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babygotmoreback

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Posts posted by babygotmoreback

  1. Rotationally, it lines up perfectly fine. Berserk Ferocity and BA -> Massacre spam -> normal Ferocity with BA -> Massacre spam - repeat.

     

    The only problem it has is the stack removal on any skill. So, firstly, most of the time the crit chance boost will be only affecting Massacres and Ataru strikes - it doesn't really transfer into the Ferocity window as Ferocity itself removes the stacks - which isn't ideal. But at least the fact that you can stop using Assault and Dual Saber Throw completely and use Massacre instead is a pretty decent DPS increase. It would have been nice if you could consistently spend Hyper stacks on a Dev Blast or something, though.

     

    And secondly, the fact that even interrupting (devs, hello???) removes the stacks... That's just plain dumb.

     

     

     

    Not sure what you mean by this. There are two Ferocity window types - with and without Berserk. That's 5 abilities total. You have Vicious Throw, Ravage, Gore and 2x Devastating Blast to put into these windows. So, you end up with something like this:

     

    Normal Ferocity = Devastating Blast + Vicious Throw.

     

    Berserked Ferocity = Devastating Blast + Ravage + Gore.

     

    It has worked like this ever since the Ferocity got changed to stacks. FGF changed nothing in the rotation besides replacing all fillers with Massacres and making it extremely punishing to use literally anything (even Predation, omg) during Massacre spam...

     

    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.  

    Ask and ye shall receive. Sometimes

     

    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. 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).
  7. Ahhh, alright, that makes sense. Still, without mathchecking, Xeoh's numbers on page 1 make 2% sound really OP (that's what, ~25% HP healing every Zen window?) Especially with the Blood Ward utility now. But I do like the thought of you needing to be interactive (pressing Berserk) in order to trigger your main sustain instead of getting a weaker version of that sustain passively. I'd be cool with reverting the Hungering change and tweaking numbers. Aaaand if you like slingers, I have suggestions for them, too.

     

    Like I said before, I do agree with you that the healing for Annihilation is too low. But I think aside from that, Anni and Fury are almost perfectly balanced. I'm surprised you're not more sad about Combat. :p That spec is le squish, with zero innate utility.

     

    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.

  8. I thought it was unlikely but the emphasis on being reliable threw me because...

     

    I don't get how you can call the previous iteration of Hungering reliable. If you put 1 DoT on the target and get no crits, you got zero healing. Now at least if you put 1 DoT on the target and don't crit you still get some healing, it's just that the value is too low - especially when defensive CDs drop that value further. The only way that the previous version of Hungering was reliable was during the Berserk window, which is kind of where I was going during my last post. IMO it would be more of a buff/QoL change to increase the current value on Hungering so you get heals the entire time your DoTs are on the target rather than making it absolutely necessary to have Berserk up for it to do anything at all. And like, if you're being CC'd and focused so much you might only be able to pop Berserk once in a yolo match and that's probably by popping Frenzy to do it. That sounds like it sucks to me but IDK. I like knowing that I have a constant heal rather than praying I'm critting enough to make my healing useful. Because I hate RNG. Because RNG hates me. Haha.

     

    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.

  9. I'm just trying to help you out. :p You've stated:

     

    But the thing is, the previous version wasn't more reliable at all. The talent changed which you're talking about - Hungering - was that bleeds which crit healed you for 1% of your max health. Now all bleeds heal you for 15% of the damage they deal. So I know you keep talking about getting CC'd and it being difficult to get your DoTs on the target, but you still had that issue before plus you had to have the DoT crit, so the healing was only ever guaranteed during Berserk. It's more reliable the way it is now, where all of your DoTs give you healing regardless of whether they crit or not. It's just that the 15% value is too low, especially when that amount gets reduced once DCDs by enemy players is factored in.

     

    So my suggestion of 20% of damage dealt (which upon further review might've been too low and I think 25% is probably more fair) was for your benefit because I <3 you. :D ...That is, of course, unless you only want to be healed during Berserk. Which is odd, but I won't question your potential fetishes!

     

    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.

  10. The problem with Annihilation in group ranked has always been your own DoTs breaking mezzes, since forever, so hard swapping is 10x more difficult.

     

    I think buffing the DoT heals to 20% from 15% would be a better fix than your suggestion though. 20% would still be less than the 1% of max HP you were healing for in most scenarios but you'd get the heals more often/reliably than before (relying solely on crits) so I think it'd make up for it. But yeah as it is now the 15% is too low, agreed.

     

    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.

  11. 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.
  12. I didn't even realized you still played, Fay't. :p

     

    I think the new utility redesign helped Anni and Fury, but hurt Carnage. I also agree that the changes are probably a buff for Anni in PvP, but still a nerf in PvE for most fights and...uh, still really unfun to play, especially compared to post-2.8 Anni. What's annoying is that, if you were on the 3.0 PTS like me, most of the changes that were in the 3.2.1 patch were there. And we told them then that the spec played like garbage because the rotation was awful and rage-starved. They decided we didn't know what we were talking about and 5 months later propose the same changes to a new set of testers on the 3.2.1 PTS who give them the exact same feedback, and again are ignored.

