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Krev_Roo

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Everything posted by Krev_Roo

  1. Please make the three available Zakuulian weapon racks able to be placed on floor medium and if possible medium narrows as well. They are not quite big enough to be considered large decoration placements. They have nearly perfect width for medium size and would allow people to use them more efficiently as decorations.
  2. Seriously? A crit chance on a move that gets an auto crit from our set bonus. All the other 'dot' classes get a damage increase to their dots or something related to the damage there-in related and we get a measly increase on a move that already crits enough. Does your combat team not realize that this spec is already behind Tactics in damage? From the starparse metadata we already know only 30% of dps vanguards take this spec into raids. I guess now that: These guys get more damage to their burst that there should be no reason for people to take Plasmatech/Pyrotech seriously. I already only play it on like two fights and even then it is a novelty factor. The Vanguard/Powertech Burst spec currently does more dps than the Sustained spec Bioware{Tait/Eric} so why is the gap seemingly going to get larger, did you forget that you once posted that this shouldn't happen?
  3. The more I look at the set bonuses the lazier they feel for dps. 2piece increases damage by 2% for x time on x cd, 6piece use x ability to proc an auto crit for ability z on a y cd(or a variation there in). The only really interesting or varying set bonus for dps is the 4 piece and it's a kerfuffle: For Vanguards/powertechs It's a miniscule 2energy less for our ST. For Snipers/gunslingers; Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy. For Sent/mar; Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 10 seconds. for sorc/sage; Reduces cost of Lightning Strike and Force Lightning or Disturbance and Telekinetic Throw by 2 and reduces the cooldown of Polarity Shift or Mental Alacrity by 15 seconds. for Shadows/Sins; Reduces the cooldown of Recklessness or Force Potency by 15 seconds. for Jugg/guard; Reduces the minimum range of Saber Throw by 10 meters. For mando/merc; Power Surge or Tech Override's cooldown is reduced by 5 seconds. for scoundrel/ops; Backstab and Lethal Strike or Backblast and Point Blank Shot's energy cost is reduced by 2. That's 3 that reduce the cost of an ability by 2 4 that reduce the cd of a offensive boost 1 that gets an additional 3% damage window and 1 That is essentially necessary for their rotation [which should be baseline and not wasting a set bonus space] It's almost like the designers couldn't think of a way to do something interesting here. But that may not have been their fault really. They have to make set bonuses that don't make it too overpowered but at the same time make it a nice treat for those that get them. I'm all for getting at least two of the set bonuses 'equal' across the board but I think that if they are going to have three set bonuses why not make the last one interesting? This suggestion would probably require a change to the current system so call it crazy- I would say make the third set bonus have an option for player preferential choice similar to the utilities. Make it open up a new little choice window in utilities where you can spend a 'set bonus point' and pick from a few balanced options. e.g[using the existing ones as a stand in but a little tweeked]: option 1: Reduce the cost for x ability by x amount. option 2: Reduce the cd of a offensive boost by x seconds. option 3: gain an additional +x% damage window for x seconds on an icd. option 4: gain an additional +x% alacrity window for x seconds on an icd. Or heck, even doing interesting things that utilities already can present with their choices. This way it not only makes it worthwhile to get your set bonuses but also presents the players with a new way of customizing their experience. At first glance it may seem that the additional windows are favorable but that cd of battle focus could present better synergy with shoulder cannon for nicer burst, or that cost reduction (which should be more than that measly 2 if this was implemented) could allow you to use less hammer shots every few rotations. In this example: Options 1 and 2 are more stoic and give a rotational easement or set burst advantage. While options 3 and 4 may present a small rng opportunity like the proc relics. TL;DR: Make at least one of the set bonuses interesting and unique and possibly an opportunity for personal preference.
