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rob_y

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Posts posted by rob_y

  1. There's no reason to have so many buffs showing, so here are a few suggestions to clean up the buff display -

     

    1. Get rid of the "Sprint" buff and replace it with a passive always on ability. Alternatively, if you want to leave it, have it show no buff when it's on and a debuff when it's off "Not Sprinting" since it's almost always on.

     

    2. Combine all of the class buffs into one buff called "class buffs" and display how many you have the same way you show stacks of other buffs. When moused over, show which buffs are actually there. Why waste four spots on the display on something that everyone has on all the time?

     

    This will help make it easier to see which buffs you, a target, or a group member has at a quick glance (especially in the ops window).

  2. Links aren't working for me, but a few suggestions off the top of my head, in no particular order (apologies if I say an Imp skill wrong - I have a Scoundrel) -

     

    1. Definitely use a DPS companion. Even if you want to use a tanky companion (other than Treek), use them in their DPS stance. The extra firepower is nice, and tank companions don't get all of the mitigation that real tanks get, so you're somewhat indifferent to whether or not you're getting attention or your companion is (and actually, the best case scenario is for you and your companion to split the aggro, which is easier if he isn't a tank).

     

    2. Keep your surgical probes up on you and your companion (two stacks each, if possible). This will keep you from having to stop DPSing and cast heals.

     

    3. In a difficult pack, mez the strongest enemy (make sure to leave your companion's AOE attacks off by default), kill the other enemies, and then heal up / regen energy before opening on the "boss". If there are three or more strong enemies, you can mez one, clear the trash and one of the strong ones, vanish, run away to heal, stealth/mez one of the two remaining enemies, kill the unmezzed boss, heal up, open on the remaining enemy.

     

    4. Don't forget you can use your Heroic Moment in a pinch (before your companion dies). I often forget to use that because it isn't always needed, but it's a great way to get your hard stun back and also to regen some health for you and your companion.

     

    5. Take the sedative skill when speccing so that when you open on previously mezzed enemies, they will do half damage for the beginning of the fight.

     

    6. Kite kite kite kite kite. There's no reason a melee enemy should be able to hit you consistently. Keep him slowed (Sever Tendon or if you specced Adhesive Corrosives) and run him around while you kill his friends (might as well save the dumb melee for last since you're kiting him anyway).

  3. I've rarely come across them when doing a stealth cap.

     

    But happily gibbers always go for them first if they're spamming near me on def so I can enjoy the show.

     

    I don't play my Scoundrel as a Scrapper much, but I remember one time in particular when I caught a Sorc doing this and blew him up in a matter of seconds and then vanished, with half of his team watching. They didn't jump in to help him, they just emoted laughs. (It was toward the end of the match, so some of their team was just sitting around at the node).

  4. If only the Devs would actually listen to the PT community. PT would be 200x more viable if only it had Jet Charge in all specs! It also doesnt make sense that the High Threat Pull (Grapple/Harpoon) is a native ability and not a Tank Ability. I would rather have a normal/low threat leap that deals damage vs a high threat pull that deals 0 Damage as a DPS. Seriously Devs, it's only like 100 or so lines of code to simply change it... Do it already!

     

    I think they did stuff like this to differentiate the three tank classes. If PT had a leap by default, it would be more similar to Jugs.

     

    Anyway, for PvP, as a DPS PT I'd rather have a pull than a leap. I don't want to jumping into enemy groups, but I love pulling one of them into us.

  5. Well, it's possible to win when you have no healer against a team with a healer. But, it's a lot less likely to win if two of you quit.

     

    And how is this the first time you've come across this? I only recently came back to the game and I've seen this happen in ranked a few times.

  6. Bounty Brokers Blaster with rank 28 mods, custom off-hand with 28 mods, +41 power crystal in off and +41 crit crystal in main. 1336 Expertise outside WZs, 1862 inside. Equip PvP main and offhand grants me 2018 expertise in WZs...

     

    Purple 28s in the weapon and offhand? That may be your problem there. I haven't tested everything, but from what someone said earlier, the highest you can go are blue 28s if you want to be bolstered fully.

  7. Why surge? Cause you need a ******** of Alacrity for it to make a difference. More dmg is better than a barely faster Flamethrower... Probably need more than 500 alacrity for it to make much of a difference, and if you have that then dmg suffers alot. Cause I tried with around 300, got like .3 better heat dissipate and the channel time was still above 2.7 seconds, I think..

