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AcaciaDragon

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  1. What use are these items now? since the Patch the decoration vendor now accepts Tech Fragments as payment, not relics. What use are the relics now?

     

    I didnt see anything on the patch notes about these relics getting switched over.

  2. If you have been on our forums lately you may know I have been messing around with some bizarre stat allocations. I have reached a few conclusions, and I really think that many Marauders and Sentinels would benefit from what I have found.

     

    With my Sentinel, I've been experimenting with high accuracy and have been using 13% to get a nice 80% on my offhand. My critical chance is 37% and my critical damage is at 68%. I am still using the power and critical relics. I have switched to Combat, and I think that both Concentration and Combat benefit a lot from the additional offhand accuracy. With Combat, you squeeze more damage out of Blade Dance and Blade Rush more often. With Concentration, you do offhand damage with your supercrit on Concentrated Slice more often (as well as all of your two-weapon abilities do).

     

    You should really be using the Mastery Relic instead of the Critical relic. The Critical Relic is to RNG to be reliable for your DPS, it could hit at the wrong time and hurt your already unforgiving rotation in Combat.

     

    Stacking accuracy just to get more damage out of your off hand, which does no where near the full damage of your main hand, is gimping yourself. You will hit more with it, but the power and Critical you would have had, is no longer benefiting your hardest hitting abilities. It would only greatly effect your dps with Massacre, which is also no gimpped with the less power and crit to hit behind. Massacre gets a 15% bonus to surge. You are making that passive now considerably less useful. Blade Dance is only used every 15 seconds on average? So that added accuracy is only useful 25% of the time every minute on average. The added accuracy does nothing for your mainhand either where the majority of your white damage comes from.

     

    With that said, I am curious to see what % the offhand has in the overall dps? A parse really wont reflect this. Has anyone tried using the lowest stat Offhand saber just to see how much it effects our dps?

     

    I honestly wouldn't be surprised if the amount of damage you gain from 8% more accuracy than the 'traditional' 5% would amount to more DPS than you are losing with the 3%/2% loss of crit.

     

    While that sounds ok, its not, because its not just 3%/2%. With the way crit works now, depending on the actual ability being used, that % is actually higher when your discipline passives are taken into account.

     

    With my Marauder, I have a different gearing. He has 101% accuracy, 30%/60% crit with 15% alacrity and 15% defense chance. He uses the crit and defense relic. This type of gearing works really well for Annihilation and Fury. Fury benefits from this type of gearing because it makes up for much of the crit loss with passives and gets to perform much faster. It also benefits from the defense chance (it grants a frequent 10% defense gain in the rotation). Annihilation obviously benefits from the alacrity, and doesn't really feel like it's losing much with the crit (we get so many passives/buffs) and we also get a big boost off of the crit relic when it procs. With the extra defense you are alive longer to actually receive some decent healing from your dot heals. I used to go 20% Alacrity with Carnage, but then realized that Ravage's channel is capped at 2s and won't benefit fully from 50% alacrity.

     

    Defense chance is obviously a DPS loss, but it does have the potential to yield more damage since you will live longer to deal it. Annihilation is already the highest parsing spec in the game, it won't miss a very small amount of DPS to live longer and do everything incredibly fast.

     

    Why did you feel you need Defense chance? Are you dying often in grps? There is 0 reason to use it in either a PvE or PvP environment, even if you are soloing. In PvE, your healer should be keeping you up, or your guild/grp isnt ready for the content, or you are standing in fires alot. If you are soloing, your Healing companion is more than capable of keeping you up. Even doing the Star Fortress Heroic Achievement is doable in even PvP Gear(Just Use Lana)

     

    We actually have an ability and a Utility that can boost our Defense by 10% and has a pretty dependable uptime. We can even extend its time and reduce its CD using other Utilities.

     

    I have also been meaning to experiment with a high endurance gearing, but I am incredibly happy with how both of these builds are performing in each of their respective disciplines. I'm so impressed by their performance that these two characters have both become my mains, and I used to main a Sage.

     

    See my comments on Defense stacking.

