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Wanchope

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Posts posted by Wanchope

  1. Just for the record... my tool tips say:

     

    Dirty Blast - 15 Energy. 1931-2346 weapon damage plus 1565 bleed damage.

    Charged Burst takes 20 energy and does 3785 - 4598 weapon damage.

     

    I guess the energy difference is the real win. Sure 1565 internal is gonna hit a bit more, but not that much.

  2. I posted in the linked forum, but worth posting here as well....

     

    I was wondering about this as well. My fear is that by increase crit chance 100%, they are just doubling your crit chance.

     

    In other words, if you have, say a 30% crit chance and then pop your Laze Target / smugglers luck whateveritscalled you now have a 60% crit chance on Cull / Wounding shots. That is an increase of 100%. The tooltip doesn't say makes it an autocrit, which it usually what is said for abilities that make crits happen 100% of the time.

  3. I was wondering about this as well. My fear is that by increase crit chance 100%, they are just doubling your crit chance.

     

    In other words, if you have, say a 30% crit chance and then pop your Laze Target / smugglers luck whateveritscalled you now have a 60% crit chance on Cull / Wounding shots. That is an increase of 100%. The tooltip doesn't say makes it an autocrit, which it usually what is said for abilities that make crits happen 100% of the time.

  4. I will try out the other rotation, it is certainly different than what I have been using, but I am still confused as to how people are getting more attacks off than others. If we all use the same rotation, shouldn't we all have the same APM? Or is lag an issue? I've heard about setting the timer on the abilities ques to some such setting.... but I don't recall which or know if that is even part of the issue? Or are there some abilities you should be clipping?
  5. What are people doing to get 40 APM? Or is that just a fantasy or something?

     

    I know my DPS isn't that bad, I typically am at the high end in my raid group. I'm just trying to really take it to the next level (if there is one) and was wondering if there was some easy fix. I know there are people out there with parses that are so much higher than mine that it has to be something beyond just better gear. The APM thing seemed like it could be that thing....

  6. I've been slinging for a while now. I've spent plenty of time on an Ops dummy and have played around with a few specs (hybrid and full DF). But I am really starting to wonder if I am just doing something wrong.

     

    http://www.torparse.com/a/650247

     

    That is a link to an Ops dummy fight and probably the highest parse I have (its from 3 months ago). Pretty sure I was in hybrid spec. My DPS should be higher than it is. I don't think my rotation is off (please tell me if I am wrong). My only guess is that I have really low APM. I've heard folks saying you should be at like 40AMP. But I don't get how you can increase it? I'm hitting buttons before the GCD finishes, so how do you raise you APM given the rotation?

     

    Anyways, I'd appreciate any suggestions. BTW, gear wise I am in 180s or better (got a couple of NiM DF pieces), 100.5% accuracy, etc etc. so I really don't think its a gear thing.

  7. I'm not worried that we are suddenly going to suck, but this is another DPS loss for us. With this change, what is a good DPS rating on the Ops dummy these days? I'm full DF and haven't been able to get over 3450 or so and that is gonna go down now since I had 1 of the double proccing relics. Might be that I am doing something wrong, but I don't know where others are at.... all the parses I see are from either pre-flyby nerf days or are from folks with both the double proc relics. Folks were hitting 3800s and stuff and I have never been close to that.
  8. I'll add a bug to the list. Last night in the second fight in DP (Tyrans), we were missing a tile on my guilds weekly 16m HM run. As in before we even pulled the boss a tile was already missing. After every wipe, it was still missing.

     

    Add to that the other 'bugs'... having to drop down when you get simplification. And we had multiple people die from simplification even though they dropped down and got to the center pyramid clicky thingie in plenty of time. They clicked, and then died as soon as they got back up. Happened to me once and said in the chat window 'Simplification 0 damage.'

     

    :mad:

  9. Yea, this nerf was seriously harsh and I'm not happy about it. I totally agree that there were a number of other ways to fix what the supposed issue was (use of an AOE for single target rotation) such as just increasing the energy cost. But there are a number of things being stated here I don't agree with.

     

    1- "It was all about PVP." I don't think so. Anybody who PVPed that just stood there and took a full 10k flyby hit was an idiot. Most folks in PVP run out of the area long before they take any damage. This issue I think was that devs saw people like me doing close to 10k DPS on some mobs by using flyby, sharp bomb and nades. It made what are supposed to be hard pulls, a total joke. It was fun though.... I'll admit that much.

