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Pe-Te

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  1. Pe-Te

    lol bolster

    You could easily do that with a formula that uses HARD cap expertise ( cant remember hardcap, so ill just say even 2000 ). Example, you have 1000 expertise, hardcap is ~2000, you have 50% of max, then you get reduced dps/damagereduce/healing by let say 15% in damage. If you have 0 expertise, you get a 30% reduction in damage ( aka half of the max hard cap dps boost ). Then if you have full pvp gear with hardcap exp, you get exactly the pvp boost as shown in char screen normally. That way PvE players would with 0 expertise get HALF of pvp boost stats, and PVP players would get near full, giving then clear advantage. And one coder could write this **** TODAY. They could put this system up UNTILL they figure out something fancy and very complex to code, like allways.
  2. Pe-Te

    lol bolster

    Jesus, they could just turn bolster off at 55 and fix this crapfest in a second. But NOO. Any serious pvp-player doesnt expect that their old PVP set is "best" after a expansion, so battlemaster/war hero gear ppl could just do what i did on a new char. PLAY 2 weeks and get the full 1st set. Give out a new blue pvp set at 55, disable bolster at 55 and LET US PLAY PVP.
  3. Actually i had some problems sleeping and was thinking about the jugg threat ( both in single and aoe ). In perivous post i allready threw in the idea on purpose loose aggro for a second to gain max benefit from taunts. Example 1: SOA phase 1 start. Lets assume normal "balls to the wall" type DPS from start with relics, bloodlust etc. IMO it actually might be beneficial to guard a melee dps, put armor + hit debuffs on boss... wait about 5 seconds letting the boss target the highest ( pref ranged ) DPS. Idea i had behind is that you on purpose let the dps go nuts and then taunt effectively doing same amount of threat for the first 5+ seconds. If a TANK does lets say 2k dps, ( ranged ) DPS needs to for overaggro to do 1.5x ( lets put another 0.3 for our high treat one shot there ), meaning 1.8x and then multiply that with the aggro +30% variable. We get a number 2.34x. So if you do lets say on average 2kdps, any DPS peaking over 5k will overaggro. Then lets say DPS does 8k first hit, then 2x 4k hits. There is absolutely NO way a juggernaut tank can keep aggro on dps like that ( and those arent that uncommon what i hear ). Im thinking it would be best to let the DPS go nuts, reserve your high threat hit untill AFTER you taunt because its going to be WASTED anyways. You cant keep aggro, every bit of threat you gain is reseted to highest DPS level when you taunt. So why not use the 1min cd ( *** BW ) after the taunt, where it actually means something. To say it diffenrently, you do your normal damage start and use all your skills to max with adrenalines etc. AND STILL LOOSE AGGRO. Let them overaggro and then on top of that you smack your high threat stuff putting a quite a bit of margin to work with. Same idea with aoe packs. You charge in to the closest target and only use force choke/slow/knockback/stuns to keep em slowed and packed in for maximum time ( at this time DPS has used all their best AOE skills, you taunt and say TY for the threat and then do your normal aoe threat rotations. Or with 2 tanks you could do 1 tank going in, doing all their max aoe abilitys, 2nd tank aoe taunts, does his moves and then the first tank aoe taunts back. Should keep all the mobs untill they are dead.
  4. Yeh, did read that previously. There is NO extra threat given to tank after taunt. But in order to DPS overaggro they have to A) first wait for the taunt forced aggro to timeout B) and overaggro you with normal multipliers, aka in melee 110% and 130% in ranged ( or atleast thats how most think aggro works in TOR ). So that might seem to give a threat increase to the tank. If that 110%/130% aggrolimit is how TOR does things, i can only see two possible ways how it works. If you use your taunt in a rotation, you are screwing yourself out of good amount of threat. As you are the highest person in the threat list you wont gain any "extra threat". If someone overaggros you from ranged ( goes over 130% ) a taunt will put you to THAT level of threat with the 6 second forced aggro. Effectively you gain 30% threat and on top of that your top ranged DPS have to gain ANOTHER 30% over you to regain aggro again. What kinda explains how in longer fights there are no real worries of you not keeping aggro. With current threat generation loosing aggro on purpose might seem a valid way to do it on some bosses. Let DPS use their biggest damage skills at pull, take that aggrolevel from them with a taunt and THEN slap your own high threat skill ( gg, BW ) in there giving you best possible start at a cost of one taunt. Or maybe it might be that if ranged is at 115% and you taunt you gain that 15% with a taunt, while if you waited untill you lost aggro, you would have gain extra 15% threat compared to using taunt in rotation. Not to mention you would have one extra taunt cd to use if needed. Either way, but IMO its just plain stupid to taunt in rotation, wait for overaggro and get the max benefit from it. Only NEGATIVE thing might be that in that timeframe that you loose aggro you miss out on a retaliation proc or on very rarely DPS might die. As aggro is problem in start of matches, i cant see anyone dying or healers must be AFK.
