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pvtglass

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  1. Yup it happens to me all the time on my Marauder. It happens to everyone I've noticed on the target dummies. It's a problem that's been there since day 1 and still hasn't been fixed. They really need to address this issue.
  2. Wrong... Unless you have found an exploit for Gore that makes it a longer duration, that shouldn't be possible.
  3. The Enraged Slash talent in the first tier of the Annihilation tree isn't working correctly and hasn't since I can remember. After the first or seconds attack of that respective ability you stop getting the rage returns. Usually after the first attack. This is seen the most as Carnage when you are Massacre spamming. My question: Do you guys know of this problem and is there ever going to be a fix in the works for it?
  4. I retain what I said earlier if you are Annihilation spec. If you are carnage or rage then in pvp sure, however in PVE i still retain what I said regardless of your spec. If you find yourself having to use force scream alot because you are out of range it's because your screwing up.
  5. If you are using force scream with your gore then your rotation is broken... You should be using gore with a Ravage or berserk/massacre spam. Even with the auto-crit it's a longer GCD for some reason than spamming Massacre (without berserk). If you don't believe me go hit up the ops dummy for a couple of hours and test it out. Force scream is a dps loss in a pve setting and aside from lackluster crits it gives you no additional benefit. I used to use it constantly before the ninja-nerf. Now the crits from it are lackluster.
  6. DONT STACK ACCURACY TO 110% Do yourself a favor and run like 100% and do a full ops hard mode clear and see how many misses you have at the end of the run. 110% is just a terrible waste of stat weights.
  7. That made me lawl, u sir... Rock. Now go make other noobies think as clearly as that! You just earned 10 awesome points
  8. So i've dummy tested all 3 specs now (only a little bit in the rage spec) and found that force scream is a nice dps LOSS. Anyone else notice a month or so back that they ninja buffed Vicious Throw and ninja nerfed Force Scream? Pretty sure they did something to the dmg types of the two, but since then Force Scream is useless. Some say "well it's nice for when you are just out of melee range of your target". My response is "If you're just outside of melee range as a marauder then you are playing your class wrong.". I'm not keybinding a button I might use twice a week. Any thoughts?
  9. Anyhow, it was a boss fight so it should be the same for all parsers since you exit combat the second the boss is dead (Karagga in this case). That is assuming it's showing the same amount of total dmg done. I did 551k on him and anyone with parses on him knows my dps matches up to that amount of total dmg assuming I exit combat when the boss dies, which was at 314 seconds.
  10. Never heard of Torkount, Ya I use ACT for dummy parses because i can exit combat sooner. Other parsers on the dummy seem to go for ever out of combat. In a raid setting I have the raid using Moxparser. I'll post in a bit once i have this installed ect. EDIT: I ran Torkount and couldn't find a way of getting detailed information out of it. Only overall dps followed by ability dmg. Is there a way to get a fight by fight analysis?
  11. http://swtor.askmrrobot.com/combatlog/ad799922-49cf-48e3-a33d-3c30aeab3c3d/overview#d=0,f=30,b=1
  12. Where are the theory crafting threads for Marauders? Are there seriously no warriors out there that have questions about their parses? Just seems to me like all the threads on here are about quests, companions, or the dreaded "jugg vs mara". As many bad Marauders as I've seen running around I figured there would be at least a couple good theory crafting posts from people wondering why they are parsing sub-1600's on the ops dummy in full Rakata (which shouldn't happen). Not to tute my own horn but I parsed just under 1800 on Karagga Nightmare and I know I'm one of the few ppl that can do that. Is there no interest out there to play your Mara to it's best so you can sh** on the other ppl in the dps meters
  13. Matrix cube is hard to beat but if you didn't want to use it I surely wouldn't use 2 use relics. Get the best power on use relic along with the best proc relic you can. The proc based relic is best if the dmg type avoids armor like elemental dmg. Using the energy based relic from KP I saw consistent 3% overall damage coming from it. That's quite good for a proc. 3% of over 500k dmg which is usually where I end up in an ops boss fight is 25k dmg. So you would have to figure out if you are gaining more than that from a 2nd use relic that is most likely sharing a cd with your other use relic ( i think it's 15 or 30 seconds) which is more micro-managing. In HM DV the last thing you want is more micro-managing your abilities. Those are my opnions but I can't give you a perfect answer since I haven't parsed with 2 use relics.
  14. Do you want to control ppl or kill them very fast? Vengeance Jugg vs Anni Marauder dmg is a silly comparison. Annihilation Marauders are pulling some of the top parses in game atm. Juggs have more control especially with their insta-cast force choke. Juggs are harder to kill however Marauders can 100-0 you within the amount of time it takes 3 ppl to kill him assuming he isn't being cc'd out the wazzoo. It's completely based on your playstyle. I play a marauder and I wreck ppl but I will say a really good jugg can be annoying in pvp. My advice would be control (jugg) vs damage (marauder). Now don't get me wrong, Marauders have cc! We just don't have the kind of CC Juggs do nor the survivability overall. We can pop undying rage and force camo but that's usually used to finish someone off and not for prolonged life in most situations. Juggs can take a beating for much longer durations.
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