     

    2- "My DPS is now totally sucks." Maybe your DPS does suck now. Mine doesn't. Yes, it took a hit, but it hardly sucks, and it is 100% fine for any Op in the game.

  10. In many other circumstances, however, a Mercenary|Commando healer must consider whether his motivation for Trauma Probe|Kolto Shell spamming is more meters/epeen than triage.

     

    I run a commando healer and have done so for quite some time. On Tuesday I ran 16man HM DF (and later a SM 16man TFB) and I can say you are not far from the truth here. You can get just silly numbers by trauma probing everyone. I had like 6K ehps rate on a couple of trash pulls in TFB while doing DPS! But nobody was really ever in need of heals.... don't think anyone but a tank dropped below 85% health.

     

    Having said that, I am happy for the buff and happy that people now are starting to think again about Commandos as raid healers. I've never agreed with the general opinion of folks on my server (Shadowlands) that Commando healers were really bad to start with. I've never had problems with raid healing, and I think kolto bomb is way underused by many of us.

     

    Its gonna be a bit before I can figure out how to use this.... keeping it up on the tanks is an easy call. Probably will make a lot of sense to keep it up that one or two DPS who seem to always take a ton of damage.

  11. I just tested this on my sniper since that is where all my gear is at atm... I took my relics off so that I had no stat changes during the duration of the corrosive grenade.

     

    2/2 Arsonist/Experimental Explosives

     

     

    09:54:34.539 Cookiés'n'creme enters combat.
    09:54:34.562 Cookiés'n'creme loses Sprint.
    09:54:34.563 Cookiés'n'creme's Corrosive Grenade adds effect Poisoned (Tech) to Operations Training Dummy.
    09:54:34.794 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:54:37.531 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1474* internal damage, causing 1474 threat!
    09:54:40.558 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:54:43.555 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:54:46.560 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:54:49.557 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1474* internal damage, causing 1474 threat!
    09:54:52.565 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1474* internal damage, causing 1474 threat!
    09:54:55.570 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:54:55.571 Cookiés'n'creme's Corrosive Grenade effect of Poisoned (Tech) fades from Operations Training Dummy.
    09:55:01.647 Cookiés'n'creme leaves combat.
    [/spoiler]

     

    2/2 In Sharp Aim/Precision Ambush

     

     

    09:55:29.528 Cookiés'n'creme enters combat.
    09:55:29.545 Cookiés'n'creme loses Sprint.
    09:55:29.545 Cookiés'n'creme's Corrosive Grenade adds effect Poisoned (Tech) to Operations Training Dummy.
    09:55:29.545 Cookiés'n'creme gains 2 energy.
    09:55:29.749 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1256* internal damage, causing 1256 threat!
    09:55:32.531 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:55:35.535 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:55:38.543 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:55:41.541 Cookiés'n'creme's Poisoned (Tech) hits Operations Training Dummy for 727 internal damage, causing 727 threat.
    09:55:44.548 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1256* internal damage, causing 1256 threat!
    09:55:47.553 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1256* internal damage, causing 1256 threat!
    09:55:50.556 Cookiés'n'creme's Poisoned (Tech) critically hits Operations Training Dummy for 1256* internal damage, causing 1256 threat!
    09:55:50.556 Cookiés'n'creme's Corrosive Grenade effect of Poisoned (Tech) fades from Operations Training Dummy.
    09:55:56.564 Cookiés'n'creme leaves combat.
    [/spoiler]

     

    Im not sure how the math plays out but im assuming that you would want the extra surge on shrap/corrosive gren.

     

    Looks like I'll be sticking with Arsonist. And I would do so anyhow since it applies to our nades, which I now use more then ever on mob packs.

  12. Most of the players here consider commando in a very bad place atm. I have seen commando do very well in 4v4 ranked arenas (DPS both gunnery and assault) along with Sage/Sorc. Focus on making commando heals viable and give us some pushback/interrupt resistance. Most of the changes recommended are unneeded or will simply break the class.

     

    I don't disagree that many of them are over the top. But its a brainstorming session, so there is nothing wrong with throwing out ideas. I have no doubt that the devs (if they read this) will not just pick one and go with it. I think they are just looking for ideas of things they might try.