     

    While what you are proposing is good on paper, without parse to back it up, your theorycrafting is just that, a theory. You have to look at the class and what abilities you use as a whole and stop focusing on one ability that gets ignored stat wise here or there. There is a reason it is.

     

    Before you go any further with anything, Parse it.

  3. Lol. Do you think this somehow makes you "cool" because now you're okay with being roasted? Everyone knows you're bad; doing this "cool" thing won't change that but gg.

     

    The roast hasnt started yet.

  4. Okay, so I will apologize for apparently not coming off as tactful as possible, but I did praise Hayete/Bahodori for developing such a great rotation, which may even arguably be the ideal rotation for a raid environment surpassing mine own and G_MK's fascinating rotation. Despite my desire to get into an argument I will refrain from doing so. That said I am very disappointed with how Hayete has handled this entire situation for several reasons. Firstly, not acknowledging that 200 power results in a significant difference when parsing is, quite frankly, absurd. Secondly, refusing to even test my rotation and immediately dismissing it is questionable at best. Thirdly, his overly defensive attitude at a perceived attack has greatly reduced my previous esteem and respect for him significantly. While I still believe and acknowledge that Hayete is a more skilled player as a Sentinel I do not believe that the standard rotation is the end all be all ideal rotation, at least for dummy parses. That said I could not have developed my rotation without having first had assistance and guidance from Hayete and Don, so I thank both of them for helping me develop a style of play that works better for, at least, me.

     

    If you read his replies, you would have seen he did test it long before you even posted this and determined that the margin for error was too small to warrant a change. Big suprise that someone who wrote a guide that indepth did there research, and actually used the correct parsing dummy. Yes your dps was slightly higher...but only in absolutley perfect circumstances which rarely happens. The best rotation is not one that gives the absolute highest dps, but allows for times when being able to be on target 100% or something that pulls you off or stuns you in the middle of your god mode dps window isnt possible...which is every boss fight ever.

  5. I'm pvping since 2013 and so far we got 1 new huttball stage and 4 mini ranked arenas. I'm not sure about you guys, but it feels sick to play the same 8v8 maps over and over again for 2 years. We have plenty of new pve contents and almost zero new pvp maps. (not talking about GSF).

     

    How hard is to make pvpers happy with band new maps? More fun maps = more time played. That simple, BW. The idea is making us saying 'OMG that was amazing!!!' and not just 'running orbs / protecting nodes..'.

     

     

     

    I have some ideas for 8v8, and feel free to add some as well :D:

     

    - Coliseum. Remember the Colicoid War game FP? How cool it would be trying to kill the other team/faction while Colicoids bosses and Arena Beasts are all over the place seeking both? Kill them all or run away, either way, survive it and destroy the other team. No cap, nothing. Just make everything bleed.

     

    - Tatooine Arena. Almost same thing here. Add Thrasher in the middle, a few snipers Tusken at top, and a Rancor by the end. AWESOME!

     

    - Hangar Control Room. Mount turrets, fight at middle by you own, or use the panels to fire a controlled powerful blast on the enemy. Or kill them all and get control of the room.

     

    - Corellia Air and Ground. Destroy enemy bases and hangares to gain access to hover tanks, speeders or a flying ship, and lead your team to victory killing everything on your way. Use panels to seek and destroy starfighters. Can you protect your base against spaceships? That's the map for you.

     

    - Rakghoul Plague War. 1st round: Kill many infects as you can. 2nd round: play as a infect or a rakghoul and win the game spreading the plague. No vaccines allowed. :rak_01:

     

    - Recycled maps. Nar Shadaa's 'novare coast', Hoth Voidstar, Taris huttball...same map, different planet.

     

    - Random Day and Night arenas. Play in Tatooine at night or Ancient Hypergate in the middle of the day.

     

    Why are you putting PvE in PvP?

  6. Even the good news is disappointing to me. Its hard to board any kind of hype train when your still nursing burns from the last one.

     

    Lets hope they dont eff this up like the last one, and actually promote seperation of groups. All the current maps are packed to close together.

     

    I just hope its spread out over a larger area than all the other maps. Its a long shot, but I can hope cant i.

