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XisscVekno

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Everything posted by XisscVekno

  1. This is what I'm going to end up doing personally. I have no clue how far you progressed before 3.0 hit so your armoring will be up to you to decide. Myself my armoring are all 180/186 so replacing those and losing the set bonus is a huge Mitigation lost. If you are not running with a set bonus then taking the vendor armoring might be fine. As for the rest I'm planning on going with a lettered mod and the mitigation heavy enhancements or in the case of this threads examples crafted enhancements and vendor mods. I'll be doing this UNTIL I start getting the SM/HM token pieces which I will then switch back to mods with more Mitigation over the lettered ones. Reason I'm doing this is because things hit slightly harder in SM/HM of ravagers and temple where your old 180/186 gear won't quite be enough so to give the healers a little bit more of a buffer when healing you add some more health. The other reason I'm doing it this way is I'm a die hard Mit tank. always have been always will be. I don't think EH tanking works any more in today's current MMO line up. Also as a raid healer myself at one point I know that steady damage is much easier to dear with on a tank than damage that spikes all over the place which is what tends to happen to EH tanks and Avoidance tanks. Also, another thing is if you look at those vendor enhancements you sacrifice a lot of mitigation stats for that health and imho it's not worth it. If you where sacrificing shield then I wouldn't be against it so much, but since as a sin/shadow absorption is life with our tanking mechanics it's hard to give up that stat.
  2. Set bonuses almost always trumps non set bonus armorings in current content brackets (Like sub-50 and RotHC). Even if you have Arkanian level set bonuses it will still bring more mitigation for you than dumping the set bonus for a full set of 180 ones.
  3. The trees are exactly the same, they are mirrors. Except one calls their mirror red and the other yellow. You may have to find a terminology translation thread if it's not already put in (normally everyone does because we all share guides across factions). But Madness is the best spec for PVE DPS right now and does quite well in PVP. I do enjoy my Assassin tank, but I like to DPS sometimes and even though my favorite DPS spec is way sub par in PVE Madness is very good for it.
  4. This thread is a joke, most of the pilots listed there aren't that good. They hide behind one trick pony builds and when they are caught out side that ship they are torn to pieces and ineffective. So they then get back in their one trick pony and all of a sudden are gods.... yeah.... master ships going up against people with starter ships or half done ships and some how these guys are aces? lol JOKE.
  5. Actually it can be, you can force yourself to have "lag spikes". It's called a lag switch. It interrupts the signal just enough to confuse the server. allowing you to cheat death, escape, line up a better shot, ect. These devices aren't new and are rather easy to make and are damn near impossible to detect. They've been used in FPS games for quite sometime and give the illusion that the player is having bad lag. If you look at the score board at the end of the match and they are top scorer it's more than likely a lag switch and not ****** internet.
  6. It's really not bugged, the problem is the way it's coded. It can't reach 100%... ever. I'm not sure what algorithm they use for it, but before it would fail more than it does now. I think I've had 1 failure since the fix and I play both a DPS and Tank shadow/assassins. I remember one of the combat team devs talking about this awhile ago, but I can't remember when or I'd even try to find you the post.
  7. It's not bugged, I've done tests with it to figure out it's fail point. It use to have a 1% failure rate, but it's lower now. Still not a 100% but still rare. It's about a .1% chance now. The way they have it coded it can never reach true 100% so it will fail sometimes. Also, I haven't had a fail in a few months on my Assassin, but had a friend have a fail during a huge grenade in SnV HM last week. So they do still happen, just not nearly as often.
  8. Where we got the 600 crit rating idea was from a Shadow that runs with KBN and his raid group. He stated that the said shadow uses 200 roughly crit for doing dummy parses but runs 600 for actual raids to even out the DPS from the RNG that Madsins where plagued with before the 2.8 patch. Which makes sense since on a dummy you can keep trying till you get that perfect parse with RNG involved under ideal conditions. Where as in a raid the chances of you having those same conditions are almost never and you can't exactly do over a boss. You either win or you don't. That being said, I think around 340-400 is most likely a better stat goal after the 2.8. Only reason I would say this is because Madsins are very very squishy over other classes/specs. You really have no CD's that help mitigate any damage so the extra crit will help with giving you some survivability in fights that have tons of AOE or random attacks from the boss that the healers just have to push through.
  9. Your health is fine. If you are using the best implants/ear pieces pre-Kell Dragon you will always feel a little low on health because the fact that the crafted implants and earpieces are some where between 66 and 69.
  10. This right here is the key as to why healers get aggro... I have never lost aggro to a healer.... ever. Unless you want to count normal mobs in a trash pull that DPS should be killing if they know the kill order or hots pulling a boss on the initial pull.
  11. Basically all this, to put in perspective. lets look at Damage/heals in threat terms without guard. A properly spec'd healer will do roughly 75% threat per point of heals. Sp a 10000 heal generates 7500 threat, where as a DPS is at 100% so the same 10000 point dam hit generates 10000 threat. So keeping that in mind, guards are better used on your top DPS players in PVE. It has always been that way. and it hurts me every time I go into PVE with my healer just to see myself get a guard.... yet in PVP I'd have to resort to begging to get one....