     

    TLDR: I like the utility changes for the most part. Anni changes good for PvP. Still lame to actually play.

     

    I only just started playing again in season 5. Quit after season 2 for a long while. Which server are you guys on now?

  13. Lmao.If you always take phantom for pvp then you are doing it wrong!

    And yes,you lose movement speed as combat.Other talents are far more important,phantom is a useless utility.

     

    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.

  14. Despite the fact that dot spread and survivability is easier on other classes, the improved survivability is a step in the right direction. I personally do like the challenge. Perhaps that is why I prefer the class over others. Give it a go in pvp. I think some will find there were some positive changes. I'm not saying everything is perfect; I'm saying the world for maras isn't falling apart and I am finding the changes to be a plus rather than a negative.
  15. You don't lose the mvmt speed in combat/carnage. Just talent it. TBH I always took phantom anyway, I don't find any other talent more worthwhile in that tier, esp now (well other than defensive roll). That being said, it wouldn't be bad to move it down a tier.
  16. For starters, this is geared toward pvp. I rarely pve and I change it up by going carnage if I do so. That being said, I am rather enjoying the changes for anni in pvp. More survivability, more heals, and greater learning curve for priority playing. Win, win, win imo. I know everyone has been upset over the changes, but I honestly think they are great. I have done a ton of parsing before and after this update and the dps loss has been about 100, not 300 as I have heard others say. Sure, it may require changing up things for priority vs set rotation, but I love that about it (plus pvp is always priority thinking). I also like dot spread mechanic. I am sorry to those who want the spec to be back to high single target, I know it can be frustrating to have a beloved spec changed. However, there are many pros here including allowing all 3 specs to get all 3 defensive forms.....I mean why wouldn't you. Totally floored that people have complained about this. 15% mvmt speed, 2% dmg reduction,, and 5% internal and elemental reduction for all 3 specs is baller!
  17. I have a few issues with the new carnage / combat changes. For starters, the gore proc being taking away is an issue. Number 1 reason is pvp. The damage from carnage is the most susceptible to stun in the game. Now with a set 4.5 second window with no proc afterward, we are going to be stunned through nearly every window for those who are smart to watch buffs and now the combat player will not have a back up for when the stun drops. If they are going to make this change, then carnage combat needs a way to protect our window a bit. For example, make precision apply a 2 second hard stun like low-slash does for shadows in the infiltration tree. Otherwise, we are in for a cc fest in our precision windows which will be incredibly frustrating. We aren't range and we can't pop in out of stealth to back stab and recycle our burst. We are dependent on that window. The proc helped us with that. I seriously hope the devs consider something like this from a pvp standpoint.
  18. wrong type of parse, all parses must be done on a 1 mil health dummy with armor debuff

     

    Somehow I think that makes my parse at a disadvantage if I didn't use those things, have a 5 minute parse, and still broke 3800...just saying. When I have time I will parse again with the dummy extras, but this will never end up in a legit 5 minute parse.

  19. Sorry I'm late on posting.

     

    Doing well to control my rage since you have know idea what you're talking about so I'll try to instruct you calmly.

     

    1. I was BiS Obrian 5 days after arena came out. I've yet to run into a sentinel or marauder that out stats myself.

    2. Guy wasn't geared? He was full obrian but why does it matter? Gore gives 100% armor reduction......

    3. Armoring doesn't matter in bolster! Bolster makes all armorings and hilt bolstered to the same level..

    4. Maybe you should watch more than just one video in my stream, you'll learn a thing or two about playing that spec correctly.

    5. You should listen to the others on the post. You fail to achknowledge what's before your eyes cause you're not doing it yourself. This doesn't make it wrong.

     

    There is no need to be rude here, and I do, in fact, know how to play the class. And you do not get over 3.6k parses without knowing how to take advantage of gore windows. I know PVE and PVP are different--I was never suggesting they are the same. But you do not parse that high without knowing how to utilize your abilities in your gore windows- which translates very well to PVP. And I didn't say it was wrong. If you read later posts, you would see that I just said I did not see it very often----and I am not the only one saying this. But I am acknowledged as a threat in ranked and am constantly being taunted and cc'd by both DPS and tanks. So you should not make assumptions here.

  20. Combat/Carnage plays very differently in pvp then to pve since 2.0 in my experience so talking about dummy parses when it comes to pvp is... mehhh.

     

    A guy that plays combat/carnage in pvp well won't go and do 3.6k parses right off the bat if he gets full 78s and tries his hand at it in PVE without work but also a guy trying to do pve rotations in pvp won't get very far either...

     

    Firstly, I am not a fool who thinks pve and pvp are the same. Secondly, combat/carnage parsing does not have a set rotation either---it is completely situational---which is why I love it. The only point I was making is that I know how to take advantage of gore windows. You can ask the players on my server, I do know how to play my class. I almost always top the boards. I just do not get 9k+ hits very often on other players even with all my CD's up.

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