     

    Anything larger than what they have had in the past will mean you spend alot of time traveling from one place to another, and I dont want to see mounted people in a warzone. There is alot of dead zone between points that goes unused. If we make that bigger, we only decrease the time people are actually pvping.

     

    The size of the maps they have had and its layout for the different objectives has been pretty spot on.

     

    I always liked the feel and flow of Novare coast, I hope we get something like that, that is a similar feel in the atmospehere. A raging battlefield.

  7. Whichever dev designed this crap fest needs to be fired.

    The gear you get from beating it is crap considering the gear you have to have to stand a chance soloing it and the liar dev who said its solo able needs to be fired as well because multiple deaths pray you do not get knocked back while he spams that heal he does on the end fight faster than you can even interrupt it and melee yeh stay in range and die.

    :mad:

     

    Make sure you are utilizing all your abiltiies, specifically your DCD. Dont blow your entire load at the same time, stair step it, start with cloak, still taking damage? Obfiscate. More than 1 enemy? Saber Ward. Need to give your comp some time to catch up on healz? UR or Camo. Plenty of ways to draw a fight out.

     

    Which companion are you using? if is a Tech healer like Nico consider switching to a force healer...for some reason they preform 10X better in that instance.

     

    Learn to quickly switch targets. Dont blow your biggest hitter on a target with 2% life.

     

    You only need your companion on healz( You are using him to heal right?) for the bosses or the Knights if you dont have any DCD's up. The entire thing is easily soloable with 204 pvp gear.

     

    The rewards are pretty sweet actually. Hard to get Stabalizers outside of a flashpoint or op. the Purple Mods you get sell for alot of money(may not be the case anymore with the ban hammer swinging) on my server so 1 run can net anywhere between 500k-1 mil a run.

  8. Actually it is so much more preferable when you can simply call out in your voice chat, "Hey i got 2 inc" instead of typing and hoping some one is paying attention. Odds are you dont know these people or there awareness.

     

    Oh and lets not forget that there is no matchmaking at all so you can get into a imp vs imp warzone with 5 healers on one side and 0 on the other. Even if you premade thats entirely on Bioware. They have a way to tell what spec you are when you queue, there really is no excuse for it.

     

    Had an unranked Arena pop. Imp vs Imp last night with 3 healers and me on one side, and 2 healers a tank and DPS on the other. ***

     

    Grping up ensures you are playing with people you like. God forbid you take on challenging oppenets with friends...what is this, an MMO? Oh wait.

     

    Sometimes the people who queue up are *** hats. Sometimes they are ******es. Grping up ensures you are playing with people you like, even if you arent that great. You win some, you lose some. Do you stop queueing with your grp of friends if you lose a match? Hell no! I still have fun and its enjoyable, lets do it again!

  9. So I am playing around with carnage and I have to ask, do 14 alacrity augs really hit stronger than 14 critical augs in PvP? What would a fast ravage do compared to a crit ravage? I guess, what I am saying is, if I want the best damage to kill healers in PvP, should I go full crit augs or full alac augs?

     

    No it doesnt. Get Alacrity to 5-7%, throw the rest into crit or power. Adjust the amount as needed to where you see the best output.

  10. Most of it is. Deception has 3 core rotational abilities that are white damage (Voltaic Slash, Assassinate, Maul). Hatred has Thrash, Assassinate, Leeching Strike that are white damage. I would certainly use Obfuscate on a mara over a sin, but I'd rather use it on a Sin than not use it at all. If I'm trying to 1v1 a Deception Sin, I'll use it to try and make them miss a Maul.

     

    Makes sense, although i still see more Sins/Shadows in WZ's then Mara's atm.

     

    Is it safe to use on PT's and Mercs? Maybe mercs less so than PT's?

  11. Yep, it's a waste. I've done it accidentally. I've also taunted healers accidentally. I try to reserve it for snipers, other maras, jugs, Sins. Anything else is a waste. Maybe a merc? Can't remember how much of their damage is ranged vs tech.

     

    It works on Sins? I thought most of there damage was yellow? Or so I was told....

