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truevalon

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Posts posted by truevalon

  1. I've already told people in like 3 threads. It's not optional. And it wasn't that hard for me to adapt to it.

     

    Raise your hand if you've tested the change, and if it broke the game for you.

     

    It breaks teamplay and a teams ability to plan their CC use.

     

    For those that like to run around pugging warzones I suppose it will just help the opposing teams ball carrier avoid any meaningful CC.

  2. Any guardian worth their salt will not train this talent.

     

    Putting a 2 second stun just gives them free resolve. Our leap already immobilizes, and interrupts, and doesn't add resolve. There is absolutely no need for a stun on it, and will simply harm you, especially when someone with a stun that is twice as long tries to use it, but can't because you just gave him full resolve.

     

    My thoughts exactly.

  3. According to sithwarrior it absorbs 1257 damage. With a 12 second cooldown this means it lowers the damage you take by around 105 dps.

     

    Is it good? Not really, it is average at best imo. Are there better options? Unfortunatly not.

     

    It should be changed to scale with force damage for JK/SW

  4. Agreed 120%

     

    50% threat bonus in general is not good enough when you take endgame scaling into account. Tank threat from rating 116 gear to 140 gear gets only a small boost, while the dps from dps specs skyrockets.

     

    Just to repeat some points I've tried to make before;

     

    1. The Defense tree is poorly designed as too many talents are tailored towards countering the focus penalty from Soresu form instead of boosting threat/survivability

     

    2. JK abilities in general are on a too long cooldown. This severly hampers JK threat as the defense tree does not offer any cooldown reduction.

     

    3. Where as shadow and vanguards have a wide array of tech and force attack that; ignores defense, ignores armor, not affected by shield or cannot miss, most of guardians attacks are subject to all of these. Also giving guardians a threat disadvantage compared to other tanks.

  5. ive played as PT for about 65 wz now.

     

    ive yet to see a single PT break 175k damage. 9 times out of 10 the pts are at the bottom of the pack. ever so rarely they get into the mid. this is not including huttball where a low damage is to be expected since if a PT is not escorting the ball carrier they should be reported for same team griefing as that literally is all the pt is good for.

     

    so either every single pt on both of my high population servers are bad and everybody else who plays anything but a pt is highly skilled, or you are full of crock.

     

    the evidence clearly points to the latter.

     

    there is nothing inherently BROKEN about pt, there is just nothing inherently good about the class either. it is the "pretty much anything we can do, other classes can do better" class. 50% of our utility revolves around decreasing someone ELSE's damage taken, which oftentimes is not needed in pvp.

     

    http://s1153.photobucket.com/albums/p504/altharion2/?action=view&current=Screenshot_2012-02-04_13_38_52_295653.jpg

     

    What?

     

    http://s1153.photobucket.com/albums/p504/altharion2/?action=view&current=Screenshot_2012-02-04_13_19_42_318878.jpg

     

    What?

     

    http://s1153.photobucket.com/albums/p504/altharion2/?action=view&current=Screenshot_2012-02-04_12_59_49_319643.jpg

     

    What?

     

     

    I'd say the evidence states that the issue is not the class, it is the player.

    http://s1153.photobucket.com/albums/p504/altharion2/?action=view&current=Screenshot_2012-02-04_09_38_13_269788.jpg

     

    What?

  6. I'm hoping some of the more hardcre gamers can give their insight on this.

     

    I've been Defense-spec'ed Guardian forever and after hitting 50 I've been doing the Ilum dailies. I typically had Kira for easy groups (an elite, 3-4weaks + 2 strong).... and Doc out when I had more than that (elite + strong, more than 2 strongs).

     

    Now recently I re-speced to a full Vigilance tree to perform a DPS role with my guild. No problems there... even with mostly +Defense gear my DPS shot up considerably.

     

    Now here is my problem: I've now found that squishyness has shot off the scale.

     

    I'm finding 2-3 weaks + 2 strong very difficult to defeat with either Kira or Doc out. Unless I use Sabre Ward I'm literally down to 15% health after a fight.

     

    In my pure Defense tree I would rarely get below 60% health and never in danger of dying... but despite the extra DPS the Vigilence build I've found myself defeated few times unexpectedly.

     

    Now my questions:

     

    1) For Vigilence-spec'ed Guardians... what form and companion are you using for Ilum dailies?

    2) Has anybody else experienced a huge difference in spec trees and survivability (I'm especially interested to hear about people who have switched trees like me or vice versa).

