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EclatDeGivre

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  1. Just to add a few remarks on this troll's nest xD Cure/cleanse/dispell whatever, is corrected in 1.2 with "Nice Try". So no more crying about "depending on poison" or "secondary specs". DF needed it, and now they have it. Period. DF is awesome for the people that are honest enough to try and admit it. There is a specific playstyle to get and if you don't you'll suck that's it. Then, good players will do what they should do, play with other good players. There is nothing more noticeable than an unkillable DF GS making ppl melt all around him, forcing healing classes to over cleanse no CD DoTs and AoE DoTs. When we talk about mobility, we talk about real mobility, the ability to have a very high dps *while* moving. SS can kite but their DPS will drop, DF can basically ignore melee to keep on focusing their original target. We are not talking about the same mobility.
  2. Most melee AC are not really dangerous in 1-49 because of their lack of critical skills. on the same topic there is an AC lack of balance, as ranged class usually get all their critical skills much earlier than others. For GS, except Flyby, you will not really have a deep change in playstyle leveling. To take sentinels as a good example, they get their critical survival skills at 40+ and are basically underpowered in the 1-49 bracket because of their cracking under normal dps. Then swapping from Melee tank to range dps is a huge difference. When you'll reach the 50, you will realize that sent/mara is not as weak as in 1-49 and you will start getting farmed . To finish, topping the scoreboard is the big strength of the GS. But then, there are many areas that are extremely important in WZ where GS suck. Taking objectives, carrying the ball etc. GSs make awesome dps for sure, the real difference between a good and a bad player is where these awesome numbers are from.
  3. Hemo has no synergy with WS indeed. However 30% of the weaker version is bad. That's all. So as WS can be used on CD as far as DoTs are up, Hemo must be careful about strong or weak version. Hemo should be used just before the WS for the only sake of the panic effect. Like "**** why is my life melting all of a sudden?!".
  4. DF player here. I think it really depends on your team. DF is much more mobile so in a moving fight, DF will be able to dps very well. Same for AoE. If you have sents/Guardians, scoundrels, vanguards, shadows, DF will be better I guess. For node defending, DF can play with LoS much better as well. However, the burst potential is on the SS side, DF dots have bad synergy with Mez, and against a team with good coordination, they'll focus and bring down DF more easily. If there are any kind of armor reduction SS will be better as well. In a team more stable planning on moving slowly but safely, SS will be better. Imho, a team with good coordination should have slightly more benefit from SS than DF. On a team based on mobility, DF will be better.
  5. There is no most dps spec. However go SS, simpler and more straightforward. Companion : corso/bowdaar/guss You should browse some threads on the forum. The sticky will give you indepth analysis for specs but with such a question, I guess that you are lazy to look for yourself anyway =) Interesting thread for SS/DF http://www.3proxy.de/index.php?q=aHR0cDovL3d3dy5zd3Rvci5jb20vY29tbXVuaXR5L3Nob3d0aHJlYWQucGhwP3Q9MzkwMTY3
  6. Well I had further testing and I must agree with Byetowow. Speed shot at least has such a high dps that it does have its place in your priority list for single target dps. Aimed shot is the same but with Flyby, sab charge and speed shot, I barely had the opportunity to use it in WZ. If you do not use these skills, you'll have too much energy wasted (assuming you have a few vital/shrap running on other targets). And for the record, you do have the time to use these in WZ as bringing down a priority target has it's place. Tried it yesterday, and could cast speed shot at least 5-6 times on civil war. Ppl can argue about sacrificing mobility for dps but sometimes, you have a good spot and there is no need to move again. Sab charge however is more important than speed shot as it's dps is really higher in particular for a 0/8/31. About nice try i confirm that there is no need to renew your DoTs (Vital/Shrap) except for hemo blast. Crit ticks/ Wounding shot is doing the same with the weaker version and speed shot (to talk abt it) has such a high dps that it's much better to use it than to renew the DoTs. My summary Always on target : Shrap bomb (or weaker version) Vital shot (or weaker version) Flourish Always on CD : Wounding shot (if 2 DoTs, or weaker versions, on target ofc) Hemo (if strong version on target, if not reapply DoTs first) Priority list for fillers single person dps : Sab charge Smuggler's luck + charged burst Speed shot Aimed shot Charged burst (you should rarely/never reach this low in the list) Mobility phases : Quickdraw Vital shot AoE : Flyby Thermal Vital (multi target)
  7. Depends on the situation. Weaker version is the same for wounding shot, and crit regen. Thus you probably should reapply them if you want to maximize your dps. However nobody actually did the theorycrafting to know if the loss in dps is balancing a sab/speed shot/aimed shot. Then with the servers down tough to say =)
  8. Haha good one ! xD I did not plan to spam this thread but this one is so good (and true?) that I couldn't help quoting it. I just love it. Raging, trolling, full of spite and on top of that being true. Going back to my meme xD
  9. If it does not, then 6% on the basic dmg from wounding shot is not that critical for DF. I guess it's a good thing I did not take it.