  4. While Jugg/guard is not a class that I play that much, I feel strongly for this one. The 4-Piece: Reduces the minimum range of Saber Throw by 10 meters. Needs to be a baseline for Saber throw, not a set bonus. As it is, Saber throw feels like it should be in rotation for both specs which is redundant with the 6-piece bonus... Something that builds focus and is a nearly essential filler and/or part of a rotation should never be in the set bonus, it needs to exist in the baseline. If this is not intended for Tanks as it seems then an equal effect should take place in that stance separate the dps, this can be an effect based on stance and possibly introduce another use for this ability depending on spec.
  5. Yeah for the most part my gear was the same my ear and implants are resurrected. All I did was switch around my enhs and switch out my augs for accuracy type deal. All my mods and enhancements are 198, and Ressurected armorings and barrel, they generally stayed the same. <--<* can't find the logs where I did the better ones on average with Plasmatech. As far as ammo management goes I found it really difficult at first but found a decent rhythm. I'm not good at thinking about a strict rotation so I probably didn't do that great. With the heroic addition to the reserve cell it makes it easier to keep rotation if you **** up. I also found that using the recharge one if you end up around 30 cells to be sufficient enough to continue rotation. Having 600-711 alacrity along with the passive regen of the spec was a large help, it's just that you end up having to add a hammer shot or two in the normal rotation between Pulse Cannons if you want to be frugal as you would in a "normal fight". Shock strike and Fire Pulse, because they consume less when used the cells would always be regenerated at the same or better cell number after use, this holds true for Pulse Cannon as well. HiB, Plasmatize, and Ion Pulse would usually be the culprits to mess up the cell count the most. All done on pts http://swtor-parser.elasticbeanstalk.com/parser/view/10763 <-- This is me messing around with full builds like 1000surge to 1000alacrity. all power to 500crit. Also messed around with adrenals I think in this one. Average is lower than I remember haha. http://swtor-parser.elasticbeanstalk.com/parser/view/10766 <-- this was the Tactics one with the 591 and 711 alacrity builds respectively (Can't find the rest I did with this) if you were interested http://swtor-parser.elasticbeanstalk.com/parser/view/10768 <-- and this is one of the alacrity builds I later settled on. It was average as I said I can't find the other log with more of this build. Kwerty or anyone can read through them if they want. I know for certain that I almost always delayed Pulse Cannon in order to have the three stacks if I didn't have them, it might not be ideal rotation but was just what I shot for... Also I think Plasmatize had a lot of down time in some because I would get consumed with getting stacks and forgetting to check if it was up, for me that is the hardest part about not having that second free Ion pulse I just forget about the damned DOT.
  6. Personally I think, It's not necessarily that it is outperforming "all other melee" but more so the problem that it outperforms the Plasmatech/pyro Which as a DOT spec (BW says this is their ideology) should outperform the burst spec that is Tactics/AP. Let me give you an idea from my personal average parse numbers on a 1.5mil. Note these are averages over many different parses and only done on my Vanguard, as my pyro isn't geared, and as far as I know Pyro still benefits from their broken set bonus so their numbers will likely be much higher than Plasmatechs both live and on the PTS: Live Tactics: 4500 (I'm mostly surge based on live) Plasmatech: 4650 On PTS with new changes Tactics: 4560 (This was with an alacrity build between 600 and 711 alacrity) Plasmatech: 4360 Mind you me this is after playing around between surge and alacrity, I didn't change around my crit power total numbers at all. Plasmatech's new numbers were almost constantly between 4280 and 4390. That was with messing around with full alacrity(no surge), full surge(no alacrity) build type things. alacrity was constantly a bit higher than the more surge builds. Hell I even tried using different adrenals to see if it made much of a difference. In no way should the more mobile burst spec that arguably has waayyy better passivive protection and cds be doing that much better than a DOT spec that is mostly stationary with its giant channeled move.
