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Kiisu

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Everything posted by Kiisu

  1. Decent dps can kill 2 mobs without problems (even 2x dps mobs in nightmare mode is doable).. So just leave your healer out and get your best dps to kill 2 mobs. Just note that he has to finish one, then start another to avoid the debuff thingy.
  2. You can only get 26 armoring schematics from the armorings dropped by kephess in hm. Extracted armorings from bh/campaign gear wont give you schematics.
  3. Read the chart correctly please. This is the bonus % you get only from rating. For example 300 crit rate gives you extra ~11% crit.
  4. It's only an issue on trash, and since it's trash, it's just a inconvenience which you can actually bypass. Just run into cc'd targets, pulse them apart (that wont interrupt cc), and shrap away. Or you could ask your tanks nicely if they would harpoon/pull some targets away (also wont break cc).
  5. Tbh, its not balancing imo. Not saying you're doing anything wrong, but 24.4k is low for a tank and I'd call it stacking mitigation. For the other end of the spectrum, just tanked HM kephess with my alt yesterday without any issues at all as vanguard: 30k hp, 52.6% shield, 57.4% absorb (+8 with power screen) and whole 10% defence. I'll pbly try at some point what happens if I switch end augs to def ones.
  6. I don't even get why you are so upset about this. Since most of you are pvpers here I would think you would relish the fact that wounding shots does more burst because of that simple fact.
  7. SM/HM EV and KP are easy. Even NMM's of those are quite easy tbh. You should probably start doing sm ec and old nmm's if you find sm/hm too easy.
  8. No matter how much def and shield you try to stack, you will take full-hit attacks and you will take them several times in a row, it's good to have a hp buffer for those times. Running around with 22k (as mentioned previously) makes you just annoying to heal, hell most 61 geared dps/healers have ~21k hp.
  9. Actually no, its not a good test, since wounding shots without dots present won't have internal dmg component. Hemo blast charges will go off on wounding shots internal dmg components which i think is working as intended.
  10. Nonsense, you can have 30k health and still have more than enough defensive stats.
  11. Fore pve: you don't need all that fob, and speed shot is a good chunk of your damage (highest after your bleeds and wounding shots), stupid not to use use since you've already specced it to have more dmg. As I just said in another topic:
  12. Basic outline is shrap bomb + vital shot + hemo + wounding shots, then you have some fillers (speed shot, sab charge, aimed shot, flurry of bolts and of course quickdraw) until wounding shots is back up. After 2nd wounding shots you basically start over again. But you shouldn't be mechanically pressing 1234. Since our energy regen is dependant partly on dot crits, its not always consistent, so you have to actively pay attention and sometimes delay skills if it puts you under 60% or sometimes you can squeeze in some extra stuff if you regen more. Also the pve bonus (+10 energy from illegal mods) actually is very good for the purpose of putting you above 60% threshold. Note that your wounding shots will still do full dmg even if your dots have worn off and replaced with weaker versions. Oh, and you should also keep flourish shot up, although its not needed any more if there are other armor debuffs, its still a good practice.
  13. Trash doesn't matter, so don't even consider that tbh. And you do need some aoe on the kephess fight to burn down those trandoshian packs. I would recommend either sab/df hybrid posted above me, or go full DF. They're pretty much equal on dps and are a matter of personal taste. Difference is: do you prefer free hemo blast, extra dot dmg on targets under 30% and a bit of slack when getting of 2nd wounding shots before dot refresh? Or do you prefer shock charge, contingency charges (which give energy back to offset the free hemo blast vs costly shock charge) and a bit of extra aoe. I've tried both, found pure df more comfortable but it's quite personal preference. What they give over ss, is the fact that its largely internal dmg (especially good since they nerfed armor debuff stacking) and you still do dmg with moderate to heavy movement (fore example you could be the runner on tanks without losing too much dps). They take quite a bit of getting used to, especially if you never tried them before, but I'd recommend to try for at least a week and see if you get used to it. Also, 44.53% crit is a bit overkill imo, you would benefit more from power.
  14. Not much has changed for (df) slingers tbh. Not seen any math to prove that pvp power ones are actually better. That extra clicky power during burns (for example walker burn in hm kephess) could be what your group needs (although I personally dont feel the need for it).
  15. This is what I currently have. Belt and bracers still need 61 skill armorings. Barrels are patron, but nothing I can do about that at the moment, so are armorings in helm and chest (but i go for the looks+set bonus there). Note that stim is missing from those stats. Running 2/8/31. Relics are kinda personal preference, could swap out matrix cube for clicky power if you need more burst at certain points. Except for what was mentioned I wont swap anything out, and even that difference is most probably unnoticeable. And you should use cunning augments, because at some points you can then switch out crit rate (mods/enchantments) for power.