  12. I have to disagree with you. What you're saying makes sense, but I think you overestimate the damage I'm giving up and undervaluing the other two stats. Obviously it's not as much damage as if I went full crit and power, but there is so much more to PvP than just doing damage (even as DPS). I can take down just about any target in a few seconds, and am happy with the amount of damage I do. I enjoy having this much Alacrity, and it gives me an edge over the opponent if I can use more abilities than they can in the same time.

     

    Then Parse it.

  13. I use 13 power and 1 Critical Augment. It yields about the same crit chance as mastery but has higher bonus damage and an extra % on critical bonus damage.

     

    Do you drop your accuracy stats from the base pvp gear for Alacrity?

     

    If you only have 1 critical augment, how do you have extra "surge" percentage? Power effects your Critical damage %?

  14. I get what you're saying and normally I'd agree with you, but I'm losing such little damage; 10% crit and surge dropped for 20% alacrity , and ~150 bonus damage dropped for ~20% defense chance. This is such a small DPS "loss" for a larger DPS gain, and a big boost in survivability. It's safe to say approx. half the attacks in PvP are weapon damage. We're given a lot of Alacrity and Defense, it seems rather obvious to build on that.

     

    Getting one extra move in that gore window makes a big difference. I'd rather get a third move in, compared to an extra 10% on the two that did get in.

     

    Also worth noting, I get more return on the crit relic since my rating is lowish when it procs. This eliminates the DR most encounter on the relic, as mine hasn't reached that point of the curve. Once the relic procs, I'm right up there with the greats in crit and surge.

     

    With the current Meta, you cant afford to lose damage for the sake of surviviability or getting an extra hit inside every 3rd GCD. Gore is much more efficient on targets with large quantites of armor. Its less about getting more abilities in a Gore window and more about being efficient with what you have. Taking and giving no more than what is absoluletly neccesary to make what you need to happen, happen.

     

    First off Alacrity. 20% alacrity is wasted. Having the Standard 6-8% is much better for SUSTAINED damage in Carnage. If all your hits are hitting for less and less, it doesnt matter if you can hit more, a Healer will still be able to hit through it. Our advantage comes from the sudden spike in damage we do during the sustain to make the healer have an OH **** moment.

     

    Why are you trying out Defense? Why are you trying to survive more? Death and PvP go hand in hand. Stop trying to solo everything. You want to live more? Make a healer friend. There are chat boxes and ways to communicate in game. You can keep your damage and get survability without grinding out defense mods or augs. Again, you arent thinking about the most efficient way you can perform. You are attempting to fit a square peg into a circle hole and you keep jamming it in and convincing yourself it fits.

     

    10% crit isnt much? Go do a Parse. And switch them out. You are going to see a big difference with it. Its going to effect multiple abilities very differently, namely DB.

     

    You use the Crit relic? You are adding even more unpredictability. What if it procs after you use a DB? You wont be able to use it again within the procs window to take effect, you would be reliant on a relic that cant be directly controlled, on RNG on a crit chance that is now suffering from Diminishing returns on ablities that will only get an extra limited crit chance....for 6 seconds.

  15. Thanks for the help everyone,

     

    I switched over to:

     

    Brazen, Overwhelm, Maiming Reach, Inexplorable

    Relentless

    Unbound, Expounging Camoflauge.

     

    I dont like the Through Victory Utility mainly because it only has 1 second of 100% defense, vs Camoflauge's 4 seconds of damage reduction to reduce Dot Damage. With Mad Dash, im kinda hoping someone will hit me to negate it, with Camo I can at least control the damage being done to me.

     

    I may switch out Maiming Reach for Phantom now that Im taking EC, Im just not ready to give that utility up yet.

    Since most people dont take it, Where is crippling slash in your rotation? Is it even used? or only for the Trauma debuff to negate heals? Seems a waste because I almost never notice a difference, and having to use 1/4 of your total possible rage seems a bit much.

  16. I question Overwhelm mainly because if Berserk is popped its down to a 2.2-2.3 second channel. If you start the channel when you are within a meter of the target, you can finish the entire sequence before they move away due to server delay, provided no speed buffs are popped, without them being rooted, provided you dont get stunned/knocked back. I have noticed that I dont get stunned as often when I do Ravage, it might be because Its not rooting and they arent viewing it as a threat. I guess I should try it out to see if works for me.

