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babygotmoreback

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  1. Let me explain what I mean by pushing it back in the window. The reason is to clip or try to benefit from the crit bonus by trying to dispatch/gore then berserk or ferocity (or both if you are really quick). The issue is, it's difficult to do and really we should be able to benefit from the crit in our ferocity window. Trust me, people try to use this tactical this way. So now we are left to try to clip these abilities into the crit and ferocity window (if you want to use the tactical). It can be done, but again, a pain and inconsistent. With this being the case, you wouldn't use DB at the start of your window as you would def not benefit from it (now if it added crit multiplier, this could be tasty) as normal and you would almost never be able to benefit when using berserk to gain 3 stacks for your ferocity since it removes the crit buff too. It just doesn't make sense that it functions this way. Using it as you said basically gives in to the fact that we can't benefit from the crit in the window in any case which really is a waste (Devs please - be reasonable lol). Carnage isn't really rage starved so this really just makes it spammy but it does smooth out in-between phases and make dps easier (perhaps andeddu's might do this just as well - idk haven't really used it). I try to look at optimizing carnage as using DB as much as possible. For example, if you can start with DB as first stack of boosted alacrity from using berserk, it benefits from the additional armor pen stack, and massive cd reduction in this phase where it can be used again on the sixth both within a window. This allows more DB use in general not to mention in ferocity windows without holding it (waiting for ferocity). To do this playstyle, The Prosecution just makes the most sense, but takes more skill and is obv less spammy. Pulled out 8M in a wz the other day. Felt pretty good. I somehow can't imagine bursting someone down with massacre spam but it would be pretty funny even if boring lol. Used this build in raid and performed well too. Surprised the crap out of the tank pulling threat, but let's be real, raiding isn't really competitive or difficult at this point and I'd be willing to bet that other classes in the hands of a skilled player will still outperform it. In the end, I think we can all agree....carnage needs dev attention and a buff! I won't even get started on PVP TTK and survivability.
  2. I do both PVE and PVP and 100% prefer the prosecution because it does not screw up what carnage is all about - ferocity windows. For starters, fang god form only gives crit % (not crit multiplier) and contributes nothing to your Devastating Blast - which is your hardest hitting ability. Secondly, any ability, including ferocity berserk, defensives, etc, drop your stacks of fanged god form. The prosecution on the other hand, buffs your DB considerably and with 6 pc set bonus, you have your furious power up all the time. Because fanged god form drops all the time and forces DB back in the precision window and you cannot line up it with your ferocity or berserk windows well, it just is highly overestimated imo. I use The Prosecution in Ranked PVP and raid and do very well, esp when you want the burst to kill in a ferocity window.
  3. While I appreciate that BW reverted the limitation on abilities, carnage burst has still been cut in half. Going from 4 abilities per ferocity use to 2 is a huge nerf to PVP burst and sustained DPS in PVE. Surely more stacks will be granted or a buff to our heavy hitters will ensue. The performance will not be there if it goes live as is.
  4. While I appreciate that BW reverted the limitation on abilities, carnage burst has still been cut in half. Going from 4 abilities per ferocity use to 2 is a huge nerf to PVP burst and sustained DPS in PVE. Surely more stacks will be granted or a buff to our heavy hitters will ensue. The performance will not be there if it goes live as is.
  5. While I appreciate that BW reverted the limitation on abilities, carnage burst has still been cut in half. Going from 4 abilities per ferocity use to 2 is a huge nerf to PVP burst and sustained DPS in PVE. Surely more stacks will be granted or a buff to our heavy hitters will ensue. The performance will not be there if it goes live as is.
  6. This is Fey't / Jas'nah / Faytality. I am on Harbinger and I can craft both Cyan and Blue War Hero Crystals. Just maile me if you need them.
