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Miho

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  1. [DAILY] Collected History The channel after clicking the Rubble Piles gets canceled automatically when standing on top/too close to the pile. This probably happens because the pile decreases in size during the channel and moves the character. [DAILY] Communication Blackout Signal jammers can be placed when there already is a jammer installed One can click a signal beacon repeatedly and finish the Daily in one spot Signal Beacons don't disappear when a jammer is being installed, they seem to disappear when the Daily is finished. Other bugs The speeder at the Ossus farms is not working. Any destination is out of range (Jedi Temple, Landing Pad, Catacombs, Canyon Camp) When walking in water (e.g. at the Jedi temple) zoom out is disabled. The camera zooms in to close distance automatically. Several clipping issues, e.g. when entering the Jedi temple or on the stairs at the Catacombs
  2. Running low alacrity is perfectly fine for Jugs in any mode to be honest, so just stick with that and save yourself all that money.
  3. Most abilties are useful in Concealment. Overload Shot, Sever Tendon, Frag Grenade and Noxious Knives (replacement for Carbine Burst) are used very rarely and you can get away without using them at all in PvE. In PvP Sever Tendon is pretty important. Toxic Haze and Infiltrate could also be considered as not necessary, but they have their uses. I honestly keep everything on my bars. Toxic Haze is the only half decent AoE Concealment has, although still pretty poor. Frag Grenade is a decent ranged filler when you have energy for it, while Overload Shot is a decent melee filler if no other abilties are available (which shouldnt really happen) or if you're within a 4-10 min range. Long story short. Overload Shot, Sever Tendon, Frag Grenade, Noxious Knives, Toxic Haze and Infiltrate are totally situational in Concealment and not using them will never put you in any disadvantage in PvE.
  4. Yea, stable internet is kinda a requirement for high Alacrity. Going for more Alacrity will not fix that issue. I can see pretty huge gaps between ability activation in your parse. If that was caused by your internet, then there is really nothing you can do about it. If you were just a bit slow, then that is something you can work on. Lowering Alacrity may fix this issue a bit, but the overall damage potential is slightly lower with low Alacrity. Anyway, 11k on a 500k dummy is pretty good. You can be proud of that. I would suggest you just keep practicing. Once you fix the other mistakes, you will deal even more damage and once you feel comfortable on the 500k one, I suggest you try the 1.5M dummy and ultimately move to the 2.5M dummy. Bursting a target (500k) and actually dealing sustained damage (1.5M+) are different learning curves because energy management starts to matter at these HP values.
  5. I'm not a big fan of the Devastating Vengeance relic, simply because you need to crit during its proc for it to be useful. Both Focused Retribution and Serendipitous Assault will always increase your DPS while proc'd. If you like the Crit relic more, you can keep it even for low alacrity. I also took a quick look at your parse. You're delaying Backstab which is not a good idea, but more importantly, you re-apply Corrosive Dart too early, this is bad for 2 reasons: a) you waste dot ticks, and b) you waste energy. Corrosive Dart is very energy heavy, and extensive use requires you to use more fillers the longer the fight goes on. Also avoid applying Corrosive Dart when a target is about to die. Your last Corrosive Dart only got 2 ticks off (which you shouldn't have used at all, because your previous Dart was still ticking). If you would have waited with the re-application of Corrosive Darts you also wouldn't have to use a 3rd or 4th Corrosive Dart. Here's a comparison of our parses, if you're interested: http://parsely.io/parser/compare/347968/1/356172/0/0 I used 2 Corrosive Dart, which ticked 14 times. You used 4 Corrosive Darts, which ticked 17 times.