  7. One implant! {when I did that} Haha. A whopping 6 base damage doesn't make that much of a difference in my opinion, unfortunately it really just comes down to crit luck... I believe with full Dread Forged 3495 dps (essentially what really should be 3.5k) is the optimal but unrealistic "limit" that the DF gear can achieve in a parse. There are two ways of getting close to that and I know my math wasn't perfect but it should be achieved with no crit in your gear or a certain amount between 180-250crit (the math I used supported 234 as that amount, but it's obviously debatable and ultimately doesn't matter). Realistically, I found in full Dread Forged, that I would constantly hit closer to a total average of 3450dps on good parses (To support with the one implant which I don't believe adds much, I generally had higher ones being at 3478-3485dps). So yeah, essentially if you don't mess up you'll easily do more than 3.4k on your parses with full dread forged. If your unlucky you'll sometimes be in the 3330 range.
  8. Zlena - Vanguard - Assault Specialist - 4/6/36 - 4'm 1.454s - 4148.82dps AMR - TORPARSE
  9. Starting the patch out well. I'm blown away by the crit rate. I mean holy Damage, Batman! Zlena - Vanguard - Assault Specialist - 4/6/36 - 4'm 1.454s - 4148.82dps AMR - TORPARSE
  10. Nice job on your parse man. There are a few things I can see right off the bat from your opener alone. You did: G FP HiB PC PC MV MV SS IP IP You really should use: G PC PC MV MV FP SS HiB IP IP If you are parsing you should always start off with three stacks of your PC or Flamethrower for you, which I know you did. However, I noticed you didn't pre-load your Shoulder Cannon, you should pre-load you shoulder cannon before parsing as well cause in a real fight these two things are ideal to start with. G PC PC MV MV FP SS HiB IP IP is also better because this maximizes your burst in the beginning utilizing not only your Battle Focus or Explosive fuel and your adrenal but it also allows for your PC and MV/DfA rotation which contribute greatly to your dps to be used nearly on CD of MV/DfA. Which you can still do with the way you chose but having it up front starts you out much higher. As well with having Shoulder cannon already loaded up you can use one( or two) of those missiles on and in between G/RB and the start of PC/FT. Though you can save them for spamming right after MV/DfA if that's your preference of burst. This way you aren't wasting the 18s it would have taken you to wait for your SC to load to full use (or spamming it during loading), Instead it takes 7s to shoot off your SC, saving you 11s on its cool-down till your second one. It seems minuscule but it really helps. There are probably a few things that TaC will see. But in my opinion looking at the same ol' AMR you have on the Shadowlands Leaderboard, besides switching up your opening burst, it's really only gear that is holding you back, cause without factoring in the lucky crit high hit rates that sometimes happen when parsing (I mean just look at the crits Battkt was getting in that memorable parse), you're pretty much at the potential of your gear.
  11. Did this like a week ago, It's not much better than Battkt's parse (Props to his crit rate), like 1s real time, but here: Zlena - Vanguard - Tactics - 8/36/2 - AMR - 4m 46.783s - 3495.12 Really, don't recommend using a full power build. On average having at least 200-300 crit rating and the normal Surge rating gets me 3440-3470 dps on a good parse.
  12. Horray! I beat my Tactics Parse by a good margin. Zlena - Vanguard - Tactics - 8/36/2 - AMR - 4m 46.783s - 3495.12 http://www.torparse.com/a/679814/time/1400761625/1400761911/0/Overview
  13. *Caution Wall of Text* Technically, neither of us are correct. 6/4/36 and 4/6/36 are essentially the same spec it's just one relies on RNG a little more than the other. I can go into a lot of details though that may bore a lot of people if I did. But technically each has an advantage. 6/4/36 gives you 3% base damage on you HIB and 2% base damage on your elemental at the expense of 3% on your elemental crit chance and 3% crit chance on all tech attacks. Basically With 6/4/36 +6% base on HIB/RS (usually about 100 more base damage compared to 4/6/36 to the attack with Dread Forged gear) +2% base on Elemental attacks (which is all your burns, IR/IM, and IP/FB) +3% on Elemental crits With 4/6/36 3% on HIB/RS 6% on Elemental Crits 3% on all tech crits So with either you still need to get lucky enough to crit; 6/4/36 is just more base damage while 4/6/36 gives you more chances to crit on the majority of your damaging attacks. I feel your pain. I do the exact same thing all the time. Thinking I've just had the best parse and then looking to see that I hardly crit, where it counts, is the worse feeling.