     

    Any general tips/ideas welcome.

     

    I'm using Vigilance and very rarely drop below 60% health. Using Shien form and a well geared Doc.

     

    The best tree for Ilum farming is likely Focus in Soresu form.

  7. I don't think he's talking about Plasma Brand\Shatter. Those are good enough.

     

    The "attached" DoTs need to scale better. At 140-ish Str tank spec, my talent tree says it's 213 damage\6 secs on the Storm\Scream bleed\burn and around 350 on the Impale\OHSlash burn.

     

    The DoT from burning blade needs improving. With full champion gear it does 264 damage over 6 seconds. The Overhead Slash dot is not too bad, doing 419 damage over 6 seconds. A talent to increase all elemental damage would be nice.

  8. Vanguard (I'm assuming something like this build: http://www.torhead.com/skill-calc#801G0GrdorogzZrzbZ0c.1 )

     

    9% Increase to Aim

    12% Shield Chance

    6% Absorption

    16% increase to Armor Rating

    20% Accuracy Reduction for 18 Seconds (1 Minute CD)

    4% Damage Reduction

    3% Increase to Endurance

     

    Guardian (Defense: this is what I use: http://www.torhead.com/skill-calc#500frGMuMrozRZhGM.1)

     

    5% Accuracy Reduction for 18 Seconds (12-15 second CD)

    6% Increase to Defense

    6% Conditional Increase to Ranged Defense (Riposte talent, not constant and on some fights will never go off, Soa)

    4% Shield Chance

    4% Elemental and Internal Damage Reduction

    6% Strength

    3% Accuracy

    Warding Call (40% Damage Reduction for 10 seconds at 3 Min CD)

     

    So as you can see, the Trooper has 8% Shield Chance, 3% Primary Stat, 16% Armor Rating, 4% Damage Reduction, 3% Endurance, and 6% Absorption on us.

     

    Accuracy Debuffs I'm gonna say is even for the hell of it.

     

    So that leaves us with at 3% Accuracy, 6% Defense, and Warding Call on them basically as their damage reduction is better as it is all sources as opposed to just Internal/Elemental for us.

     

    However, with Warding Call, they do have Reactive Shield I believe it is called, which is a 25% Damage Reduction for 12 seconds at on a 2 Min CD.

     

    So...who wants to trade?

     

    There is a blog somewhere doing a simular indepth analysis. Would post if I could find it...

  9. Your theory crafting is bad and your math is terrible.

     

     

     

    Combat - 62 Focus per minute.

    Force Leap 60/15 = 4 uses x 4 focus = 16.

    Zealous Strike 60/12 = 5 x 6 focus = 30.

    Combat Trance 60/6 = 10

    Jedi Crusader allows for another lets be fair and say 6 focus instead of the full 10.

     

    Watchmen - 57 Focus per minute

    Force Leap 60/12 = 5 x 3 = 15

    Zealous Strike 60/15 = 4 x 6 = 24

    Burning Focus = 45% crit chance x 30% proc chance x 1 tick per second after a delay of 1 second resetting on every kill. Generously I'd say you get 3 Focus every 10 seconds.

     

     

    What this fails to take into account is that the Watchmen burners cost 2/3/4 while the Combat burners cost 2/2/3.

     

     

    Combat -

    Precision slash - 60/15 4 x 3 focus spent = 12 focus spent, 8 centering generated.

    Blade Rush/Blade Storm - 25 GCD worth of focus, 50 centering generated.

    Defensive forms x 60% = 24 centering per minute.

    Temperance x 60% (not guaranteed to tag every death) = 5 centering per minute.

     

    Combat generates 87 centering per minute.

     

    Watchmen -

    Merciless slash - 4 cost x 6 uses = 24 of the 57 focus generated, 24 centering generated

    Overload saber - 3 cost x 5 uses = 39 of the 57 focus generated, 20 centering generated

    Slash/Caut - 2 cost x 9 uses = 57/57 focus generated, 36 centering generated

     

    Watchmen - 80 centering generated per minute.

     

    I did not include Zen because it changes the entirety of both calculations while the conclusion is the same (generate more centering).

     

    Burning focus is not affected by crit chance so lets discount that and look at its optimal gain. At a 1.5 second internal cooldown this means Burning Focus provides 0-40 focus depending on dot uptime and luck. Assuming one dot tick per second this will average to 18 focus per minute, same as what you called "generous"

     

    Also Watchman can spec into the skill that makes Force Leap provide on additional focus, giving them a focus generation of 20 per minute from Force Leap.