  16. Shock charge doesnt count for fighting spirit and im pretty sure not for black market equipment either.
  17. Regarding pve, you rarely need to use flurry of bolts, mostly as a filler when switching positions (and dots are already up). It only means you are lacking either crit rate, are really unlucky with them or are messing something up (usually the last one). Only place when I actually feel the need for it, is during hm kephess fights, when recovering from burn phases. Then you add in couple of those to get your energy level back up. Also other thing i completely forgot to bring up, is target switching. You need to apply at minimum 2 skills before you start doing burst (ideally 4) every time you switch to a new target. Vital shot is kinda expensive skill to apply randomly. And you think you're "applying pressure". But having been on the other end of that I can say that 2200 dmg over 18 seconds (taken from my tooltip in pve gear, so lets say ~3300 with crits) is not that noticeable. Thats a really long time in pvp. Which is pretty much completely undone with any aoe heal. You're better off doing 2x flurry of bolts for pretty much the same dmg without spending 20 energy. Being out of cover is kinda double-edged sword. Makes you an easy target for pulls and leaps. I can understand the subjective point of enjoying the style of gameplay and for those glorius seconds when you have applied all prerequisites and you can do wounding shots, sab charge, speed shot in a row, it feels fantastic. But after that, your target is dead and you are low on energy. Long story short: my issues with pvp df is the long build-up time and noticeable recovery time after each kill.
  18. First of all, I played gunslinger since the beginning and when it comes to pve I'm fully bis and I also play pure dirty fighting (2/8/31). I love the class and spec and will keep playing it. But i can't get past the issue i have with df and pvp (after they removed dots interrupting stuff). Energy = dmg, so more energy recovery = more dmg, i think we can all agree to that. Your main source of energy as dirty fighter is dots critting on enemies. So basically you get more energy the longer the target stays alive. And thats where i have problems with this. Your job as a dps is to bring targets down fast. And usually by latest, with your second wounding shots, your target should be dead (most of the time before that). Unless your shooting at someone being constantly healed, at which point you should be shooting the healer anyway (2 or more healers chain-healing eachother is exception). I know df can bring high dmg numbers and get regularly 500-600k dmg and whatnot on a normal wz. But when it comes to objective based play (you know, the one with teamwork where you try and cap objectives and stuff like that). I cant think of a reason why play df gs. You could argue that you can hit 3 targets with shrap bomb and get energy from those other 2, but its not always an option. It's not like you have people lining up for each of your shrap cd's to comfortably hit them all. My point is basically if you keep killing targets fast enough (which you should), you will run out of energy. Can someone please give me a reasonable explanation if and why I'm wrong.
  19. For pve purposes (hm denova and other operations) it is a really good spec, right up there with pure df. Although i would go with http://www.torhead.com/skill-calc#700GbbkrMhdZrI0bRoZb.2 That 8% extra crit on dots really is noticeable on your energy recovery. Also you won't really use blaster whip, some extra alacrity is marginally more useful. For pvp it's prorably lackluster if you are playing against competent players (so still decent enough for unranked wz's pbly). But in any higher lvl of pvp by the time you finish applying all your dots (lets add flourish shot also for good measure), your dots will be cleaned = your wounding shot wont do much and your out of energy since most of your energy recovery = your dot crits. Also imho the biggest issue in pvp is the fact that main idea behind your energy recovery is the opposite of your objective as dps (same applies to df). You get more energy back the more your dots crit, which also means that your target is still alive.
  20. You know these black hole items, they have these 26 mods, you can reverse, craft and sell them, just on example how you could have made millions upon millions (a bit harder now, since everyone is doing it, but still viable for a decent'ish profit). Cybertech is quite fine. It's been sustaining my 4x 50 characters for all their gear, mod extractions, legacy stuff etc, were talking about tens of millions of credits of profit.
  21. I don't think people realise how easy it is to gear up your character nowadays, partially thanks to set bonuses still being on shells for old tier gear. You should be thankful that they didnt remove set bonuses from shells. You can get a mix of tionese/columni/rakata shells (about a day or two to get a set of mixed columni/tionese pieces). Augment them (with crafting alts its piss easy and cheap), add 61 mods/enchantments/armorings which you can buy off the GTN for quite reasonable prices. And there you go - a full best in slot gear (with exception of mainhand/offhand barrels/hilts) with augments and set bonuses potentially without ever stepping into operations/flashpoints.
  22. I might be wrong and feel free to correct me (haven't played ss for a while), but I don't think vitality shot is worth it in SS spec. You could use that energy and gcd for smth more useful i feel (like an extra charged burst or smth). Only reason to use it, is when out of cover and moving.
  23. Wrong. It's accuarcy vs defense, you won't get any armor penetration from it. Unless you're mainly pvp'ing as sharpshooter you dont really want accuarcy much over 100% (thats 10% extra). And even then I'd say you get more bang for the buck from other stats.
  24. You dont have to be 29m from zorn (though you usually are), you have to be 25+m from where toth lands. So think about positioning and simple geometry - is toth jumping over you? And keep flourish shot constantly applied. Last kill ~1350dps as DF spec.
  25. Very viable actually, and energy management is good if you get both insurrection and fighting spirit (smth like 2/16/23). DPS-wise its pretty much equal to pure DF, gaining some aoe (thermal grenade) and losing dps from dots (which is somewhat redeemed by shock charge).
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