     

    I know the question was asked months ago and I am not sure if it was ever clarified. Expunging Camo and "Cleansable effects" Is it just snares and roots? or does it include certain dots?

     

    I actually played Annihilation back before 1.2 came out and it was fun, but too much to keep track of. I like the fluidness that Carnage brings.

  17. I havent seen alot of threads about Carnage PvP since the expansion, but have noticed alot more Marauders in PvP. Ive played Carnage since launch and love it, Im not going to switch and not here to debate which discipline is better. I just want to know peoples thoughts on the utilities and The Ravage dot. I feel im missing something.

     

    Im nearly fullly geared out again for PvP, missing about 4 pieces. I plan on replacing the default Accuracy they give for Alacrity. If anyone has thoughts on that, please say so.

     

    My Utilities are:

    Inexplorable(I do Warzones primarily atm)

    Unflincihing Determination(Is this worth it? Ive seen some people not take this, and after running with it, im still uncertain how to plan for when i might get stunned, its alot of guesswork)

    Maiming Reach(I dont take Phantom, i would rather run faster than my target, than run faster than 7 other people im not hitting. For some classes its pointless, PT or Operative, as nothing will let you slow them down or be as fast as they are with no limits.)

     

    Relentless(Obiovus choice)

    Interceptor(I was trying this out, but may give it up for Brazen instead, trading a slow for faster movement cleanse)

     

    Unbound(Obivous choice is obvious)

    Blood Ward(im considering dropping this one for inescapable. How often Bloodward is usefull in a warzone is limited by the CD.)

     

    So I have alot of qustions about which one is more usefull that another. It all comes down to play style. I usually run with a healer and joining a new guild recently that pvp's alot, I'll probably be running with good balanced premades.

     

    Now, Ravage, the Dot it got. Whats the point of this? Does it drop stealthies out of stealth if they pop out? Why am I targeting a Sin or Op anyway? My target priorities starting from highest:

     

    Sorc > Sniper > Merc > Mara > Jugg > Sin > Op > PT

     

    Obivously hitting the targets that do the most damage when they are stationary are my first priority. I have alot of abilties that keep me mobile. which means they have to stay on the move. Is this the correct way to approach it?

     

    On the stun immunity for Saber Ward...Will it say immune if someone trys to stun me while i have it up?

  18. Fury is a highly competitive spec even without the CC immunity. Even if we get CC'd, we still can have our burst pre-loaded and ready to use. Carnage can't preload a Gore to be used on one or 2 specific attacks. Also, Carnage has several built in slows, and we still have DST's Slow AND Crippling Slash. Which is for all Marauders.

     

    Crippling slash can only be used in Melee range, which can prevent a target from running away, provided no breaks are popped, or they arent already immune. It doesnt help us close the gap, only maintain it. DST has quite the CD too.

     

    Id like to know how many Marauders actually use Crippling slash. When I returned, i found little use for it because of the heals healers are capable of. With all the other abilities and short cooldowns for Gore and Scream, it was hard to weave it into a rotation. Im forcing myself to use it more because I know it can only help me, it just seems like I do less damage overall when i have to use a GCD for it.

     

    Ive been experimenting with dropping Cloak of Rage for Maiming Reach and Defensive Rolls for Interceptor and im liking the uptime I have on a target, but I havent played enough to say its a positive or negative change. It seems Marauders arent rewarded for being able to stay on a target, the reward is actually getting to it.

  19. They have actually already done this with Fury/concentration spec, as they currently get 6 seconds of complete CC immunity every 30 seconds when they use Force Crush/Force Exhaustion. I don't see why the same thing could not be done with carnage and annihilation. Try fighting a skilled fury/concentration player on any ranged class right now, even a sorc/sage and tell me how easy it is to kite and kill them. If carnage had this sort of immunity it would greatly improve the spec in PvP without overpowering it in PvE. Would it be enough to bring it on par with the best PvP classes like the ones you mention later in your post? I'm not sure, but we should give this sort of CC immunity and evaluate the situation again before doing anything else.

