash four targets for upwards of 7k. Force Lash - Increase the damage dealt by Force Lash. The force damage dealt we deal is already increased by Shii-Cho Form, and it's a nice passive buff to our most frequently spammed ability, Vicious Slash. Force Crush - Increase the damage dealt by Force Crush. This ability deserves more value than simply proccing charges of Shockwave.
  3. I love the Rage tree. it is my favorite spec in the entire game (even more than Dotsmash). I would love to see it get an overhaul that would make it comparable to the Hybrid that everyone seems to be swapping to lately. I would hope that the developers would see not just Dotsmash, but any hybrid as an indication of weakness in the skill trees. Why would I ever run Rage when it can't keep up in an OP? I wish I could because I like the play style I experimented for a long time with the 11/8/27 hybrid for awhile as I could not keep up in Raids with a full Smash Build. Many people recognized the need for a hard hitting Dot, and the sacrifice of some AOE damage if they wanted to enjoy the Rage Tree. I am now running the 11/2/33 build, and it's exactly what I need. The Devs have been pretty clear that they don't like Hybrid Specs, and if/when they nerf Dotsmash I would hope that would include a revamp of the Rage tree. There's no questioning a pure rage build's lack of single-target damage output. I would opt for a more well-rounded class that can still maintain a rotation. They could perhaps up the duration/damage of Force Crush, or find a way to implement Rupture and strengthen the damage it puts out through points high up in the rage tree. I'm making this thread to draw attention to this issue. Just like the Sniper Hybrid, I'd hate to become alienated with the game if reasonable adjustments aren't made to the trees that the Devs want everyone to be using.
  4. And here I thought it'd be pointless to run this spec without points in Dual Wield Mastery... I'm still skeptical on that point, but the numbers don't seem to lie. I think of all the Vicious Slashes and Ravages that are "weakened" by a lower strength offhand, but compared to a 9% Damage Buff after each Smash, and a 4% Damage buff after each Berserk makes it a bit easier to swallow. Great point about lengthening the duration of Deadly Saber, I'll have to try that out. Also as far as fitting in Bloodthirst/Inspiration I'd have to agree that the best way to implement is to wait till you build 30 fury, pop berserk, pop fury and then pop bloodthirst. Only viable way if you're on your own IMO. Also, this is a strange finding. I've been starting off my parses with Bloodthirst as well as an Attack Adrenal, followed by Fury and Berserk and I've found that I get better numbers if I build up to the bloodthirst. Has anyone else noticed that? As far as the spec getting nerfed, I wouldn't be surprised. I'll probably just Roll Annihilation after this, unless they buff my dear Rage tree so it can keep up. *fingers crossed.*
  5. Kolgard - Marauder - 11/8/27 - 4 PC Set AMR: http://swtor.askmrrobot.com/characte...d-e23915c4b428 TORParse: http://www.torparse.com/a/558763/4/0/Damage+Dealt My ideal timeslot is Sat/Sun after 7PM EST. Feel Free to send me a tell in-game, reply to this thread or send a PM. My Hybrid build may be a bit of a put off, but I've found it to be very effective, and I am fluent in all three skill trees. I enjoy progression more than anything else in this game, and I love the sense of competition. Parsing during a HM is a must for me, and I love seeing how I stack up against my fellow DPS. Competition is what makes it fun, so long as it is friendly. At the end of the day, what I am really about is progressing through a challenging operation.
  6. Yeah this really is something. At first when I saw the points in Ataru Form I had my doubts, but after looking at your parse and taking a closer look at the spec itself it's really impressive. Gonna try some serious parses with this.
  7. Do share!!! Also as far as Augments I stick with Might as I'm a Might > Power kind of person. I've considered Crit Augs to see how it helps with my DoT's, but since they're more there for supplemental reason's I'd shy away from it. End of the day I always go Mainstat Augs, and let Adrenals cover Crit/Surge/Alacrity
  8. Hoping to make honorable mentions with this one as I'm running a Hybrid Build. Kolgard - Marauder - 11/8/27 - 4 PC Set AMR: http://swtor.askmrrobot.com/character/3036c904-3368-46ac-b72d-e23915c4b428 *TORParse: http://www.torparse.com/a/558763/4/0/Damage+Dealt * my Parsec listed my damage as 3,308, whereas TORparse listed it as 3,298. Not Sure Why.