     

    My favorite ideas so far for Medics is any of the various buffs to Bacta Infusion. Make it do something more, even if it is just heals for more or something simple like that. I'd be up for something that takes some skill to get the most benefit from, since right now, outside of managing resources, Commando healing isn't very brain intensive imo since there are no procs or anything to do other then watch and wait on various cooldowns. Maybe give us a way to proc Bacta Infusion when it's on cooldown (crit med prob has a XX% chance to proc bacta) . Or as I suggested earlier, have it refresh trauma probes charges (making us be careful where we use it). Both require some basic skill and would have a (minor) impact on ammo management.

  13. PVE Combat medic is pretty much all I do with my Commando, so thats what I can speak to.

     

    Issue: I agree that Bacta Infusion is lacking a bit in utility. As it works now, the best thing it does for me is ammo management, cause its heal is not that big. Next best thing if course is that it is instant, which is helpful.

     

    Suggestion: In addition to the heal, Bacta Infusion now refreshes all charges of trauma probe if cast on a target that is already protected by your trauma probe.

     

     

    Issue: Can't target self with hammershot. Greenbeam sucks in pvp

     

    Suggestion: Can target self with hammershot, remove lazer guided homing device for opposing team.

     

     

    Issue: Supercharged cells use is lacking compared to other classes use of 30 stacks.

     

    Suggestion: Lots of options mentioned in this thread already. I'd be happy with just a 5 ~ 10% bonus to all heals given during its use. Immunity to interrupts would be nice in PVP I supposed. But perhaps some raid wide buff, like increased damage reduction, increased heals or something like that to give the class more utility to raids.

     

     

    Issue: Kolto wave sucks, many people don't even spec into it.

     

    Suggestions: I love kolto wave personally, but I don't PVP and I do admit it pretty rarely provides a good heal unless your raid group is already stacked up for heals. Maybe increase the range of it (+7.5 meters / +15 meters) with another talent in the tree (Frontline Medic is a great candidate). Or give folks who are healed by it some kind of buff (increased damage reduction, bonus to heals, increased damage, increased alacrity) to again increase the raid utility of the Commando.

  14. It's always been possible to put multiple trauma probes on the same target and have both of them activate.

     

    Speccing for trauma probe, placing it on someone, and then respeccing used to not remove the trauma probe. Will need to check if it still works.

     

    Edit: Yeah,

    a vid of how to do it. Unfortunately I couldn't recreate the bug where you get multiple trauma probes from a single Commando healer.

     

    Interesting, but certainly not what I was talking about.

     

    From my recollection, in the past if two combat medics both put a trauma probe on the same target, there would only be 1 stack of 13 probes. If healer 1 put it on, and its been getting used (say its at 5 stacks left), and then healer 2 appliues a trauma probe, it just resets the stacks back to 13. Now if the same case were to happen, there would be 1 stack of 5 and a new second stack with 13.

     

    So you can start a fight with 2 active probes with 13 charges each on your main tank. When they take damage, they will both trigger. Its amazingly useful in PVE raids.

  15. Question: I noticed in our most recent raid that you can now stack two trauma probes on a single target. We were running with two commando healers in S&V and at one point I (the tank) noticed I had two separate trauma probes going. They would both heal when I took damage. When I pointed it out, folks were all surprised. I don't think this used to be something you could do. Only 1 probe could be active at a time. With two, the healers could pretty much put two on a tank and then hardly ever have to heal him. It was actually really useful. I'm just wondering if this is a glitch / error, or if this was an intended change that is here to stay?
  16. Yea, I get this a lot. I'm at well over 2500 total mitigation points, and with my stim, I barely have 32K health on my Guardian. I joined a pug run of S&V, story mode no less, and somebody in Mumble said "Uh, this tank who just joined only has like 32K health. I'm not sure if he will be able to run this." I said "I'll be fine. I'm actually really well geared.... I'm not quite BIS, but I'm pretty close actually."

     

    It would be funnier if I said we argued about it and they didn't believe me and then I showed them my amazing tank skills and laughed as the other tank died repeatedly and I single tanked everything.... but that wouldn't be true. They took a closer look at my gear, saw I was right, acknowledged it, and were actually really pleased to have me along.

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