  7. I love the idea of the additional charge OR push where you can push someone out with yourself. It would definitely be fun to use either of those. That being said, I still think we still need more survivability compared to other classes. Saber ward should be a 2 minutes cd imo. I also think they should make predation be stock on 30 second cooldown system and replace the current talent with one that adds a 10% heal over the duration of predation. We don't get to run away and heal and have no self heals (except anni of course but these won't give you another life). I always like to look at the dmg taken until death at the end of solo matches. Maras/Sents always die with the about 57k-70k dmg taken (high end is for anni heals) compared to every other class (minus sniper) who takes 90-125k dmg before death. This represents a huge disparity imo. They could do a lot of things to improve our survivability tbh. They could give us the 30% dmg reduction when stunned (we are of course the most susceptible to stun in the game) or make obfuscate affect all dmg instead of just physical. I think any number of these things would help (just to clarify I am not suggesting all of these changes! just throwing out ideas).
  8. I am absolutely frustrated with how devs have treated combat/carnage, but they have made it clear they feel it is overperforming.........I was trying to add feedback for mara overall and found anni to have potential. You know me, carnage is my jam. I hope it becomes more viable in solo again.
  9. That;s just it. Berserk would give you a huge boost in healing and you could count on it. Berserk is up often too. Instead of getting a small amount of healing you could have dots on one person and when you got stunned, have solid healing if you had hit zen. My heals in ranked are definitely less since the change and it's easier to burst us down. You can ask several on the server, I was very hard to kill before (for a mara). Now we have build up to heals and it doesn't really work with build up + stun. If they increase it, of course it will help. Honestly sents in general could benefit from healing for all the trees. Like 15% on trans or something like that. Other classes (except slingers - I'm rooting for you too) have much more healing capability or stealth heal to full etc. A girl can dream right Aetrus.
  10. Previous was absolutely reliable. And Aetrus, come on man, are you really trying to tell me how a talent changed like I didn't understand? To be competitive for self healing now, I have to pretty much get my dots on at least 3 targets which as discussed, is not that easy. Previously I could have dots on 1 target and get the surge of healing I needed right away. Consider the typical scenario for a sent / mara. It means getting stunned and opened on, stunned again, and then maybe you can do a little something while your resolve is on its way down, and then get stunned again. Before, you could at least get dots off reliably on 1 target and get the burst of healing you needed to live. Now, you can hardly do this effectively and even if you do, the healing isn't as bursty so it's easier to kill you.
  11. I just disagree, although I won't complain if they give it a boost. Problem is with all the stun and being focus target since we are pretty much the easiest class to get to use trinket, I think the reliable and burstier heals is warranted.
  12. Hello All. I have done a lot of annihilation playing pre and post patch. At first, I thought that the new healing could be a good thing, but after much testing, it has proven to be inferior in many ways. First and foremost, this new system of healing is not reliable, this is especially true in ranked (group and solo). The abundance of ranged classes, kiting, and cleansing prevent dot spread from providing the survivability of the previous health % based healing. Also, the shorter duration of cauterize makes it more difficult to dot spread. While dot spread can be rewarding, I much prefer to have the reliable and burstier healing of health percentage healing. Additionally, since healing is dmg based it can now be reduced with mitigation and stun seems to be ever more the enemy of this spec since healing now requires a ramp up. Healing was definitely more bursty and reliable as a health percentage. Even in group ranked it is downside as you often want to keep targets stunned and have to limit your dot spread tremendously. Ideally, I think giving annihilation / watchman the 2% health percentage healing will put this spec in a really good spot. I just wanted to post this and get more player feedback on this matter.
  13. I only just started playing again in season 5. Quit after season 2 for a long while. Which server are you guys on now?
  14. Who said anything about fighting Juggs? I have had no problem in Anni against Juggs myself, was just wondering where it can from. Lol
  15. With all do respect, taking phantom is wise for a number of reasons. Camouflage is one of our best CDs by far and on a lower global cool down than most. That extra 2 seconds and mvmt speed can be used to keep you out of the line of fire while healers heal you up. It can be used as a gap closer for a ranged target. It means you getting the med pack in a war zone rather than someone else. It can get you out of trouble in so many ways. I don't know how many times in ranked and regs I have used it to get away and watched my own Anni heals bring me up about 40% health even better if you have a healer to toss some heals your way. It's one thing to have a different play style, but to say it is useless is being narrow minded.
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