  10. @Arancor : I just meant that avoiding focus comes before being focused. Playing with LoS, our mobility and cover must prevent ennemies from even thinking about focusing us. I mean why would you try to target a man that is always hiding behind a pillar, that is 35m away from you, that has so many CCs that he can nearly kite you for ever and DPS nearly as well (DF style =p). If you are focused it already means that either 1) You are too close to the front line 2) You are not next to a pillar or you are in the middle of the big wide area 3) You have no friends around 4) They are 8v3 5) You are not under cover and a SW jumped on you All these situations as DF, should not happen. Vital/shrap/thermal/Quick shot are instant skills that you must use while moving. Position is more important than short term tiny dps. At least stay close to a LoS Blocker. Look at your minimap, don't play the Zabrak warrior and withdraw or hide when needed, use cover for jump/pull/Grap negation and let the jedi hero die in the frontline alone, you won't get paid more.
  11. Salut ! About DF in operation just like any spec/CA pros and cons : Advantages : Good mobility Relevant dps without cover Good threat management and good dmg ramping up Very good sustained dps Excellent multi targeting (multi target =/= Aoe) Quite good gearing -> Your crit rate enhances really well your dps Drawbacks : Low burst (compared to other specs) you actually have a nice burst after 6s Low AoE (compared to Sab) however it's still good compared to other AC DoTs disabling mez Fragile (compared to other specs) Tough energy management (compared to other specs) Tough DoTs management on packs Overall very good dps, you may fall slightly behind on Static single target no add fights but most of the time they are not the more difficult to down. It is also very difficult to get used to, so do not worry if you do not master the energy yet. About rotation, the classic scenario is : Hemo -> Shrap -> Vital -> Wounding shot You'll add flourish if there are kinetic/energy damages in your team Then as "fillers" : Sab charge Smuggler's luck/Charged burst Speed shot Aimed shot Need some data with log to confirm the 2 last ^^' 1.2 is still fresh I need to check those combat logs =) Shrap and vital shot are core in your playstyle. Their crit give energy so you need them applied on as many targets as you can so you can. You make more single target dps when you have many ennemies. About build, DF is quite straight forward, you should not struggle to make a decent one Personal note : GS DF Rocks ! =p gl & hf
  12. DF spec is the same pre 1.2 post 1.2. You can find plenty of specs and each person will tell you "mine is the best". My advice : Try make your own as even a few points can change a playstyle. If you have more accurate question feel free to ask =)
  13. Maybe I did not understand the skill accurately but to me : Reduces the damage taken by periodic effects by [7.5 / 15]%. In addition, when Vital Shot or Shrap Bomb end, they have a [50 / 100]% chance to be replaced by a weaker version of that same effect that deals 15% of the original effect's damage over 9 seconds. This means that we have : 15% dmg increase on Shrap Bomb and vital shot supposing that we let the effect end +9s where our crits will double supposing that we let the effect end A protection against cleanse (on top of pushing the cleanser to cleanse the weaker version xD) The possibility to keep a sustained dps in case we miscalculate the duration for wounding shot for instance -15% on periodic effects which are killers for mobility specs like DF It is true that this skill has more impact on pvp than pve (-15% on periodic effects). However the weaker version is nice in PvE as well as it is still working with Wounding Shot/FIghting spirit and gives us more flexibility in energy management. Imho this skill is not optional for any DF fighter. It's a must have. Especially in PvP. Then maybe for optimized PvE single target dps, it may be droppable. However only theory crafting can tell us that as 9s increase DOT can allow us to use our energy differently as most of the utility of our dots is filled by the weaker version as well. My suggestions : Try to vital shot/ Shrap bomb as many ppl as you can (mobility situations, no focused or critical opponent at range etc). With 9s extended crit possibility, energy management will be much much smoother (and your dps will explode ^^) I actually put the last 2 points in independant anarchy as sab charge is our best burst, and thermal grenade with 3s CD is a good energy dump and defensive skill for nodes. I'm still wondering about Steady shot... It's theoretically good but : Anybody knows which damages of wounding shot has the +6%? Are you all sure that it applies on the dots synergy as well?
  14. Well I would still advice Bowdaar (or C2N2 =D). Corso is fine but Bowdaar is very good at keeping your opponents *far* from you. Let him engage the fight and he'll keep them busy for the time you need to bring them down. C2N2 is an excellent choice as well, but not popular ^^', as an early healer CC'er is quite good and will keep your life up all the time. About DPS, as GS is so good enough already. Playing with a dps companion not that faster overall because of the breaks you have to take, and the few seconds you get is not that big. However you should play for fun, so keep the one you are used to. About difficulty and gear/medpacks, it definitely helps. However I had a bad gear (did lots of pvp ^^') and rarely used medpacks, and still did it well. The less good a gear you have the more wisely you must use your CC and your companion. I prefer increasing difficulty and really feel like a Smuggler. However it is definitely not the "optimzed" way of playing. But when I level I do not really care ^^. Play for fun
  15. Well somehow DF is about not being focused. Cover, range, LoS, and CCs are supposed to be dissuasive enough to avoid focus. On Top of that DF brings mobility which really is good to get away from opponents. If you want to stay still and destroy everything that come in range, go SS or even Sab. DF is about trickery, withdrawal and relocation. Mara/Jug/Vanguards are owned by our cover, and I often drop cover when I feel a sith warrior is changing target for the time he jumps again. ImpAgents/Assassins are owned by the distance/CCs, and the ranged ones will be owned by hunkerdown, our amazing dps and our mobility/dots. Avoiding focus is a big part of our playstyle =)
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