  5. I dont have problems in BOSS tanking, ofc there are times when you might loose aggro because of high dps, but thats common and nothing that one single taunt wont fix. Yet i think tanks primary job isnt doing perfect DPS rotation to keep aggro, so slight buff to single threat would be in order. 1 min cd on ONLY high threat skill for a tank, *** BW are you retarded ? The thing ive seen, bosses do a lot of random player attacks and sometimes tanks think these are aggroloss when infact they are not. A very good hint is NOT to taunt straight away if you suspect you lost aggro ( on boss that will not start straight away walking to the new target ) just keep doing your normal rotation, see if you get any retaliation procs ( obviously doesnt work on SOA ) and if the boss turns back at you. IF the boss clearly moves or does multiple attacks to another player, then use taunt. At start i noticed i wasted my taunt cd's when he did these random attacks and if i after that actually LOST aggro, i had nothing to get it back. Some idiot here suggested a taunt before you actually even lost aggro. Thats a WASTE of threat. Use taunts when you KNOW you lost aggro. Even the aoe threat on thrash is usually ok, if im talking about a full melee group of mobs ( mainly EV ) and i have my aoe taunt up. Frenzy, Sabre throw, charge, smash + sweep strike, sunder, slow... when you loose aggro taunt. mobs should be all dead before you run into trouble. If theres ranged mobs in the pack just give up, you cant keep aggro on them all, focus on the champions and healers will heal the damage taken up pretty easily. What a true melee tank actually needs is a THREE target chain grip to grab the ranged mobs into a range you actually can do something to them. Other tanks have AOE ranged abilitys, while we dont. Gotta make up that with something. And melee vs ranged you should allways give melee slight dps advantage to compensate moving. Yet BW dropped ball on both of those basic ideas.
  6. In TOR the choice isnt between HP and avoidance, most same level armoring, mods and enchants have exactly the same amount of endurance. The choice you have to make is made between accuracy, defense rating, shield chance and shield absorption. In early gearing i would stack defence, but when you get more gear i change mods/enchants to boost shield chance and shield absorption as defense gets hit hard by diminishing rating to % conversion and you get better value from shield stats. Accuracy is bit tricky, i tend to keep it at ~100% with talents as threat generation is the only problem in game i have now. At ~full rakata gear im easy to heal in the current nightmare content, but i could use little additional single threat and quite a bit of aoe threat so trash wouldnt be such a pain in the ***. And hopefully on atleast future bosses i could focus more on the encounter and timing defensive cd's minimizing incoming damage, not just doing perfect DPS rotation and using taunts on every cd to keep up on threat.
  7. Not that great in tanking either. Hope they add some .ini setting to adjust that rate SOON. Its the most annoying thing ingame for me atm.
  8. Another thing i noticed as a juggernaut tank, i wonder if others saw this or did i just imagine it happening. in SOA fight, i got 0 Retaliation procs. It worked fine before ( pre 1.1.2 ), but now im pretty sure i didnt get ANY. If you know juggernaut tank threat, taking out retaliation is horrible even in P1/P2. And its a 6% avoidance loss. Did anyone else see this same change ? Did they change so that the lightning cannot be dodged or something ?
  9. Rakata gear has 10.x% hit in mods/enchants as default. Then you have the option to get +3% hit from talents. So that comment is clearly wrong in highend gear. I have changed 1-2 mods/enchants to better defence stats mod and use 1/3 talent on hit to compensate that. I will get 2 points more to immortal tree for utility.
  10. Dont worry, it doesnt change with T3 either ( sith warrior juggernaut, mirror class ). Im allmost full T3 set and in nightmare 8mans in trash ppl will aoe overaggro so easily that its not funny. And i have stopped worrying about it. I do max aoe threat, use taunts and move on. Healers can keep up the DPS so i just dont care anymore. I just focus on champions. If the threat would cause mass deaths and wipes it would be a big issue, but it doesnt so for the time beeing, i use "you pull it, you tank it" mentality and wait for new instances or some buffs to our classes.
  11. Unbuffed: STR: 1461 PRE: 265 ENDU: 1807 ( Endurance biochem stim 1943 ) WILL: 136 Damage: 591-719 Bonus Damage: 300 Accuracy: 100.2% Crit: 14.81% Crit Multi: 66.89% Health: 20570 ( again with bio stim 21930 ) Armor: 7582 Damage red: 47.25% Defence: 24.86% Shield Chance 29.88% Shield Absorp: 31.29%