  9. LOG: http://www.torparse.com/a/538474 AMR: swtor.askmrrobot.com/characte...d-e23915c4b428 PVE Spec: http://www.swtor-spy.com/skill-tree-calculator/marauder/9/?build=022300120010000000000000000000000320300000000000000000000000000003222211010202301021020000000000&ver=20 PVP Spec: http://www.swtor-spy.com/skill-tree-calculator/marauder/9/?build=012300220010000000000000000000000320300000000000000000000000000002222201012202301021020000000000&ver=20 After playing extensively with each of the three trees, and after months of parsing I've found what I believe to be the only viable Hybrid spec for Marauders which I've been running in Ops/Parsing/Pvping with for the past week. I'm not as geared some of the Elite HM Raiders, but I wanted to put this out there. I have been breaking 3k DPS on a standard 5 Minute Parse, and have broken 3.2k on a TTK Dummy with 1 Million HP/Armor Debuff/Attack Adrenals. I'd really like to see what someone with Dread Forged Relics and a Mainhand can do with this. (NOTE: This Thread is a work in progress, and I'll keep updating as I fine-tune the rotation.) The tricky part about this Spec is implementing Deadly Saber without ruining your resource management. As a result there is an absurd number of sets that you rotate through. The bottom line is, you need to be flexible and sharp enough to recognize the proper time to proc Deadly Saber. Thus the reason for 6 different sets in the rotation. The general rule is to activate Deadly Saber whenever it is up, there are exceptions however. Opener Bloodthirst (if possible) > Frenzy > Force Charge > Deadly Saber > Battering Assault > Rupture > Obliterate > Set 1 Berserk > Smash > Ravage > Force Scream > Vicious Slash > Deadly Saber > Vicious Slash x3 > Battering Assault > Rupture > Obliterate > Vicious Slash Set 2 Berserk > Smash > Deadly Saber > Dual Saber Throw > Force Scream > Vicious Slash x4 > Rupture > Battering Assault > Deadly Saber > Obliterate Set 3 Berserk > Smash > Ravage > Force Scream > Vicious Slash x3 > Deadly Saber > Vicious Slash > Battering Assault > Rupture > Obliterate > Vicious Slash Set 4 Berserk > Smash > Dual Saber Throw > Force Scream > Deadly Saber > Vicious Slash x4 > Battering Assault > Rupture > Obliterate > Vicious Slash > Set 5 Berserk > Smash > Deadly Saber > Ravage > Force Scream > Vicious Slash x4 > Rupture > Battering Assault > Deadly Saber > Obliterate Set 6 Berserk > Smash > Dual Saber Throw > Force Scream > Vicious Slash x4 > Deadly Saber > Battering Assault > Rupture > Obliterate > Vicious Slash Repeat Set 1 Things To Remember 1. Force Scream cannot be used if it is not building Fury. I.E. When you hit Berserk > Smash you always follow it up with one of the following. . . 1. Ravage > Force Scream 2. Dual Saber Throw > Force Scream 3. Deadly Saber > Dual Saber Throw > Force Scream 4. Deadly Saber > Ravage > Force Scream Fury cannot be built while your six charges from Berserk in Shii-Cho Form are ticking down. So you use free abilities (excluding Deadly Saber) to counter this. 2. Activating Bloodthirst A. In Standard Smash Spec it is difficult to time Bloodthirst mid fight without ruining your momentum. The recent patch has made it a bit easier at least. The best place to activate it is right after you have activated Berserk and Smash. Hit your Frenzy and then your Bloodthirst, and you lose no Fury, and your Rotation continues on as normal. 3. Deadly Saber A. I'll admit, an absurd amount of awareness is required to know when it is appropriate to activate Deadly Saber. If you do make a mistake, it can typically be fixed quickly with a few Assaults, and Vicious Slashes. The trickiest part is when you have just popped Berserk, and your rage meter is filling up. If Deadly Saber is off cooldown, and your Berserk Charges are ticking down, ALWAYS ACTIVATE DEADLY SABER. Even though you waste Fury and Rage, the math still works out, and you are able to generate enough Fury to proc Berserk again. 