  10. And I believe you both have no idea how to play gaurdian.

     

    I can exhaust, stasis, exhaust in 3 sweep cooldowns.

     

    wut?

     

    and full champ sorcs are 6k, full champ bh / warrior is 4k.

     

    any medium armor is inbetween. Shadows usually just resist everything.

     

    And I dont see any other class but mercs (and they are now NERFED) doing anything close to 7k after the biochem nerf... the fact that its even possible shows that we have the best burst. Oh yea and blade storm criting for 3-4k right after it for yellow damage is pretty nice too.

     

    but I guess we can complain about tracer missle spam doing 2k to us, 3k if it crits, on a 2 second cast timer.

     

     

    Ah yeah, the common "Lolwutlol2pnublolo" argument. As I said show a screenshot of those crits on pvp geared players.

  11. if by every 20 you mean every 9 seconds... and bounty hunters / troopers can be stopped with a interrupt, or los. Same as we can be pushed back or whatever, except our skill cant be locked out.

     

    Then you add in its aoe every 9 seconds that easily equals 3-4 tracer missles...

     

    and our "buildup" is a crapton of damage in itself. What other class has a 4k damage stun? If stasis crits 4 times its almost 5k for me right now, and I have very high force crit chance.

     

    but I could go with some gaurdian buffs, it would obviously make me ever better.

     

    also I know I had no protection (lazy taunting on my part) but we won 6-0 so I didnt feel like try harding. I actually stumbled upon that 7k crit by just farming them..

     

    I can easily get 40k protection with just taunts and still be top dps. No need to be a tank spec unless you are carrying the ball in huttball.

     

    I believe he means every 18th and 50th second as you depend on getting 4 singularity stacks for that really good burst.

     

    Also I'd like to see you actually screenshot those numbers against pvp geared oponents as I desided to try out Focus today and rarely broke 4.5k Force Sweep crits.

  12. The War Leader's 4 piece bonus causes Blade Barrier to reduce damage by 20% for the duration of the proc. It would seem then that any build that doesn't include this talent goes out the window. I know some players were experimenting with the (18/23/0) vigilance build centered around the guardian leap application through 2 points in "Protector" that also gives a 4 second 20% damage reduction to the tank. The 12 second cd of blade storm and the 10 second proc of blade barrier translates to an 83% uptime throughout an encounter. If I'm missing something here or if my calculations are incorrect then please point it out.

     

    Blade Barrier is down after 1 hit. At best it has a 20% uptime in combat

  13. There is no reason NOT to take Plama Brand. See some math below. All math is asuming a surge rating of 75% and 25% chance to crit.

     

    Plasma Brand: 1,5 sec cast time

    2240 damage.

    Now asuming a 75% surge rating and 25% chance to crit.

    1773,33 dps.

    Overhead Slash: 1,5 sec cast time

    1640,5 damage + 391 from the dot (Burning Purpose).

    Now asuming a 75% surge rating and 25% chance to crit.

    1608,27 dps.

     

     

    Master's Strike: 3 sec cast time

    2796 damage.

    Now asuming a 75% surge rating and 25% chance to crit.

    1106,75 dps.

     

    Blade Storm: 1,5 sec cast time

    1545 damage.

    Now asuming a 75% surge rating and 85% chance to crit (because of Force Rush.)

    1686,2 dps.

    Since the dot from talents is not benefitting from the extra crit I'm adding that here:

    The dot does about 245 damage, making it:

    1880,53 dps

     

    This damage is not accounting for the fact that most of Plasma Brand, and the 2 other dots ignores armor. Since Plasma Brand has the highest damage dot it benefits most from that.

     

    As you stated; with proper talents Blade Storm is you second hardest dps ability. That does not mean you should skip Plasma Brand. It only costs 1 more focus then the rest of them, has a higher dps then Overhead Slash and deals most of it's damage as elemental damage. If you skip Plasma Brand for any reason, you are simply gimping yourself.

     

    With a lower surge rating than 75% Plasma Brand will also be closer in damage to Blade Storm. I cba to find the exact number right now, maybe I will later. Bosses also got armor reduction, further reducing the damage of Blade Storm while only reducing less than half the damage of Plasma Brand

     

     

    If you follow the rotation in my guide, focus will not be a problem at all.

     

    In a lot of cases I am seeing Plasma Brand do more frontload damage than Blade Storm lately. Only a complete fool would skip Plasma Brand

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