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  1. Please, Please, PLEASE rethink this. Like please man, don't give me another "Great Pruning" like WoW did..... The choices of the passive changes are really interesting but PLEASE man don't take away our abilities like I BEG
  2. I completed the 50k Personal Conquest requirement on multiple characters (7) all in guilds that hit the target Guild Conquest and did not receive Guild Conquest rewards on 4 of them.
  3. So yea I logged out right before the servers went down for this "fix" with over 1300 Tech Fragments. I logged in again just now and didn't even look, ran a Veteran Mode FP and then looked again and only have 265...
  4. Can we please get some more improvements here? I would love: Separate UI element for Target Buffs and Debuffs just like Player Buffs and Debuffs. The option to see only my own applied Debuffs Probably a more complicated feature but I would also love would be the option to choose specific Debuffs to see and not see.
  5. I think Madness is fine rotationally, DoT's just don't do enough damage for a DoT spec. Right now Creeping Terror and Affliction are doing a mere 11.5-13% of our total damage each (#3 and #5 respectively) while Force Lightning sits at the top at around 20%, and Crushed(Demolish) at #2 around 15%. This is a terrible spread of damage for the class design IMO. I think the TOP 2 damage abilities should be Affliction and Creeping Terror. As a DoT class it is (or should be) the most important thing to keep DoT's on the target, so we should be rewarded for doing so. Force Lightning should be the lowest % of damage as a filler, not top. It could look something like this: 1. Creeping Terror: 20-22% 2. Affliction : 18-20% 3. Crushed(Demolish) : 12-16% 4. Force Leech: 12-13% 5. Death Field: 10-12% 6. Force Lightning: 8-10% The other ~16-20% Coming from Lightning Strike, Demolish, Lightning Burns, Dark Echo The way that DoT's function in this game means that you spend way more globals on the reapplication of DoTs if applied initially under high Alacrity buffs. They just need to do more damage for the extra effort / skillcap of keeping Polarity Shifted/Alacrity buffed DoT's from falling off, OR, make the reapplication a non-factor by a passive that refreshes them for us. Either shift the % of our damage from other abilities to the DoTs, or give us something that refreshes the DoT's at the current damage values so we aren't spending so many globals on wet noodle DoTs. *Edit: This would also increase mobility of the class for those who thought we need more mobility
  6. Apophasis About the Guild: Apophasis is a mostly MMO-Raid focused gaming community with heavy background in World of Warcraft. Currently on an indefinite hiatus from the raiding scene in WoW, our members are dabbling into other games. We've also recently created a community in Destiny 2 (PC) that does all the high-end prestige content, and now a few of us are getting back into SWTOR (Very recently). With the recent server merges it seems like perfect timing to start a similar extension-community here in this game for anyone interested in the PVE-side of the game at a high level. Right now we are openly recruiting anyone that wants to join. We are mostly just playing casually for now as we get back into the game and catch-up gear, and anyone who likes to PVE and parse / min/max will fit right in. Probably start doing some Veteran Mode raids this weekend and looking towards Master Mode (will be mostly progression for us since we've never done it before) in the upcoming weeks. If you are like us and relatively newer to the game or coming back from an extended break and unable to get into the established top-end guilds here that have everything on farm, or just want to do PVE content with highly competent players and not commit to any schedules, then look no further. WOW Raiding Accomplishments: Warlords of Draenor (20 man) US 29th Mythic Blackhand US 34th Mythic Imperator Mar'gok Mists of Pandaria (10 man) US 5th Heroic Ra-Den US 2nd Heroic Lei Shen US 3rd Heroic Dark Animus US 32nd Heroic Sha of Fear Anyone interested can add me in-game @ Provs
  7. Your go-to ability, the pivot of the spec, is Lightning Bolt. With this in mind you only have a few more things to think about. You should prioritize your ability usage like this: 1. Affliction on target 2. Thundering Blast 3. Crushing Darkness (ONLY with cast reduction) 4. Lightning Flash 5. Shock (ONLY with Crushing Darkness on target) 6. Chain Lightning (ONLY with Instant Proc) If all of the above are checked off/on cooldown, then you hit that pivot, Lightning Bolt. A standard opener on a single target without using offensive cooldowns would look like this: Crushing Darkness > Affliction > Thundering Blast > Chain Lightning > Lightning Flash > Spam Lightning Bolt If you are fighting a Champion-Gold-Silver border mob and have time to pre-cast Crushing Darkness on an enemy, do it. This is because when you start out of combat, you have all the time in the world to get the 2-Second cast off so why not? It applies a debuff to the target for 45 seconds that will increase the damage of all the rest of your abilities. The next thing you press is Affliction because it is instant and makes TB an automatic crit, and because your other abilities (CD and CL) refresh Affliction on the target meaning you never have to press Affliction again. With this opening you have already hit the target TWICE without taking any aggro or damage. Disclaimers: 1. If you are already in combat and do not have the luxury to pre-cast Crushing Darkness, then just follow the above priority instead of trying to do the aforementioned "opener" on a new target. It is a total waste of time to hard-cast without the reduction if already in combat. 2. Never use Shock unless; Crushing Darkness is applied; you have to move; or the target will die before you would be able to cast another Lightning Bolt... It does less damage than Lightning Bolt and provides no other benefit otherwise. 3. Never hard-cast Chain Lightning, only use it when it's instant proc. It's really not overly complex, once you practice it a few times it will become second nature. Hope this was helpful
  8. If you get a group with 3 Sniper/Slinger and Powertech/Vanguard DPS what CC is available? Suggesting that people need to learn to play is an absurd response to a problem which clearly exists. And group make-up DOES impact performance. This is not intended considering they don't require a specific group comp.