  14. Yeah, 4/6/36. That's what I normally use, but the best I've ever been able to get with that is 4'41.137s or 3557.27 dps according to TORParse. Also with the small 3% to HIB I only got a +2% elemental damage, along with +3% to the elemental crit. I just have bad luck with HIB when I parse, generally low crits like 15%-27%. So I tried out the Devestating Vengance Relic with both set ups. Just ended up criting 10.31% more (on HIB than my 4/6/36 best) with this set up and with the very little increase it made enough of a difference to push past my formal personal best.
  15. Time to tighten up the Vanguards numbers before 2.8. I'm taking that 5th spot. Zlena - Vanguard - Assault Specialist - 6/4/36 - AMR 4'34.66 - 3669.07 http://www.torparse.com/a/676079/time/1400396953/1400397228/0/Overview I really wish I was as lucky as those people, but I'm not , so I had to find a way to work the gear to get my crit rate up.
  16. Update: Zlena - Vanguard - Assault Specialist - 6/4/36 - AMR 4'34.66 - 3669.07 http://www.torparse.com/a/676079/time/1400396953/1400397228/0/Overview I think beating myself by over 100 dps is worthy of an update. It's just too bad few guilds want to take DPS Powertechs or Vanguards in their raid or guild because they think we suck at dps.
  17. 8man Nim Nefra Zlena - Assault Specialist Vanguard - 4/6/36 - The Sound of One Han Clapping - AMR - 3556.36 http://www.torparse.com/a/668916/time/1399689120/1399689295/0/Overview
  18. 8man Nim Nefra Zlena - Assault Specialist Vanguard- The Sound of One Han Clapping - 3556.36 http://www.torparse.com/a/668916/time/1399689120/1399689295/0/Overview
  19. Time to get back on the board. Just did it twice in each spec and got some decent numbers. Zlena - Vanguard - AMR Zlena - Tactics - 8/36/2 - 4m 53.554s - 3409.24 DPS -TORPARSE- http://www.torparse.com/a/659153/time/1398698526/1398698819/0/Overview Zlena - Assault - 4/6/36 - 4m 41.137s - 3557.27 DPS -TORPARSE- http://www.torparse.com/a/659180/time/1398702116/1398702397/0/Overview
  20. Ummm, no? I don't have problems with my ammo as either a Gunnery or Assault commando with as much alacrity as I'm running, which is at 9.9% at the moment, and I have the possibility of the extra 3% in the medic tree. I can allow my ammo to get below the 60% point and not worry that I have to hammer shot because I'm gaining more ammo back with my alacrity and it is a bonus whenever the Cell charger activates. I agree that it needs to be more ammo neutral and that's why I suggested the increase capita of ammo with each percent of alacrity. The current set up is not great if I flub but that is true if I'm using alacrity or not. And in 2.7 your point on alacrity will be verified because I do have to worry about hammer shooting more in that but I also saw a higher percent increase in dps than other people have been saying. Again, is alacrity great right now? NO. Please read the rest of my post as I'm trying to find ideas on it being overall useful. And yeah if alacrity lowered the proc rate limit ( hell we already have 4% in the trees already that is *free* alacrity) that means you might be able to get that COF proc down to 6seconds again (though doubtful if it was a 1:1 ratio), which means less time using grav round. Edit for clarification on why I think it affecting cell charger is a bad idea: The Devs have stated that they want to find ways for alacrity to be useful for everyone. Doing a fix on cell charger only affects one spec and in turn is a selfish fix. Having it affect all of those types of abilities while not a bad idea is also a negative fix because specs like Assault Spec do not have those abilities in their tree. If they just added more regeneration per alacrity percent to make it pool neutral for all specs that would be a great fix, but so far that doesn't seem their goal even though I would prefer that over my per capita increase suggestion. Having it reduce rate limits or proc rates would be a universal addition to alacrity that would in turn allow alacrity to be useful for a lot of classes instead of just one. However it really doesn't feel like enough of an addition to alacrity because it might not affect those rate limits enough to make a difference. The combat team has a problem here that they are trying to work out that is to affect alacrity for everyone. It's not an easy fix.
