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Selixx

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  1. Selixx

    Best 1v1 Class?

    Marauder. I loves it.
  2. Smash does not do 6k damage on average, it does closer to 3.5-4.5k depending on your targets expertise and gear. Chain Lightning has 30m range, with the ability to strike additional enemies around the target. ~1k average damage is a good tradeoff for being 30m, and CL is just icing on the cake for a normal damage rotation for a sorc. It's not the bread and butter of the classes damage. Oh, and chain lightning cannot miss the target, and sorcs can also still pull pretty decent damage even without CL procs. Rage warriors can miss, and if smash misses, it's gg. They have no sustained damage. Oh yeah, and you can purge crush. We cant purge your FL. tl;dr There are a lot of fail players in this game who do not utilize all the skills they are given (like the sorc I quoted), or simply cannot, or will not use their brain while pvping. If you're getting hit with smash consistently, you should probably rethink how you're doing things, 'cause you're doing it wrong.
  3. This is when I knew the OP has no idea what he is talking about. I'm no WoW junkie, having come from Aion; anyone who plays Marauder knows there is really only 1 viable spec if you want to max out your damage, durability, and utility. There are certainly no viable hybrid specs either. This class has forced players into a specific spec, Annihilation, because the other two have extremely glaring weaknesses, lackluster damage, and considerably less useful utility. We don't have 3 equal trees. We have 1 tree that is significantly better then the other two, and the other two that are kind of ok. Every other class in the game has at least two viable specs on an equal level; that's the real problem.
  4. You can have power and surge in the same enhancement. You dont have to choose.
  5. Unfortunately there is not a crit/power enhancement or mod that I am aware of. I wish
  6. I didn't say the DR was harsher, don't put words in my mouth. I said expertise starts hitting deminishing returns as soon as you start getting it. The fact that expertise has DR at all de-values its usefulness as a stat anyway. Since it's a pvp stat, it should scale linearly, that would entice players to go full pvp gear. Since it's on DR, players can stack a reasonable amount, and then pursue other stats that will be more beneficial; just like with the surge nerf.
  7. You realize battlemaster and rakata gear use the same mods right? You can just itemize them. The difference is that pve gear usually has significantly higher strength and endurance (for warriors) then pvp gear. If both sets of armor have the exact same mods, you're looking at trading something like 25 strength and 18 endurance from a Columi chest and Champ chest, for a measly 46 expertise. Since expertise starts hitting deminishing returns immediately, the more you stack, the less effective it gets. Basically, stacking to 500 is your best bet, and then going full pve from that point. I use 3 piece armor, implants, earpiece, bracers, and belt for pvp, and 2 piece pve armor (chest and pants), with pve mainhand and offhand. I get both 2 piece set bonuses, which is better then my 4 piece, and the pve weapons are much better then the pvp equivalents (and they can have their mods/enhances/crystal changed).
  8. Massacre does more damage with its guaranteed proc then VS does overall. You should always be using Massacre. Ataru strikes deal energy damage, and are therefore subject to mitigation by armor.
  9. Are you suggesting this as a buff, or does this actually work?
  10. The Champion Enforcer gloves (for snipers and operatives) have an enhancement with power and surge on them. That's what I'll be stacking.
  11. It's not a ops-wide buff; it's your group only.
  12. Correct; which is why I suggested making massacre proc ataru 100% of the time for the next 6 seconds instead of 50%. It's not a huge dps increase, fits within the scope of carnage (damage based on procs), and also means you can proc execute more reliably, which gives you a 10% damage bonus on your next rage spender. Crazy suggestions will get us nowhere, but you can reasonably make massacre grant 100% ataru proc for 6 seconds, and give the tree a moderate damage increase. What I proposed will increase the sustained damage of the build, as well as the burst slightly. Your burst rotation will automatically proc ataru on massacre, gore, and scream. This means you can effectively add 300-500 damage per hit. Heck, it might even make carnage better sustained damage then annihilation now that I think about it.
  13. Probably just increase ataru proc to 100% for 6 seconds after using massacre, instead of 50%. That would help the damage.
  14. Itemize your gear with different enhancements.
  15. Actually you are wrong. Same level mods with 34 power or 34 crit will have the same main stats on them; likewise, mods with 10 power or 10 crit have the same main stats. The only difference is between the 34 power/crit vs the 10 power/crit. The 10 power/crit will obviously have higher main stat then the 34 power/crit. Don't act like having accuracy is worthless either for some classes, it can still increase your damage as a melee class. Many classes have base defense ratings, and it's a good idea to nullify their base defense rating. Especially against Sorcs or Assassins, because they start with a base 10% defense. If you get a burst skill parried, you will kick yourself in the ***** afterwards. Sometimes it's worth stacking a stat like accuracy to ensure you will never miss the important skills.