  9. I know there are multiple posts on this issue but it needs to be reiterated. The tuning in Tactical flashpoints need serious readjustment. If you're plan is for the content to be intended for any group make-up, especially 4 DPS, then the numbers are drastically overtuned. Without a tank, the first person to attack draws all the aggro of the huge numbers of mobs per pull in this game, and most people(maybe stretching it here) tend to attack the same target, so the aggro from every other mob stays on the initial puller. This person is not a tank and currently everything does way too much damage to live through that. People don't tend to think about each attacking a different target in group content so that the aggro spreads, it's been ingrained into our mmo brains to focus the same target. This leaves the poor soul who pulls left to take all the damage and what results is many deaths. Now, that being said I'm not here to complain about them being impossible, because I've completed all the ones I've tried. But "possible" to complete is not good enough. The current tuning still requires a healer for the whole group to live through trash. Boss fights are much better due to the healing nodes, but I would still say that most bosses still do a bit too much damage and have too much health to be doable without a healer and tank. Make boss / trash difficulty based around mechanics. Beating a boss should not entail the highest DPS aggro rolling through all their defensives, dying, then the next DPS on threat cycling through defensives, dying, and so on until the boss dies. The content is neither fun or immersive this way. I have had more success when a group member leaves and I whip out a healer companion than having a 4th real person. This cannot be you're intended design. It needs to be addressed, and soon. TLDR; Tactical flashpoints are improperly tuned to be doable my most players and any group makeup. Trash - Way overtuned. Bosses - Better with the healing nodes but still overtuned.
  10. Sooo I am trying to put together a set as similar as possible to the all too infamous RiS armor from Star Wars Galaxies. For those unfamiliar with this armor please see link for a picture: http://i87.photobucket.com/albums/k159/Calilax/RIS.jpg If you know of any items that would be similar looking to each piece please comment! Thanks in advance!
  11. Actually I get about 10% more overall damage reduction AND using a Shield PSG you get shield absorbs which reduce even more damage. You still hit really hard + survive longer + able to guard, with a healer on the team this = win. Much better than not guarding and doing (read) slightly* more damage. Oh I'm real brothaman. Here is a screenshot of almost 7ks and as you can see, in Soresu form and with Guard up. http://guard-this.com/images/nyan/30k.jpg (photo courtesy of Nyan) But by all means keep DPSing if that's what you like, I just feel (as a Guardian) your guard is being wasted if not using it.
  12. You realize Sentinel can do the exact same thing right lol? Oh they also get a mortal strike and a 15% damage bonus cooldown and more defensive cooldowns better equipped for dealing damage. If you Guardian PVP without Soresu form you are doing it wrong. Not utilizing guard means you are wasting your class, reroll sentinel if you want to only DPS. You can still play aggressively whilst guarding still doing good damage, but if you are not using Guard you are not doing it right. Sentinel can do all the damage you do.. better.
  13. This would be awesome, and if you ever finish I would gladly add the information to the guide. Like I said originally, I do not have any hard facts to back up my claims other than personal experience and my own theory-crafting. If you got a legit accurate spreadsheet going, it would be very much appreciated.
  14. First of all, thanks for you're response. With these numbers you WOULD be correct however you have to remember that each ability has a different coefficient that it takes from power and uses with bonus damage. Ability Weapon Power Force Master Strike (*2) 1.235 2.6 0 Overhead Slash 1.51 2.26 0.51 (6x 0.085) Blade Storm 0 0 2.21 = 1.87 + 0.3396 (6x 0.0566) Force Sweep 0 0 1.35 Dispatch 1.9 2.85 0 Plasma Brand 0 0 2.62 = 1.16 + 1.46 (4x 0.365) Sundering Strike 1.26 1.1 0 Riposte 0.87 1.3 0 Slash 1.02 1.54 0 Force Leap 0.61 0.91 0 Cyclone Slash 0.59 0.88 0 Pommel Strike 0 0 3.43 (2.52 vs. Strong) Opportune Strike 0 0 2.75 (1.85 vs. Strong) Force Stasis (*2) 0 0 1.36 (2x 0.68) Saber Throw 1.01 1.52 0 Hilt Strike 0 0 1.61 Guardian Slash 1.84 (1.47) 2.75 (2.2) 0 As you can see from this chart, each ability SEPARATELY scales more from power, thus making power the better stat choice. So basically 1000 damage with no power and all crit as you chose to use, would be considerably less than with 300 power, since each ability would take the power also into consideration for its damage.
  15. @Crowningzero I read your responses regarding Master Strike and I believe you are terribly mistaken. You said "The general rotation for Vig is: Sundering Strike - Ability - Ability - repeat" This is just incorrect. You do not use a rotation as a Vigilance DPS, but a priority system. ALTHOUGH typically you WILL "SS-x-x repeat," this is NOT your rotation. Master Strike does tons of damage, more than any other ability, as such it should be used whenever available and able to be used (Aka when there is no need for movement/when you can be stationary for 3 seconds). Your goal when DPSing as Vigilance is to follow the priority list I have stated, you will see a HUGE dps increase by working in Master Strike if you aren't already. Also you should never run out of melee range to Force Leap back in, this is essentially a 3-4 second DPS loss. 1-2 seconds of actually running out and another 1.5 Global before you can get another spell off. I can't stress enough how bad this is to do, I don't even know why it's a plausible idea.
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