  6. Glad to hear you could improve. Should you ever have more questions, just ask.
  7. In Concealment it doesn't debuff the target, that's for snipers (marked debuff). I just described one opener, there are many. Usually when players ask me for help, I leave Corrosive Dart out of explanations as good as I can, because the little increased DPS from Corrosive Dart won't matter when inexperienced players run out of energy. I usually try to describe effective low-medium energy ways to play Concealment. My personal opener is actually this: (Stealth) > (Stimboost) > Backstab > Volatile Substance > (Attack Adrenal + Tactical Superiority) > Veiled Strike > Laceration (Tactical Opportunity) > Laceration > (Holotraverse) > Corrosive Dart > Laceration > Laceration > Backstab (Revealing Weakness) > Laceration > Veiled Strike > Laceration (Tactical Opportunity) > Laceration > Volatile Substance > Veiled Strike > Laceration > (Cloaking Screen) > Backstab > Corrosive Dart > Veiled Strike > Laceration (Tactical Opportunity) > Laceration > Laceration I think this is too confusing for anyone who's learning the basics of Concealment. Anyway, this opener only works if running Circumvention, which I don't always do, hence I use other openers too, including the one I posted before.
  8. Yea, your Critical Rating is a little low because you are using a Versatile Stim. If you don't want to spend too much money, simply swap your Stim to Proficient, then swap one Accuracy Enhancement to Critical. You also seem to be missing one augment? I calculated 1 Accuracy Augment and 12 Alacrity just like you said, but your Crit seems to be from 2 crystals, 2 relics, and 4 enhancements (your implant counts as one in my calculation). Are you sure you are using a Critical Augment? Maybe I'm just missing something. If not, the missing augment should be used for Critical as well. That tiny change would put you at least at 1564 Critical Rating. Just swapping your stim and one enhancement would get you to 1468, which is also much better. With that change you shold be fine, honestly. Don't change too much. I "only" have 1596 Crit Rating with my build, so you are getting very close to it with your gearing approach. Getting 6 Alacrity Enhancements can be a pain sometimes.
  9. Glad my posts helped. Stat wise (in 248s) I would advice either Low Alacrity 711-721 Alacrity Rating (1 Enhancements + 5 Augments) or 846-854 Alacrity Rating (2 Enhancements + 4 Augments) 750-756 Accuracy Rating (2 Enhancements + 3 Augments) 1866+ Critical Rating (6 Enhancements + 5 Augments) All other stats into Mastery (The reason for the optional 846-854 is: At 840+ Alacrity Rating you have better energy regen, which allows for more aggresive play when it comes to ablity usage.) or High Alacrity - the build I mostly run 1866-1876 Alacrity Rating (6 Enhancements + 5 Augments) or 2097-2107 Alacrity Rating (7 Enhancements + 5 Augments) 759-765 Accuracy Rating (1 Enhancement + 3 Augments + Stim) All other stats into Critical Rating (The reason for the optional 2097-2107 is: At 2093+ Alacrity Rating you have better energy regen, which allows for more aggresive play when it comes to ablity usage. However, with the current stat pool I don't think it's worth it as Critical Rating will be too low.) I already covered the utilties in a previous post. I think that's what you were asking for? I suggest you use: Skillful Nanotech Suit Chem-resistant Inlay Hit and Run or Infiltrator (optional) Masterful Advanced Cloaking Endorphin Rush Med Shield Legendary Circumvention Revitalizers And to answer your question, 1100 Critical Rating is indeed very low. Are you fully augmented yet? What is your average gear rating? Are you using crit crystals? As for PvP I suggest you check the link that Hottie shared in the 3rd post in this topic. I'm not terrible at PvP but I'm by no means any great at it, so I'd rather not give advice on that.
