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Scoofer

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  1. The point of this post was to help maximize Dps for those who are looking to push Endgame content. As a Sentinel who has cleared 8 man hardmode everyweek i thought that i would throw up a short guide that might help those who wanted it. Defensive Roll is by no means a terrible skill. That being said, I dont think that it merits two skill points that could be used in squeezing out more damage. To elaborate: Defensive roll reduces the damage from the types: Internal and Elemental by 4%. Assuming you take the talent and get hit by a 5k elemental AoE you would effectively be taking 200 less damage. Now Watchman Sentinels in full Rakata gear have roughly 19k hp buffed. On top of the constant chance to heal ourselves with our burn crits we have an ability that allows us to heal for 2% max health for the next 6 burn crits. Thats 380 per tick (assuming that we have 19k health) for a grand total of 2280 healing. And yes Defensive forms does help build centering stacks. When you attacked. Sure its an added bonus but you should never be on the receiving end of an attack. If you are tanking for any amount of time you either need to have a talk with your tanks or make use of that threat drop. Heck, I have to wait 10 secs to allow my tanks to get a head start so i don't pull right away. I do understand that having under geared healers can make taking too much damage a problem in raid but beating enrage timers is also a huge issue once you have mastered not dying to boss mechanics. Also a small side note: There is no Nightmare mode out for Denova currently
  2. I don't think that Defensive Forms is as important as you are making it out to be. Its 4% damage reduction for Elemental and Internal damage. As a Dps class your main focus should be putting out as much damage as possible. I do realize that living is important but I have never had issues with taking too much damage that 4% reduction would have made the difference. There is a lot of avoidable damage if you pay attention. Insight was merely a way to get to swift slash. I originally had my points into Steadfast but there is too much accuracy on gear as it is so there was no point in going over 100% accuracy. Too put things in perspective I have cleared 8 man EC every week since it came out in 8 man.
  3. By not letting your Master Strike finish you are losing a lot of damage. Ive tried parsing both ways and i have not come up with a higher dps by skipping the last tick of Master Strike.
  4. Watchman Sentinel This guide is designed to help those who want to play more Watchman effectively in Endgame raiding scenario. Spec Two viable Specs that you could use are: http://db.darthhater.com/skill_calc/jedi_knight/sentinel/#::f2ef17e5fe2fe8f10e3f6: http://db.darthhater.com/skill_calc/jedi_knight/sentinel/#::f2ef2efef12e5fe2fe8f10ef8: Watchman Tree Tier 1: Focused Slash (3/3): This ability speaks for itself. Gain 1 force back each time you use Slash, Dispatch, or Merciless Slash. More focus = more damage. +Damage Valor (2/2): Gain stacks of Centering faster. More Centering = more Zen/Transcendence/Insperations +Damage +Survivability +Mobility +Raid Utility Tier 2: Merciless Zeal (2/2): You heal for 2% of your max health when your burns crit. +Survivability Juyo Mastery (3/3): Your burns have a 3% increased crit chance for each stack of Juyo form. + 15% crit to burns. +Damage Tier 3: Searing Saber (2/2): Burns that crit do 30% more.+Damage Overload Saber (1/1): DoT. +Damage Blurred Speed (2/2): Lowers CD on Force Leap. +Mobility Tier 4: Focused Leap (2/2): Force Leap generates 1 extra force. +Damage Watchguard (2/2): Lowers Kick by 2 secs. Lowers Pacify by 15 secs. +Raid Utility Repelling Blows (1/1): Increase DD of Cauterize by 30% +Damage Close Quarters (2/2): Removes Min distance from Force Leap. +Mobility Tier 5: Mind Sear (3/3): Slash and Merciless Slash have a 33% and 66% chance respectively to finish the CD of Cauterize. +Damage Tier 6: Burning Focus (2/2): Burns have a 30% chance to generate 1 focus. +Damage Plasma Blades (3/3): Burns deal 15% more damage. +Damage Tier 7: Merciless Strike (1/1): Hardest hitting ability. +Damage Combat Tree Tier 1: Dual Wield Mastery (3/3): Increase offhand weapon damage by 36% +Damage Focus Tree Tier 1: Master Focus (2/2): Lower CD and increase damage on Master Strike. +Damage Insight (3/3): Increase force crit chance by 6%. +Damage Tier 2: Swift Slash (2/2): Increase Slash's crit chance by 15%. +Damage Watchman Playstyle: The Watchman spec is centered around having as much DoT uptime on the boss as you can. This requires a lot of attention being paid to the cooldowns, DoT timers and how much force you have. Out of all three specs this is