  12. If by experienced you mean needing to be hand held, spoken to like a child, and doesn't listen nor can follow directions... yeah I guess you can use experienced. Over all just a bad tank.
  13. Yes it is. The difference between Centurion, Champion, and battlemaster gear was so small that you can pretty much lump them together as the same thing. Just like the Tionese, Columi, and Rakata. Yes Sins had a Different helm than Sorcs. But the main part of the gear was the exact same model with a different color scheme.
  14. Concept art. Not in game. Battlemaster, slightly different color but with a Black/purple dye module you can get close. Tionese,Columi,Rakata No longer in game. as for the rest the 4th pic is level 40+ armor, 5th is 30 and legacy armor. 6th is just a recolor of the Battlemaster stuff
  15. She is a Jedi, a Fallen one, but a Jedi. Just like Jolee was a Grey Jedi. Not part of the order, but still a Jedi.
  16. This and this is to apply more than 5 characters /facepalm
  17. Not only that but the HK fight is a pain to heal with the best of geared people. Pugs just make is worse. Not to mention that it has a tendency to get some odd bugs, the more you run that place the more you find bugs and the more you find ways to get around them.
  18. I'm not sure in what level of gear you are in, but that screams the issue right there (bold/underlined area). I have 19% crit in 72/78 gear. my RS on a dummy hits for almost 5k with 68% surge. If I had to guess you have way to much crit fro AP. Every test I've done it was a DPS loss win I try and add crit. Also, RS in Pyro will always hit harder than in AP considering that in Pyro it has achance depending on telents to get 75% armor ignore vs 45%% in AP. Also Pyro and AP stat weights are very different. Where as iirc Pyro has no auto crit abilities, AP does as you well know. So with that crit isn't as high on the priority list for DPS increases.
  19. Tech and force attacks suffer from the same 10% defense value Kinetic/energy attacks do. So you need 100% hit for accuracy 110% with force/tech, though it's misleading because really they are at the same accuracy level. To make it more clear, Accuracy at 100% = Tech/Force at 110%
  20. That guide only helps you in PVP, not PVE. if you follow that guide you'll be lucky if you beat a tank in DPS. Noxxic is a very bad site with bad information 90% of the time. Their spec is... ok. It's not great but not bad. There are 1-2 talents points that are just wasted in the AP build, but you need to spend them to get to the 36 point talent from a PVE stand point. As for gear early levels stay way from crit. I've tested this and pre 72 gear (underworld) crit is a DPS loss over a pure power/surge set up. Once you get 3000 main stat, and are between 99.5 and 100% accuracy start adding small amounts of crit to your gear. Until then though don't. Now Accuracy don't go over 100% if you can help it. It's wasted stats. Try and float between 99.5 and 100. This at 66-69 gear is 6 slots dedicated to accuracy. once you get full 72 you can drop down to 5 slots, Kell dragon+ 4 slots. Surge you want to get to 75% if you can, but 70% is good as well. Any way that's a start point.
  21. The problem is PVP, no matter what is decided to fix our spikiness can't affect PVP to much. If it does we are just begging to be put back in the same boat we where in pre-2.0 with all the nerfs we got back then.
  22. The thing is though there are numerous posts with data confirming Sins short falls in NiM operations as well as a few videos showing a Sin/Shadow being one shot be a few bosses. As well as confirmation by many people that don't play a sin tank that they need to cheese fight mechanics to make them viable in a raid setting. Don't get me wrong the Sin even in it's current form brings a ton of tools to the table that are useful, but that doesn't make them fine or on par with the other two tanks.
  23. This post makes me laugh, Juggs by far where the inferior tank pre-2.0 and I am glad they buffed them. They sorely needed it. But they nerfed Sins with the 2.0 patch. It's one thing to scream that Juggs are fine and all tanks are viable. But when you start to do the actual mechanics of raids and find that one tank needs to have a perfect run of RNG to make it threw the fight that's a flaw in class design and right now with Sin tanks a few of the fights have to be cheesed to get them through. This is not acceptable by any standard. So Sins really need a buff from a tanking view point. So you running your mouth saying to damn bad get over it with a bunch of name calling is not even remotely productive as well as supporting the fact that BioWare did good making only two viable tanks and ******** on the third.
  24. Chiss use their core names when dealing with other species in the galaxy. As far as I know they do not have a honor-less/exile version of their naming policy. Twi'leks use their clan names when they are associated with their clans still Aaylas'ecura was still associated with her clan till she felt like it was going against the jedi code (jedi's do not form attachments) and there for split her name into two parts to signify she no longer is associated with her clan. Though being dishonorable or exiled for what ever reason would also split the name, choosing to not go to the clans aid when they need it or not putting the clan first before your own needs would also change the Twi'leks name if they chose. In short I guess I'm saying it's not always by force do they lose their clan association.
  25. Could have sworn they fixed that when they fixed the using two different ranks of the relics procing at the same time.
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