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paulyWALNUTS

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Everything posted by paulyWALNUTS

  1. So with the new 'Satiated' debuff everyone gets from Bloodthirst now, some ops bosses that use a debuff mechanic that needs to be cleansed are a lot more irritating, because of the 4 max limit on raidframe (de)buffs. Healers often times can't even see the debuff appearing with all the icons around. Satiated, sorc bubble debuff, combat rez, boss-tanking debuffs, etc. It all takes up useless space, and only makes it harder for healers to do their job and cleanse what needs to be cleansed. A prime example is the Dread Council in DP HM. It has even come to denying our maras to use Bloodthirst on the first and third phase so that healers can cleanse faster and don't have to sift through a whole truckload of debuff icons... I already hated (among other things about this change) the fact that I wasn't in control of my own class anymore with the Satiated debuff you get from other players, but now using Bloodthirst has actually made a boss HARDER... So I suggest either altering opsframes to allow for more debuffs to be shown, get rid of the debuff and track it in another way, or get rid of this mechanic altogether (wishful thinking I suppose) and/or go back to how it was.
  2. At the Supplies area in the fleet, at the Ultimate Gear Vendors, every class besides the Warrior (only checked Imperial side; I don't play Republic) has a belt/bracer that has a Power Mod in it, and another belt/bracer that has a Critical Rating Mod in it. For Warrior, all 4 DPS belts/bracers have a Critical Rating mod in them. I don't see the point in having identical gear in the same vendor, and it is terribly unfair for Warriors, so I very much doubt this is as intended.
  3. It's pretty easy, albeit somewhat boring to do, to see a rupture does more damage than a massacre. Go to a dummy, hit rupture, then hit massacre. Wait for cooldown and do it again. Rinse & repeat. You can do it the other way around (massacre first) to get the enhanced ataru proc chance on your rupture, which is how things should be during your normal rotation anyway. To get the best results, remove any proc relics you have. Seeing as during regular rotation you should only use rupture instead of a massacre, and only in between gore windows, there are no other procs/buffs/anything that affect your damage of either skill. Average the numbers, and Rupture (with occasional ataru proc) will come out ahead of massacre + ataru proc. I've done this myself, although not with the greatest number of repeats, and have come to this conclusion.
  4. This does nothing, as Cauterize/Rupture 's bleeds are elemental/internal damage, meaning they go through any and all defences and deal full (true) damage anyway.
  5. Is the answer to this question not "we're looking into this and intend to fix it , but don't expect it next patch" as stated in their response to the Sentinel question? That's the vibe I got from their answers; we know things are not entirely balanced or according to our views, but we're working on it. As they worded it over there, Anni should be higher sustained DPS, answering the first part of your question right away; no it's not working as intended. As for the second part, I'm not sure there's an informative enough answer to it. "We balanced it incorrectly apparently" seems to be only answer they can give I think. They might go a bit more into detail, but I'm not sure that will help us any.
  6. More than the number of Marauders posting in this and various similar threads about their class issues? Don't think so. Using a poll to see if we should ask this question or not would also be a waste of time, since there's no way in hell no-one from outside this subforum will find it and spam in general with links. In fact, it has happened for this thread already. I get that you, and other people, are upset, but this just isn't the place. It's got nothing to do with Marauders as a class, or even this entire class question thingy. Physically knocking down Bioware Austin's HQ doors might have more relevance than doing it like this. Besides; I highly doubt they aren't aware of the outcries of rage everywhere already...
  7. As I have stated elsewhere, in my opinion it's not the rage management itself that's the issue, but the way it's achieved; through an over-abundance of boring basic attacks. At least for me. It feels boring, I feel feeble while doing it, and I don't like the feeling of having to rely on my basic attack to get things done. Yes, there are some upsides to this mindless (Massacre -->) Assault spam between Gores, but it still feels clunky to me. I don't know of any other class/spec that uses their basic attacks in their rotation to such a big extent as Carnage does. Granted, this isn't the biggest issue there is, and I believe "Slaughter only proccing while Gore is on CD" trumps this any day of the week, but sometimes it really irks me to have to use it (Assault) so much.
  8. The more damage your non-crits do, the (even) more damage a crit will do because it works with percentages, as opposed to power. As base damage rises (due to mainstat, mainhand/offhand damage, force power, power), the value of a critical hit will start to become more significant than adding more base damage through power. Coupled with a higher surge rating, crit will give you more bang for your buck than power because it's a percentage based stat. Eventually, gear-wise. Let's say an ability does 10000 damage, non-crit (extreme example, but shows the theory). Adding 100 power will make that 10023. Adding 100 to a starting 0 crit will give you roughly 2% critical chance. If we take 80% surge (not all that crazy high if we consider higher gear levels), a crit is 18000 damage. Which translates in 0.02 * 18000 = 360 average damage, meaning that the average damage for the ability is 10360, a full 337 more than if you used power. This is of course a very oversimplified example, but I hope it gets my point across. edit: What ^ he said, but less well explained.