  21. This is not necessarily true and as an alacrity commando user, that does fine with dps (I tend to have to be guarded because it increases my threat generation in correlation with me shooting moves faster) in hard mode DF and DP, I would have to disagree with you. Having it reduce rate limits would have a positive effect on dps in general. In regards it would immediately reduce the rate limit of the new COF proc and the rate limit on assault as well since we already get 4% alacrity on both specs as they already are. To be honest I would rather it increase your overall energy pool by a certain number per percent than affecting the ammo regenerations in the skill trees. Why? because not all specs have those regeneration skills in their tree and this would alienate the people that love those specs from benefiting from that addition. If alacrity is to be changed in any way it has to be beneficial to everyone so that people may consider it over or in conjunction to surge! Having said that, does alacrity currently benefit overall dps? Not really. However I see the current and potential benefits of it with my commando over my Vanguard since 2.0. While I only played around with alacrity a bit on my Vanguard before completely dropping it, I decided to continue getting more on my commando. I did it because I loved seeing all my abilities shoot off faster and heck even my regeneration is noticeable; while casting my next move it has gained a nice increase. And if I screw up my rotation and blast off too many moves I don't have to sit there hammer shooting as much as I would if I didn't have alacrity. Given, that is still a few seconds difference, but that can matter in some fights. I think having it affect rate limits (or internal cool downs? I'm not sure if they are just talking about procs at this point of time) can be a positive influence with alacrity. Though it might not be enough to make people like it. To take it further it really needs to have a positive effect on dots as well. While it does seem to make some dots tick faster this might be an illusion while casting moves faster. But with moves like Electo net you might not want it to be a few seconds faster in PVP situations because that is less time those people are slowed or locked out from the oh-****-bubble.
  22. Like many people here the fact that they seemed to gloss over or forget about Tactics/Advanced Prototype's lack of sustained dps kinda bothers me. Sure it can seem to be better for AOE boss fights, but the fact is that I (personally) can do just as well in those fights, if not far better damage, in Assault Spec/Pyrotech. If they agree that Assault/Pyro for this AC is lackluster then what is tactics/Prototype? Lacklusterer? What could change, or be improved upon to increase desirability of pure tanks in PvP? As for Tanking in PvP there just needs to be something extra to make Tanks more annoying while not making them invincible. To be honest most people will do their best to avoid a tank if they have a healer on them cause obviously this is a great strategy to prolong fighting and doesn't give the people fighting this combo an edge. For us troopers perhaps a reworking of Stealth scan would be a nice idea as this isn't really a great move and while if people utilizing it properly can prevent that suprise attack, it is for all other intents and purposes useless (It is only useful like 2 or 3 times total in PVE. haha). Perhaps adding a type of buff for friendly players or a natural immobilization that doesn't require specing into it along with the 3 second grapple one and wasting valuable points can address this (two points, seriously?). However, having more pulls and/or pushes while it could be far more annoying and grab player's attention toward the tank, it would just be ridiculous as there are already enough controlling aspects in the game as is. I would recommend an increase or higher focus on protection as this is already something set up for tanks in the pvp boards already and kinda needs a little extra focus. The hard part about this is that dps can utilize their taunts smartly and get just as much if not far more (if they are skilled enough) protection than the tanks in a warzone or arena. I believe that tanks should get a passive boost to the amount of protection that they can 'dish out'. Perhaps somewhere in their higher trees add additional bonuses to their taunts, or even their threat generation? I'm pretty sure that threat doesn't play any part in PvP at all at this current time, that will boost