  10. I may have have mistyped something somewhere, but I don't see any error in the rotations I wrote out. Where do you think it's wrong? This rotation only works if you are quick on ability activation, like you only get your TA back with Tactical Opportunity if your Acid Blade DoT is still on the dummy. The thing about Concealment is - as I already pointed out - it doesn't have a fix and static Rotation. You can toy around as you like and adjust things to your liking. I'm just giving you the basics. For example, it doesn't really matter if you do a 6 second block like Veiled Strike > Backstab > Volatile Substace > Laceration or Veiled Strike > Volatile Substace > Backstab > Laceration or Veiled Strike > Laceration > Volatile Substace > Backstab or Veiled Strike > Laceration > Backstab > Volatile Substace If you cant use Laceration because you don't have a TA, then just use a Crippling Slice or a Rifle Shot. I'd suggest you use my 36 second rotation that I typed out in my last post, use Laceration for every Filler whenever you can, if you can't, use Crippling Slice, if that one is on cooldown, use Rifle Shot. Just make sure you keep DPS'ing until the Dummy is dead. While learning there will be mistakes made and other issues occuring. That's just normal, but you gotta make all these mistakes first and keep improving with every mistake. Just keep practicing until you get a feeling, because the most important thing is to remember the 36 second rotation of how your Backstabs and Volatile Substances occur in that one. And how they occur is based on your play. My "rotation" is simply based on my opener, so i can keep a fluid rotation of Backstabs and Volatile Substances and Tactical Opportunities.
  11. No, the boss should not be dead then. At least none in Flashpoints or Operations. First of all what you should probably do is buying the Training Dummy Advanced Health Modulator and/or Training Dummy Expert Health Modulator as well as the Training Dummy Armor Reduction Module off the ship repair droid and apply them to the Operations Training Dummy on your ship. If you have not unlocked the ship repair droid, you can go to some friends/guildies ship and buy it there. Using these modules sets the HP of the dummy to 1.5 or 2.5M as well as applies all damage debuffs availaible in the game to the dummy. After your opener, you continue with your "rotation", which is, as I suggested for practice, Veiled Strike > Ability 1 > Ability 2 > Ability 3. You started doing that with Veiled Strike > Laceration > Laceration, which was a good choice. At this point, you had Veiled Strike, Backstab and Volatile Substance on cooldown, which means the only abilties left to use for you at that point where Corrosive Dart, Crippling Slice or Rifle Shot which are the abilties you should use besides Backstab, Volatile Substance, Laceration and Veiled Strike. You could have continued in that parse by applying a Corrosive Dart, then your Veiled Strike would come off cooldown, which you could have used afterwards, followed by a Laceration. Which leads us to Corrosive Dart > Veiled Strike > Laceration Then both your Backstab and Volatile Substance would come off cooldown as well, since these abilties have highest priority you would use them back to back. Backstab (Revealing Weakness) > Volatile Substance This you could have then followed with Veiled Strike > Laceration > Laceration > Laceration > Veiled Strike > Laceration > Backstab (Revealing Weakness) > Laceration. Notice how this basically reassembles a part of your opener? Besides thinking in 6 second blocks that consist of Veiled Strike > Ability 1 > Ability 2 > Ability 3, you can also think in 36 second Blocks, which basically means your rotation could look like this: Veiled Strike > Filler > Backstab > Volatile Substance > Veiled Strike > Filler > Filler > Filler Veiled Strike > Filler > Backstab > Filler > Veiled Strike > Filler > Filler > Volatile Substance Veiled Strike > Filler > Backstab > Filler > Veiled Strike > Filler > Filler > Filler > repeat Fillers being Lacerations, Corrosive Darts (be careful with them, they are very energy heavy), Crippling Slices and Rifle Shots. Your Veiled Strike happens every 6 seconds, your Backstab every 12 seconds, your Volatile Substance every 18 seconds. After 36 seconds you made one whole cycle and everything repeats itself (besides the fillers). The part I marked red, was the part you got stuck in, get through this 6 second block and you can even repeat your opener until the Backstab I marked green.
  12. Glad to hear you like Operative. Concealment is my favorite spec in this game and I gladly help. Feel free to parse and upload your parses to Parsely and share links here, I'll take a look and can give you some hints and more advice.