  9. This will be the first and only reply I will make regarding this incident. I had previous experiences with you. Without going into details, I kicked you from my then-guild for uncalled for insults aimed at the entire guild & specific members in it, and personal ones at that. You knew us for about the same time as you did now; a couple of weeks. Between then and now, that guild merged with another to become the one you were in. When you turned up in the kickballs the second week after transfers, I recognized your name, and shared my experiences with you to the other GM/officers. A few days later, you were invited into our guild, despite my reservations. I decided to give you one shot at staying; one significant enough misstep, and you would be out, regardless of the guild's other leadership's view on things. Then came the ragefest on those forums. That was the one shot out the window. I wasn't even aware of what had happened until after, but I would have done the same thing, regardless of the person in question. There is a significant difference between venting frustrations in chat/TS and outright raging to anyone and everyone on a public forum. A guild is the sum of its members, and if one of those members steps out of line in that way, I will not let the rest of the guild be held accountable for them, and will remove them. I would like to think of my guild as friendly, decent, and helpful people, and will not allow anyone to blemish the reputation of my fellow guildies for something they had nothing to do with. Anything anyone in any guild does will, and does change public perception of said guild, and thus the attitude towards all of its members. And this is something I take very seriously, seeing as this is an MMO. So yes; you were way out of line, and yes, the repercussions were entirely in line with the offence.
  10. Your Powertech rotation isn't translated; it's using the Vanguard terminology.
  11. I'm not suggesting something overly complex for the time between gore windows, which, incidentally, is the only time one should ever use Assault; just something to spruce it up, even if only by a tiny bit. Something like how you can weave Rupture in there. One ability every now and again, just to break the monotony of all those basic attacks. Or one less Assault here and there, coz of new rage generation options. Well, yes, obviously Warriors need to attack to get resources as opposed to other classes, but other Warrior specs, even as a Jug, hardly ever use Assault. Or at least not nearly as much as Carnage does. But there is a correlation between other classes and Warriors when we look at point of the basic attack use; Warriors use theirs to generate resources, while doing little damage; other classes use basic attacks to not spend resources, and thus have them naturally regenerate while also doing little damage. Sure they could stand there and do nothing, but that's hardly optimal. When it comes down to it, basic attacks serve the purpose of generating resources, be it by actually giving Rage, or by allowing time to regenerate it naturally, and both give a little damage. I never said (the need for) those burst phases are(/is) bad. Far from it; it's amazing seeing those big numbers fly, and I know that's how Carnage is built. But I still feel the time between windows is too dull for my tastes. I'm also not suggesting Carnage needs a DPS buff at all, just maybe something different from all those Assaults. If the RNG inherent to the Slaughter proc were to change, as most people here suggest, it would make gore windows a lot less attention demanding I think, so having something interesting to do between them might not be so bad in the end. I do get your points though, and there are indeed some advantages to the mindless inter-gore-window rotation, but I guess it's just personal preference.
  12. I don't think the issue here is that people have problems with rage generation, but with the way it's achieved. I myself don't find using my basic attack (Assault) that many times in a rotation particularly fun. When compared to other classes I've played, Carnage uses its basic attack way more to maintain its resources. When I do use the basic attack with other classes/specs, it's mostly because I messed up my rotation in some way, or if I blew a big load of quick damage/CDs for burst. But carnage needs to push for those burst phases to stay competitive. And for that, it gets punished by forcing it to use the low damage, low accuracy, boring attack so much? Basic attack spam can be somewhat alleviated by backing up during a GCD and Force Charging in again, but that's pretty clunky, and sometimes very tricky or even impossible to pull off, with the abundance of AoEs, knockbacks, adds and the like in boss mechanics. Some ideas could be (off the top of my head): An actual skill, instead of the stance in the tree, that has some minor utility, low-to-medium damage, low-to-medium CD, and some rage generation. At least something that sets it apart from the snoozefest that is Assault (--> Massacre, and back) spamming. The downside is that it is yet another skill we need to keep track of, but it would at least lessen the need for Assault; A new passive skill somewhere high in the tree that gives Dual Saber Throw some rage generation, as some others have mentioned before. The problem with this, is that it would increase the average DPS Carnage could pull off because of Assault being used less. But then again, it would make us to have to choose to use it for rage generation in the rotation, or as AoE for adds etc, so this ability might be the best candidate to give rage generation to; Another mechanic like Execute and Enraged Slash, or just up the rage generation on (either one of) those a bit, maybe only while Gore buff is active or something. This would most likely also increase the average DPS, so other concessions could/would have to be made.