the most complex in terms of number of things that you have to be aware of outside of if you are standing in fire or not. Rotation: Start the fight like this: Force Leap > Overload Saber (mid-air) > Zealous Strike > Cauterize > Merciless Slash > Master Strike After the initial pull its more of a priority system: Dispatch (< 30%) Merciless Slash Overload Saber Master Strike Cauterize Slash Dispatch: Execute ability. Only usable under 30% health. Use it if its up. Merciless Slash: This ability is our heaviest hitter outside of our execute. Use it whenever its off CD. Each time you use it the CD is reduced by 1.5 secs (Stacks 3 times) so it is very important that you have enough force to use it right away after the first stack so that you don't lose it. It costs 5 force so you need to manage your force around when if comes off CD. It also has a 66% chance to reset the CD of Cauterize. Overload Saber: This ability is cool because it doesnt respect the GCD. So basically you can use it mid-air during a force charge or after using another ability that procs the GCD. It does interrupt the channel on Master Strike so use it before or wait till it is complete. Cauterize: This ability is a DD with a DoT on the end of it. It has a 15 sec CD but Slash and Merciless Slash have a chance to finish the CD. If there is a Cauterize DoT up and the CD has been reset do not apply the new one until the old one has fallen off. Slash: This ability is mainly used to dump extra force. It hits fairly hard and has a chance to finish the CD on Cauterize. You need to be careful that you dont use up too much force and force starve yourself. Make sure you have an adequate amount of force before using this ability. Master Strike: This is one of the more unique abilities. It is a channeled ability that costs no force and a 30 sec base CD. Even though it is a channeled melee attack it does have a fairly large distance that it can still do damage. It is very important that you don't clip the last tick because it does a lot of damage. If you stop the cast before the channel is done there is a lot of damage lost. Zealous Strike: This move is the best way to get a lot of force fast. It is on a 15 sec CD so you should use it when it comes off CD. Just make sure you wont waste force. I would recommend when you have 5 force or less. Strike: Your basic force building attack. Of you need more than 2 force you can substitute a force leap instead. Just make sure you wont need it for the next 12 secs. How to use Centering: When you use an ability that spends force you gain stacks of Centering. When you have 30 stacks of Centering you have the choice to use one of three abilities: Zen, Transcendence or Inspiration. Zen: If you are using Juyo form (Which you should be) your next 6 DoT ticks will be critical hits and will cause you to heal your party for 2% of their max health per burn. You will be using this almost exclusively when focusing on damage. Transcendence: This boosts your party's speed by 50% and increases their ranged and melee defense by 10%. Good for moving large groups of people placed quickly. Inspiration: Basically a heroism without an external CD. This means multiple Sentinels can use it during a fight. It doesn't stack if used at the same time though. Valorous Call: Instantly gives you 30 stacks of Centering. Use this if you want to pop Inspiration and get a Zen off right after or if you really need to use Transcendence to get your party somewhere fast. Defensive Abilities: Rebuke: Flat 20% damage reduction for 6 seconds. This refreshes every time you get attacked but cannot exceed 30 secs. 60 sec CD. Saber Ward: Range and Melee defense increased by 50% and damage from tech and force attacks are reduced by 25%. Lasts 12 secs. 180 sec CD. Force Camouflage: Lowers threat on all enemies, increased speed by 30% and gives a 50% damage reduction for 4 secs. 45 sec CD. Pacify: Lowers target's melee and ranged accuracy by 90% for 5 secs. Sadly not usable on Operation Bosses but is usable on a lot of adds and trash. Guarded by the Force: Spend half your current health to gain 99% damage reduction. The ultimate "oh ****" button. 90 sec CD.
  5. Scoofer

    Ilum Daily Needs

    I dont see how this justifies increasing Supply spawns but yea that is a tactic to use. If anything this can be a way to balance out server pop. Those who hate having to wait can re roll republic.
  6. Scoofer

    Ilum Daily Needs

    It takes just as long for Republic. They have to some how find a way to kill 30 people/get supplies while being out numbered 3 to 1. Your problem is small compared to other things that need fixing.
  7. Damage spec can bubble. Easy fix. Have the healer tree reduce the CD. keep the damage tree bubble on a 2 min CD
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