  16. After testing the build in ~3 matches, I trashed it. The bleed damage appeared to be good, and the omega smash was nice to hold onto while hitting a healer. The real problem came with, as I said before, inconsistent burst, and I also noticed the build was exceptionally squishy. Even worse then carnage. You dont have the aoe dmg reduction, you dont build up fury fast enough to use berserk often, and you dont have the mitigation from shii-cho. I found myself dying a lot, and it just didn't seem viable. It may be better in a premade situation, where you have guard and a healer, but for general play, the spec seemed way too squishy and inconsistent.
  17. Yeah that's it. I went ahead and tested it out, and bleedout and dark resonance do indeed stack. The overall effect makes your bleeds tick a little harder when they crit, and a little weaker when they dont. You can still throw out omega smash every 50 seconds, you have obliterate for a intermediate gap closer, and decent aoe in regular smash crits. It seems like a decent build, but I will do some pvp with it tonight and see what I think of it overall. I'm a little concerned about the consistency of the build, no resets on bleed cooldowns, and no consistent omega smash could lead to some very inconsistent burst. It seems like it will be a strong build against tanks, or a very good 1v1 build when all cooldowns are up.
  18. Why dont you take out the two points from DW Mastery, since they dont benefit smash, and put them into bleedout. Assuming bleedout stacks with dark resonance, you will have +60% crit mult to your bleeds. Use juyo form for the +15% crit, and smash in conjunction with obliterate for guaranteed crits. When choke is up, you have a guaranteed nuke. I dont know how it will do, but in theory it looks ok. You are going to lose some serious sustained damage without dual-wield mastery though. Vicious slash gets a lot of damage from your offhand, as does obliterate.
  19. That is true, but most assassins I have fought already have Recklessness up when they pop out of stealth, so you have time to put up defensive CD's before they can build up the shock bomb. Otherwise, if I dont see it, I will generally start with Cloak initially, and put up saber ward when I hit ~60-70%.
  20. Drop Seeping Wound for Phantom, and drop Empowerment for Defensive Roll. Lastly, drop Narrowed Hatred for Malice, or Ferocity + 1 in Cloak of Carnage. Depending on if you'd rather have extra crit on your bleeds (malice) or 80% run speed on predation and rage regen on cloak of pain. Noticed you also have 2 points extra. I'd put them in Close Quarters personally, but you can put them in whatever you really want.
  21. Pass the ball to your teammate who is waiting on the platform already. Problem solved!
  22. As for snipers, you can mitigate their damage heavily by putting obfuscate on them. They're one of the only classes who is actually very susceptible to accuracy debuffs. Then you can pop blade ward after obfuscate to continue to mitigate damage. You cant stun them when they have entrenchment up (which is the big cover, not the bubble shield). Also watch for ballistic dampers, which they can snag every 6 seconds by leaving and re-entering cover. They reduce damage by 30%, so dont throw any big skills into them.
  23. You are talking about the Deception equivalent of Assassin, right? The dps? If so, their burst is actually fairly predictable, and relies on a single ability which is shock/project. By using two voltaic slashes, they buff shocks damage by 50%, it also has a +50% crit multiplier, which means they will most likely be using recklessness to guarantee a crit. You should pop your defensive cooldowns when you see recklessness go up (which is generally very early in the fight), so that you can mitigate their shock damage by 45%. If you can successfully mitigate shock damage, then you should have an easy win. Also, bait their force immunity with rupture, and save deadly saber until after it goes down. Don't let them absorb both deadly saber and rupture, it will kill your initial damage and put you way behind. I generally save my camo for their blade ward - > bleed em up, then vanish. Force attacks go through their ward, so you can lay down bleeds, and vanish for some distance to wait for blade ward to go down. Save your cc removal for their electrocute stun, the knockdown is only 2seconds as opposed to 4s for electro. Should be easy once you understand their rotation and defensive cooldowns.
  24. Assassin/Shadow does not counter Marauder/Sentinel. I consider them one of my easier fights honestly. Once you know the burst pattern for the dps tree, it's easy to mitigate their damage, and if you rotate cd's against a tank spec, instead of mashing them all, you can use berserk to keep your health fairly static against them. Obviously they are going to try to mitigate your first set of bleeds, so you want to save your relics for the second set of bleeds, pop berserk every 5 GCD's, and save frenzy for an emergency berserk if needed. Unless they pull some cheese like using Frozen Water from vanish, then it's a fairly simple fight if you keep your cool and watch their cd's.
  25. Scoundrels are even stronger then before.
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