  13. Easier movement with your mouse (mouselook). Not having to look at your skillbars (at least not nearly as much as you would if you click everything) so you're more aware of your surroundings, contrary to what you claim. Ability to use skills that do not respect global cooldown together with abilities that do, aka using 2 skills at the same time, which is essential as a Combat sentinel (Precision Slash) but also for offensive and defensive cooldowns. Avoiding missclicks. Ability to use your mouse to target. There's probably/definitely tons more, some of which have been mentioned by others here, but these are just off the top of my head.
  14. Yup, just join the in-game chat channel (type /cjoin noobpvp), which is very active on the imp side (not so much on the pube side I've heard, but don't quote me on that).
  15. Yes I did see that, but why did I come to such a different conclusion than you did? All of the following is aimed at seeing what is needed to get 100% uptime of the 4% damage set bonus with 2 points in Valor. Also, using Zen doesn't make your GCD 1 second. Alacrity works like: (channel time or GCD) / (1 + (alacrity % / 100)) So like I posted before, 1 GCD with a Zen stack available is in fact 1.5 / 1.3 = 1.15 seconds. This can also be observed in combat logs. If you calculate it using a GCD of 1 second (a), you get 15 - (6 * 1) = 9 seconds , or 6 GCDs (which equals 7 abilities, if you have 0 ms delay) to build 30 Centering before 4% damage bonus ends, while if you do it using 1.15 seconds (b), you get around 5.4 GCDs, which is 6 abilities (because the cooldown after your last ability isn't counted, and there is some wiggle room because of the extra 0.4 GCD; e.g. using ability X for 5 GCDs: X -> 1.5 -> X -> 1.5 -> X -> 1.5 -> X -> 1.5 -> X -> 1.5 -> X) If assuming we have 2 points in Valor, and use every available GCD after Zen ends with a Focus spender (!!) : Looking at the former (a), you can get 30 stacks of Centering only if you use Precision Slash at least once during that time, (7 + 1) * 4 = 32. But again; this is assuming you have no delay what so-ever and perfect nanosecond execution. If not, aka in the real world, we arrive at the following anyway (1 less GCD). With the latter (b), you need to use Precision Slash twice to get to 30, because (6 + 2) * 4 = 32, which is possible, but far from guaranteed. But seeing as the Zen GCD is in fact 1.15 seconds, combined with the other factors (2 * Precision Slash needed, only Focus spenders used after Zen ends), it means that it is impossible to have a 100% uptime of the 4% damage boost from the 4 set bonus with 2 points in Valor. Another thing that doesn't make sense to me is the following calculation: Looking at this, I'm getting the impression that the amount of Centering built is directly tied to the amount of Focus spent on an attack (because you averaged the Focus spent?). Which is not the case, as spending one Focus on Precision Slash builds as much Centering as a Blade Storm that costs 3 Focus does (2 Centering without Valor, 3 with 1 point, and 4 with 2 points). Using that rotation, which has 10 Focus spenders in it, I would assume you get (4 * 10) / 21 = 1.90 Centering/s average with 2 points in Valor, or (3 * 10) / 21 = 1.43 C/s with only 1 point in Valor.
  16. You say 'on average' your 4set damage bonus is up 100% of the time when you have all 2 points in Valor. Yet you have 15 - (6 * 1,5 / 1,3) = 8,08 seconds after Zen depletes to build up 30 stacks of Centering (I'm a marauder by night, so pardon me if I get the names mixed up) because you can't build any Centering while you have Zen stacks up. 8,08 / 1,5 = 5,39 GCDs, which means you need to build on average 5,57 Centering per GCD. Even if you use all 5 GCDs with a Focus spender plus Precision Strike, this is still only 6 * 4 = 24 Centering. Which means you can never get another Zen before the 4% damage boost fades. This is all assuming you never use Master Strike, which if you would, it would take even longer between Zens. Obviously. So did I make an error in my reasoning, or did you?
  17. I have the same issue. I've avoided using ctrl+pageup for that reason for a long while because of it, so long that I actually forgot about this problem. I just re-ordered my keybinds a bit, and it would be very handy to use it now (again), but it annoys the hell out of me that it also scrolls the chat no matter what... I know it's not a common keybind to use, but I have both ctrl and page up bound on my mouse, because it makes browsing through websites etc. super easy, and having modifier keys like ctrl, shift, alt on your mouse really comes in handy for so many things. The problem is, SWTOR stores keybindings serverside, so you can't, say, edit an .INI file to try and fix this. I've tried resetting chat scrolling to default, playing around with the relevant keybinds in all kinds of ways, but nothing seems to work. Any info/help would be appreciated.
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