Jump to content

Dracosz

Members
  • Posts

    641
  • Joined

Everything posted by Dracosz

  1. Hi, I just got back to the game after a decently long hiatus. I have toons that I would transfer on both republic and empire and am looking for a realm that has a lot of constant pvp (IE Fast queues and high playerbase). I'm currently looking at shadowlands but any direction would be greatly appreciated.
  2. Sages do an absurd amount of damage and have very strong control. That being said, the skill cap for the class (learning to avoid and counter marauder/Powertech burst setups) is much higher than any other class in the game at the moment.
  3. The damage nerf is still *very* significant from a PvE perspective. While the threat gain will be nice, it's still sad to see them moving forward with these changes without taking the feedback from the community into account.
  4. I've played rage a few times in raids just to gauge it's effectiveness. It was actually my spec of choice for a short time in 1.0 for the surge scaling since we needed something with bursty dps to take down the 50k-200k health mind traps on Soa at the time (nobody in the world ever got the 200k mind traps, lol). While Rage *can* work in 1.2 for PvE DPS. (I was pulling ~1400-1600 DPS) you have to keep in mind that my tests in HM EC were with FULLY optimized gear with raid buffs and a stim (77% surge, 630 bonus damage, 102% white attack accuracy, 28% crit). With the same exact loadout as vengeance I can average 1700-1900 DPS (I've actually broken the 2k marker on kragga which is our best fight since he has horrible armor and we can go through the rotation with little to no movement to clip our ravages). The big issue for rage at the moment in PvE DPS is that for optimal rage efficiency you need to itemize for crit (for overpower to work) which sadly sacrifices too much power at this junction.
  5. Keep in mind that this is without a rakata might stim, so my stats are even higher (~630 bonus damage and a little over 28 % crit). For PvP, I run 3 different specs. 7/32/2. this spec (when I'm lazy and don't feel like respeccing) and a slightly modified version of this spec where I drop a single point in Rampage and Sundering saber to pick up unyielding. I've been finding accuracy to be a VERY strong talent and losing it seems to hurt my damage more than losing pooled hatred. That being said, I love pooled hatred so it's often a toss up. I also tend not to max out Stagger and only tend to put one point at most into it, though that's very much a comfort zone thing. I've gotten to the point where I feel I can choreograph most, if not all of my opponents movements thus limiting the need for the extra time on the snare. That being said, it's not something I recommend doing until you're used to the delay and client/server lag.
  6. If you don't have gear, vengeance isn't for you yet. It's very much a spec that hinges upon having a decently high stat threshold that's optimized before taking it out for a spin. Rage, despite it's mechanical flaws, has a very nice floor to use with respect to how much optimization needs to be done. You *will* get more medals as rage in lower gear levels simply due to the fact that you will almost certainly get annihalator and potentially the healing medals. As far as mechanical play goes, don't think of it as a rotation. Think of your priorities. Here's a few general tips: - Savagery is your biggest launching points for damage. Always try to keep sunders up - Never scream immediately after a charge and get the shatter/impale off before you do so to maximize your opening burst. - Get used to the timing and positioning of ravage. - Use intercede liberally - Begin to think of creative uses for saber throw (this one is REALLY important imo, Saber throw is more than an opener, it can hit hard enough to be a finisher at times and get sunder stacks for swaps). - Get used to the flexibility of unstoppable - Master using Enraged Defense, this move WILL save your *** if you time it right.
  7. http://swtor.askmrrobot.com/character/a28f4cff-f107-479e-a4b0-3dcb4f2200af For those of you that were wondering about my gear/spec/mod loadout, here it is. I've found that losing the crit on malice, while irritating, is made up in part by battle cry since fights in EC require you to move around enough such that the gain from battle cry does help keep rage levels high (plus I'm just too used to the talent in PvP, so it's more a personal choice). There were a few things on this that were missing before (namely the 26 might armorings in the chest were might 25 armorings) but thankfully, the fatman has a very dilligent crafting crowd :3
  8. Meh, that's what happens when you scan a text. That being said, letting your dots clip for ahit ny period of time is going to result in a net loss of DPS. Master Strike, while certainly strong, actually loses priority in the rotation when we hit 30% on a boss due to the fact that keeping up savagery becomes all the more important. In PvP I've found that the emphasis is far more centric on mobility and protection and while getting off a full ravage is unquestionably strong, it's not *as* important as you're making it out to be. We *can* afford to clip ravages in a PvP environment so long as we're prepared to follow up the lost damage. To me, I see it as less of a priority rotation in ability usage and more of a situational priority. In PvP sunder and plasma brand are the two best moves you can open with on any target EXCEPT a sage (since an impale will ALWAYS hit harder on them initially and make up for lost damage with shatter). OR if someone is low for a savagery-buffed vicious throw let by an imaple. Jumping into a ravage straight away is just grounds for that player to root and run or pop a cooldown. By letting damage sink in incrementally and then bursting out ravage it becomes MUCH harder for them to handle all the damage as there are at minimum four sources coming in (scream dot, shatter dot, impale dot and ravage). The internal damage and dots really add up, especially against heavily armored classes like PTs and non-sorc healers who can withstand much of the up front burst and mitigate master strike more easily than other classes. If you've gotten the charge off (which I hope) the rage from it and a subsequent sunder will let you get a good edge on most targets. TLDR: Master Strike and Ravage are certainly our strongest abilities in PvP, but stating they have unquestionable priority over all our other moves really makes it seem like you just want to tunnel damage rather than set up for it.