4. Berserk/Smash A. These two abilities always need to be used together, as it is virtually pointless to Smash without three charges of Shockwave which is granted by Berserk. This is one of the most important parts of your rotation, as a large portion of your damage comes from Smash. 5. Vicious Slash/Vicious Throw A. If you EVER have excess Rage, spam Vicious Slash, or if target is below 30% Alternate between Vicious Throw and Vicious Slash. 6. Try to deplete your Rage to exactly 0. A. If the Set Pattern overwhelms you, make a game out of it. If you have two rage left, your options are Obliterate or Rupture. If you have 3 Rage, you're SOL, and you should use Vicious Slash, or Vicious Throw if available. These abilities cost 3 rage a piece, but refund 1 rage. Spend as much of your Rage as you can before using Battering Assault. If done properly, the Rage granted from Battering Assault will allow you to generate enough Fury to proc Berserk. My Logic Behind The Spec As much as I love Rage and Carnage, the main issue that I have with them is their lack of a powerful DoT. I've always gotten my best Parses, and had the best results in Ops in Annihilation Spec. The Buildup required for Annihilator, and lack of a decent Crit Rate on Annihilate led me initially to Carnage, and then to Rage. Not to mention the lack of a solid AOE in Annihilation and Carnage. Annihilation/Carnage is not viable since it is pointless to spec into Ataru Form without having Massacre, and at that point you're a full Carnage Spec. As tempting as it was to go up to Gore and sacrifice points as necessary, it just wasn't efficient. I'll admit that Rage Spec is my weapon of choice, I simply enjoy playing it the most. Like Carnage though, you only do one attack at a time, and it isn't enough to compete with an onslaught of melee attacks with a few DoTs ticking in the background. The Bulk of my damage comes from spamming Vicious Slash, which I have spammed upwards of 5 times in an Op before to avoid wasting Rage/Fury. It gets a little redundant at times, but results are results. I have considered stacking a bit more Crit to see how it affects my DoTs. Another note, I did not form this Spec with the expectation of getting decent Self-Heals, which leads me into another topic, Berserk. Of the three specs, I'd say Annihilation has the least useful versions of Berserk. Yes you get six guaranteed crits on your bleeds which bounce some health back your way, but I'd much rather hit up to five targets for upwards of 7.3k I'm hoping those who take interest in this spec will post and offer their own insight. Enjoy!
  10. Brooding allows Carnage Marauders to build 30 Fury as they use Channel Hatred. It is a common thing for a Marauder to spec up the Carnage tree into this ability so they can build their fury without having to use their Frenzy. My question is, why Carnage Marauders? Why do they alone get this ability? It is easy enough to take advantage of this loophole, if it can even be called that. Why not give it to all Marauders when all they need to do is a quick Field Respec? Could it be made a passive ability? This is not to say that something like Acid Blade should be made accessible to all Operative Specs as it grants a buff, and is a top-tree activation ability that costs energy. I don't see it making Marauders OP. Thoughts?
  11. Thread moved to Marauder section http://www.swtor.com/community/showthread.php?t=711948
  12. Kolgard <Holocron> Marauder - Hybrid 11/8/27 - 3213.2 (5:10.501) LOG: http://www.torparse.com/a/538474 AMR: http://swtor.askmrrobot.com/character/3036c904-3368-46ac-b72d-e23915c4b428
  13. Kolgard - Marauder - Hybrid - 11/8/27 - 5:19.06 - 3131.81 AMR: http://swtor.askmrrobot.com/character/3036c904-3368-46ac-b72d-e23915c4b428 Log: http://www.torparse.com/a/538223
  14. Kolgard - Marauder - Hybrid - 11/8/27 - 5:32.39 - 3000.74 Log: http://www.torparse.com/a/534162/22/0/Damage+Dealt AMR: http://swtor.askmrrobot.com/character/3036c904-3368-46ac-b72d-e23915c4b428 I'm nowhere near as geared as some of these other players, but I wanted to show that this hybrid build is viable. I'd love to see someone with a 78 MH and Dread Forged Relics can do.
×
×
  • Create New...