     

    Sounds good in theory, but compare Fury/Concentration to Carnage/Combat. If you remove the CC immunity from Fury/Concentration, does the discipline become useless? Is it still playable and competitive? I ask because I have not played it in quite awhile. I tried out Rage a long time ago and remember how unforgiving the rotaiton was if a stun hit you at the wrong time. But the rewards were worth it(especially in VS, holy ****) Which is probably why the CC immunity was added in. We(carnage) didnt need it for 2.X as our damage was there and we were top dogs. But we had no CC immunity still, because we didnt need it.

     

    Our Gore window is shorter now. But the CD is slightly lower too. With the change to Berserk adding Alacrity for us its reduced further. Getting stunned for 1 Gore window isnt game breaking. Wait 12 seconds and do it again. Adding CC immunity will not change how much damage we can do if we cant break a healers heals, if we cant stay on target because we have no way to be immune to Movement impairing effects. We can only break them, only to be snared/rooted again.

  20. This is probably true, but I think that a CC immunity tied to Gore/precision (similar to the 6 seconds every 30 seconds that fury/concentration get tied to force exhaustion) would do more for the spec than returning some of the burst. Just having a predictable way to ensure you can land a burst window once every 30 seconds would work wonders for the spec, particularly in arenas. And with all the other CC immunity/Added CC breaks out there for other classes, I do not think it would be overpowered. And although it is off topic, I think you could do the same thing for Anni/watchman and tie it to Force Rend/Melt (I hate the ability too, but where it belongs in the PvP burst sequence makes it the logical target for an immunity trigger).

     

    A few issues with this.

     

    They wouldnt tie that ability to Gore or Rend, they would just give us another ability that would make us immune, or make the CD greater or lesser depending on the spec. I dont think every discipline should get the same timer if this was the case.

     

    If it was tied to it, then the CD would go up, decreasing our DPS as a whole. You cant have a CS immunity every 12 seconds(using Gore as an example). If there was a stipulation for, "This effect canonly occur every 30 sec, or 45 sec" then that would be diffferent, but I dont recall an ability having this stipulation. Its always tied to a proc that is separate.

     

    But the damage is not laughable. I have no trouble killing targets with combat builds (or any sentinel build for that matter) when I can get my burst off. The trouble comes when I am CC'd and cannot stay on target. The burst was higher pre-3.0 relative to health pools, but that is true of most classes other than the FotM PT's and Sins. Damage is still sufficient to get kills once you are geared correctly (I really will never see how taking half a targets health pool in two global cooldowns is insufficient damage). And the fact you can still fit three attacks in a gore window with reasonable timing (assuming good ping) makes damage consistently good even without beserk. Where the mara/sent class falls behind other classes is more in utilities and immunities than pure damage.

     

    You dont have trouble killing healers on your own? Power Techs? Assasins? Sorcs? what about when there are healers or 2. I find that very difficult to believe, unless you play on a server with terrabads. If everyone had the same gear in a warzone, Marauders actually stay on par, but if our spot was filled with a PT, or Sorc, wouldnt they do better in terms of damage and kills? I suppose you wont have trouble getting kills if you were only targetting Snipers only.

     

    The majority of our procs require us to be on target hitting them. Which means we have to be in melee range. Since snares cant be limited, and we cant be made immune to stuns without the same mechanic everyone else has, our only option is to take the Snare on X abilities utility which pales in comparison to the other utilities we can take in the same tier. We are forced to choose which ****** situation we would rather be in.

     

    Ranked leaderboards have a lot of Sent/Maras in Combat/Carnage spec performing very well in solo. Carnage damage is real. If played well that is

     

    There are a total of 8 sents/Mara's in the top 100. Thats not alot. You know what is? 23 Sorcs/Sages in the top 50.

     

    Seriously. This game needs less stuns, and more of them on higher CD's. Resolve bar makes you immune to Stuns for what 12 seconds i think? You have to get stunned for 8-10 seconds to make that happen. Personally, i think for Marauders(or all melee) we need a utility that grants resolve on snares.

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