  9. It's not your DoTs that melting a target.. Your DPS actually goes up using MS in place of PB, you should be only using PB to reset MS. The DoTs are just gravy, Master Strike is your staple, build your rotation around it and you'll find that Vig Guardian DPS is perfectly fine and in range of Sentinels. We don't need buffs to DPS because they buffed the crap out of our BEST attack in 1.2... That is NOT how DPS works in PvE in any way whatsoever. If you check ANY parses the dot on Shatter (plasma brand) is our second highest source of damage. It's critical that we keep our dots up on a target at all times (meaning cycling through shatter/impale/scream) as they really do add up.
  10. Not nonsense at all. If you have fully optimized gear and stats it's quite the norm. I should add that my group has two other armor debuffs (from 2 arsenal mercs) which *will* hurt the overall damage in the patch, however, it only works out to be a 6-9% DPS loss and when you consider the static stat gain we will all get from additional augmented slots the losses should even out.
  11. Nobody has said that the guardian is the BEST DPS class out there, merely that it's actually viable in both PvE and PvP contrary to the suggestions of several other posters in here.
  12. If you look at schwarzwalds immortal DPS spec thread, he was hitting 400k/100k on the 1.2 PTS in battlemaster gear. It's very much possible to do so, if not easier than it was before.
  13. Power has no DR. If you're below 1550 Str, go with the one with higher str, otherwise, the higher power one will always win out.
  14. I'm not going to bother breaking down this monstrosity of a post, but let me touch upon a few key points that I think you seem to be missing. Firstly, simcraft trials are non-conclusive. As a poster above mentioned a lot of them take into account variables that are not quite applicable to fights (IE abilities that can only be used on trash mobs/adds). They never have been conclusive for anything apart from setting the tone for DPS specs. Secondly, players have shown with their own logs and data that the numbers are there. We have highly competitive DPS that any good raiding guild will recognize and desire and there have been ample screenshots of juggernauts pulling excellent damage. As far as your comment about your "top tier raiding guild" goes, I honestly think they need to get their heads out of the spreadsheets and into the reality of the situation. I've seen a lot of these hypothetical DPS charts and none of them have held up to snuff (some of the ones that I've seen said that it was impossible for any class to pull over 1500 sustained DPS, which is nonsense). The fact of the matter is, we've offered constructive advice such as offering to take a look at your specs, advice on gearing/rotations and far more. Yet you and several other posters have only flung a continuous tirade of drivel back at us. Maybe it's the player, not the class that needs fixing.
  15. PvE: Power is king, keep your crit w/ buffs above 28% (or at it). Accuracy should be as high as you can take it without dumping crit. As far as numbers go... I tend to experiment a lot, but here's my personal recommendation: 98% Accuracy: Unquestionably important, when you get to HM bosses seem to have higher defense so don't let this drop. I've been going up to 102% lately (at the expense of ~20 bonus damage). 28% Crit: This is a nice round number which I've found works quite well in PvE. 75%+ Surge: Never drop your surge below this if you can afford it. Try to prioritize getting to this ASAP. PvP: Same priorities apply except that you can tone down surge a bit since it's not as readily available. I still recommend keeping a high accuracy % though. Augments: Power, straight up. The overkill augments are just fantastic
  16. Rage can pull some fairly decent numbers in PvE, but it's never anything special on long-term encounters. The best it can really do is completely shut down the adds on kephess. Also, we're getting a static 370 power gain when you consider the new slots that will be augmentable (belt/bracer/both relics/focus)
  17. Fully buffed: 619 bonus damage 28% crit 78.11% surge 99.78% accuracy @jubei The bonus damage gain is worth the accuracy lost so long as you are careful not to drop a lot of crit at the same time, I accidentally dropped some mods which brought me to 26% crit w/ buffs which was pretty awful.
  18. I don't have the parses here but the marauder in our guild (who regularly pulls 1950ish dps) was talking about how each % of accuracy past 98% seemed equivalent to a 40 power gain.
  19. Marauders get more benefit out of using vicious slash (via berserk and other talents/abilities that make it free and hit in an AoE) In addition, misses are natural for DW DPS. Your analysis is bad and you should feel bad...
  20. Surge is the best start for rage while power is the gift that keeps giving. You should make it a priority to get to at least 75% surge while stacking all the power that you can. You don't need to really worry about crit at all.
  21. For the past 2 weeks I've soloed the heroic 4 black hole dailies. Being able to solo heroics is something you can do as a juggernaut once you have gear. Sins just have an easier time off the get go since they can skip trash packs, otherwise, it's doable as any class except for a merc healer, really.
  22. Our guild's marauder hits 1950 on a pretty regular basis
×
×
  • Create New...