their protection. Now I'm not sure of this but I believe that the passive protection on taunts is always 30% no matter the taunt type if they are attacking someone other than you. There are multiple ways that this can be reformed; 1. Taunt protection could be boosted up to 50% for tanks in their higher tree skill. Pro: It would definitely cause the to get angry seeing low numbers and give them ample reason to attack the tank. Also you would be getting far more protection points and it would add to your score as a tank. Con: that extra 20% can be a lot of damage that those people would be missing out on and could cause a lot of raging seeing as some attacks seem to do very little damage as is and seeing those numbers even lower can be demoralizing I know I would be pissed off if my crit that could be 10k hit for a measly 5k or a non crit that only hits for 3k hit for 1.5k. Workaround: Maybe add that 20% to reflect to the tank like their guard mechanic. This way I think enemy dps will still be getting credit for the 20% of damage and tanks would still be doing their job by getting damage off their teammates and onto them. Though that could add up to a lot of damage if you use an aoe taunt, so unsure about this workaround. 2. Work tank's mitigation into protection points. Pro: any time people turn to you or the longer you keep people off your team mates and on you, you are gaining protection points by dodging, blocking, or absorbing their damage. This would entice more players to work together and would be a nice symmetry with the way teamwork is in PvE Or what teamwork means in general. Tanks are supposed to Tank after all. Con: I'm not really sure how this would technically be accomplished as I'm not a programmer. If this was happening all the time their points could end up a little ridiculous so it might not be wise to give them too much when this happens. Work around: Perhaps tie this in with Taunts, so that while the enemy is under the influence of your taunt every time they attack you and you mitigate damage you gain protection points cause they are on you and not your team mates. 3. Just the taunt mitigation idea somewhere in the higher tanks tree skills. Anytime an enemy is under the influence of your taunt and you mitigate their damage, you gain protection points. Pro: It would be just for tanks and dps would not be getting these extra points. And it highly encourages taunting as a tank in pvp,{ For some reason tanks don't do this enough as is and often you'll see dps doing much better protection just because they use their taunts more, and makes the tanks look like bad dps on the leader board} Con: Implementation, again I'm not a programmer so this might be difficult to add in. Otherwise I think this could possibly be the most stable of the three options. 4. all the above Pro: all the pros. Improve scoring values for tanks and increase protection value meaning heavily. People would be overly grateful to see any tank in their group as this means they can mitigate heavy amounts of damage from their teammates. Also helps them be tanks as people will want to kill them instead of just ignoring them or stunning them and running off to kill their teammates instead. Con: all the cons. Could be hard to implement all these values into coding. Could also make multiple tanks a little OP especially if they have their own healers. Sometimes it's hard enough to deal with this combo as is in PvP when encountering really good tanks and having more protection being dealt out by them could be a problem if teams aren't balanced as they normally aren't. TL:DR : increase the importance of Protection, a value system already in place for tanks and allow them to get more points in this field than dps can. Overall thoughts ?
  23. If you want proof through achievements, cause I at least didn't take a shot every time we downed a boss, we (The Sound of One Han Clapping) were 4/5 in HM Dread Palace for a little while. Raptus The image is a little small but we got Raptus at 11/24/2013 @ 12:25:10AM Calphayus 11/02/13 11:00:24 PM Tyrans 11/02/13 2:04:42 AM Bestia 10/27/2013 12:13:49 AM Btw gratz in the Hateful Entity hmd MAGENTA
  24. Zlena - Vanguard - Assault Specialist - 4/6/36 - 4' 58.326s 3355.92dps Torparse - http://www.torparse.com/a/541386/time/1388959776/1388960074/0/Overview AMR - http://swtor.askmrrobot.com/character/d5cf3d76-83eb-4ad1-9e97-2c0b895d2d07 Note: I also did this with reusable stim cause AMR doesn't have that option.
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