  12. Lol, one of the easiest bosses to tank regarding threat. I know that in my raid there are some DPS persons that just plain start nuking too early not giving me a fair chance to get initial aggro and thus spending taunts for nothing right at start. Ill have a chat about that with them. The 2nd problem is that there are more than 1 good ( ranged ) DPS. If keeping aggro means perfect rotation ( that yours surely werent ), constant swapping of guard ( with that low range ) isnt a option. And intercede isnt answer either. What i want is target target or some indication WHO has threat, now bosses do random effects to the raid and i often think that was lost aggro and waste a taunt here and there. As well it was said before, the boss doesnt actually might not hit the new aggro king straight away, it makes things worse, im loosing possible retaliation procs.
  13. Yep thats what im seeing too, done EV 8man nightmare and KP on hardmode ( we havent tried it yet on nightmare ). Trash tanking is horrible, start of boss fights are pain in the *** with bit trigger happy DPS ( mostly ranged because thats the way game is setup ). They could try Smash ( in soresu form ) a high threat ability, it would help on bossfights too as you use it to keep up your -5% miss chance debuff anyways. Either double backhand damage for start burst or change the cd to 10-15secs. And then theres the option just put Retaliation as a high threat ability. Atleast assasins have 6 second cd high threat skill, why not us too ?
  14. Well in 4 man heroic instances the damage is so low that it REALLY doesnt matter if you loosee aggro most of the time, groupmates can take the damage and healers can heal it. Its bit different when you are dealing with nightmare ops boss that will flat out ONESHOT example your melee dps or ops trash packs that have 1 champion, 4 elites and 2 strong mobs. Bosses usually do cleave, aoe or you have to position the boss to various spots with a timer so intercede around the fight area pulling the boss to raid group REALLY isnt a option. Or if you leve the boss melee range you will loose aggro. But hey, good luck with that... What i would like to see if FIRST ( like next patch ) bioware to change GUARD RANGE to TRIPLE what it is now and give that targets lowered -25% threat TO the tank. That would solve everything. Lowering 1 targets threat just doesnt cut it when theres 5 trigger happy dps in the ops and with so low guard range if you put that on ranged DPS, then he has to be in allmost melee range thus not getting aggro at 130% but at 110%. Tanks arent supposed to be damage dealers, but either they give us more aggro in some form or buff the damage we do.
  15. Short answer: YES. AOE threat is just plain terrible, single is too low aswell. Im tanking nightmare/hardmode runs and threat is pretty much the only problem ingame atm. Its not the gear either, im at 8/14 rakata, mostly 58 mods/enchants on the missing pieces. 1min CD on our only high threat hit is just beyond stupid. Only thing i wonder if they want us to stack accuracy BEYOND 10%, does that help at all on bosses ? Did the math and whole rakata set has about 10.7% accuracy, that would suggest its there to free 3 talentpoints to better utility skills OR they want us to go 10%++. Havent had time to test out 10%+. Doesnt matter if we are easy to keep up, if we cant keep aggro and others die/have to afk and not dps because of that. Its frustrating to the tank aswell, because of broken class you cant perform per your own skill and gear level.
  16. I would suggest everyone make ingame tickets about the problem. Usually companies just count those and fix the problem thats been reported the most. And we dont have any evidence that anyone is even reading this forum, so having thread here really isnt the same thing. Ticket a day might help, it soon becomes EASIER for them to fix the issue than reply to our tickets...
  17. This is so easy to fix its laughable. 1. Make ilum PVP area a instance. 2. Every player/group/raid entering will increase the number of current LOWER population side. Give them a "jedi mindtrick", "ilum corrupts your mind"-debuff or whatever. Republic players can be imperials and imperials can be republic. Or red and blue team. You allready did that in HUTTBALL, so its COPY+PASTE in terms of code. 3. Put atleast 150 players in that area on both sides, because its so huge OR cut the area by half. You only need empire/republic base and mid. As its instanced it should work if not great but good enough. BINGO You have allmost near perfectly balanced Ilum pvp area FOREVER, nothing has to be changed in the area itself, you can keep the quests, bonuses etc JUST AS IT IS. To prevent killswapping, put a no valor if you kill same person in 2 minutes, 50% if you kill them 2-5mins and back to 100% at 5mins or something like that. As its instanced same faction ppl cant talk to other side players.... Either this or give FREE faction changes in most imbalanced servers.
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