  13. GCD is the Global Cooldown. It is the cooldown which starts every time you use most your abilities. All your damaging and healing abilties and Exfiltrate trigger it, while Shield Probe, Cloaking Screen, Stim Boost and more don't. Just look at your quickbar and use a damaging ability or a heal on yourself. You will see that most of your abilties are being greyed out for 1.5 sec (or less with Alacrity). In those 1.5 seconds you can not use any other ability that respects the global cooldown. Like Veiled Strike > Laceration > Laceration > Laceration would be 3 GCD's after Veiled Strike. Veiled Strike > Laceration > Laceration > Holotraverse > Laceration would also be 3 GCD's after Veiled Strike as Holotraverse doesn't respect the global cooldown. If it makes it easier, just think of it as Veiled Strike > Ability 1 > Ability 2 > Ability 3 Hope that made sense.
  14. When opening up on a boss you should always be in stealth and start with Backstab (triggers Acid Blade and Calculated Frenzy) into Volatile Substance (makes the target assailable), followed by a Veiled Strike (triggers 6-set bonus and makes the target susceptible) and a Laceration (triggers 2-set bonus). A long opener would look like this: (Stealth) > Backstab > Volatile Substance > Veiled Strike > Laceration (Tactical Opportunity) > Laceration > Laceration > Veiled Strike > Laceration > Backstab (Revealing Weakness) > Laceration > Veiled Strike > Laceration (Tactical Opportunity) > Laceration > Volatile Substance > Veiled Strike > Laceraction > (Cloaking Screen) > Backstab > Laceration > follow "Rotation"... (you can fit in some Corrosive Darts here already, but thats more energy heavy) Basic rotation in PvE is Veiled Strike > GCD1 > GCD2 > GCD3. You use Backstab and Volatile Substance on cooldown in any of the three GCD spots. The other GCD's you fill with Lacerations, Corrosive Darts, Crippling Slices and Rifle Shots. However, following this basic rotation is not optimal but a good start to learn and get a feeling for Concealment. I strongly advise you stick with this rotation until you have some experience. The best way to play Concealment in PvE is to not use Veiled Strike every 4 GCD'S but to delay/skip it occasionally and to use a priority system instead. The reason is that Veiled Strike's cost of 15 energy is very rough on enegry management and Veiled Strike's damage is actually pretty low compared to Corrosive Dart. Furthermore, the addition of Revealing Weakness and a TA grant on Circumvention can give you plenty of extra TA to spend on Lacerations. Outside of the opener you should follow this system: Do not fall below 60 energy unless your Adrenaline Probe is available or soon to be available (~15 seconds), this requires a lot of thinking ahead (up to 20 seconds) Don’t build TA when you’re capped. Spend your TA in time Backstab with Revealing Weakness Backstab from Stealth (Cloaking Screen) Holotraverse - Off GCD, if using Circumvention and if not needed for repositioning Volatile Substance Veiled Strike - to make the target susceptible and/or to trigger 6-set bonus Backstab Laceration with Tactical Opportunity Crippling Slice - if at <85 energy Corrosive Dart Laceration Veiled Strike Overload Shot - only situational, if not within melee range and > 85 energy Rifle Shot - if at <85 energy This is a parse where you can see that priority system in use: http://parsely.io/parser/view/347679/5 A standard utility setup that you can run safely in any PvE content or on any boss fight, providing you with the best mix of survivability, mobility and DPS, would be this: Skillful Nanotech Suit (Survivability) Chem-resistant Inlay: (Survivability) Hit and Run or Infiltrator (Mobility) (optional) Masterful Advanced Cloaking (DPS, Mobility, Survivability) Endorphin Rush (DPS) Med Shield - (Survivability) Legendary Circumvention (Mobility, DPS) Revitalizers (Survivability) You can swap out Circumvention for Blow for Blow in fights you can reflect damage, but I suggest some practice first. You can get yourself killed easily with that utility. Evasive Imperative is also a very good utility to lower the cooldown on your Evasion. Generally you should swap your utilities depending on fights.
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