     

    There's this common misconception about alacrity that it doesn't do enough unless it's geared in large amounts. Shaving 1% off your GCD and your time to dissipate heat can be better than adding the tiny amount of crit multiplier you get from adding surge at the far end of the curve. The better argument against alacrity would be that it causes your cooldowns to not match up so you don't benefit as much as you should from the decreased GCD (although this is probably a bigger issue in PvE). But even then, alacrity eventually trumps adding more and more to surge.

     

    Take for instance a hypothetical PT with 600 surge. He's currently getting 24.41% added to his crit multiplier. Adding another 100 surge gives him 25.78% surge-related crit multiplier, which is an extra 1.37% crit multiplier. If he instead adds 100 alacrity, he'll get 1.44% taken off his GCD time and his resource regen time (setting aside any benefit of a faster channel).

     

    OP's crit chance is under 20% as a base, but gains some benefits for certain abilities (100% for railshot which happens once every 10 GCD, and other benefits to other abilities). Let's call his cumulative crit chance 40% (which is being generous). If you multiply this 40% by the 1.37% crit multiplier, you'll see you gain 0.55% extra crit related damage from adding 100 surge (which actually doesn't even result in a 0.55% DPS increase because it's an extra 0.55% multiplied by your non-crit damage, not your average damage). Personally, I'd rather have the 1.44% buff to my regen and GCD (particularly in PvP where you aren't going to be able to use abilities like Rocket Punch and railshot exactly on their cooldowns anyway).

  8. Things like this would be less of an issue if they'd add cross-faction teams in ranked PvP. Or at least, for solo ranked PvP. Ranked warzones don't make a huge amount of sense lore-wise anyway, so I'm not sure what would stop them.
  9. So.... i was 1330 rating, and lost 21 rating for this loss...

     

    my friend who was 1450 rating.... in the same game on my team lost 14.....

     

     

    someone get a dev to explain this to me before i stop playing.

     

     

    Not sure how they've implemented their ELO rating exactly, but it's possible that the change is weighted by your current score or by the number of games you've played. Read here for details.

  10. Not that this will get implemented, but if they're going to do that, one way to do it could be to use the "Throw Huttball" ability as the "Inc at my node" ability.

     

    Everyone (well, mostly) already has it on their bars and bound, so it doesn't add to clutter, and it could just be variable based on the WZ and your location.

  11. Why are some people complaining about the CD being removed?

     

    It's an AOE DOT. Having no cooldown is more of a convenience than anything, because it isn't like you can spam it on any individual target to great effect.

     

    Also, you've likely already hit a friend or two of his after throwing the first one, so having zero cooldown might not help much in applying it to multiple targets (since it's already on them).

     

    Sure, you can now re-apply after it's cleansed a little easier, but that doesn't exactly seem gamebreaking (if your DOTs are being immediately removed, you could use a little boost).

  12. Well TTK won't "drop" it will increase, lengthening the time it takes to kill players. You said that backwards, but yes i believe you're right. At least it looks this way on paper with out testing it on a live server, assuming no changes are made to it, and people actually follow through with that you're saying across the entire server. Yes. TTK could increase.

     

    Effing crap. I will change my post. I don't know why I said TTK will drop. I'm clearly not thinking straight. I meant it will go up.

  13. I haven't yet jumped on the PTS, but I'm not sure I would learn the answer to this anyway, due to the presence of people derping around and/or exploiting.

     

    It seems to me that the recent changes, specifically the change to how the shielding mechanic will work, will have some pretty large effects on the overall time-to-kill in PvP, which was one of the larger complaints in the community (behind stuns, of course).

     

    For example (and this might take a while to filter through the playerbase)-

     

    Given the enhanced ability to shield incoming PvP damage, more people on tank-capable classes will play as tank specs. More people who have multiple characters will choose to play their tank-capable characters. More tanks will actually wear full tank gear.

     

    Due to the presence of more full tanks, there will be more guards going around. Due to the higher number of guards going around, healers will be more effective. Due to healers being more effective, people will play as healers more often.

     

    Due to the increased effectiveness and larger quantities of tanks and healers, there will be an equal drop in the number of DPS specs running around, lowering the overall total WZ DPS output (even before mitigation).

     

    Yada yada yada - overall TTK goes up quite a bit.

     

    Anyway, I hope this is how it plays out - it will be great to see tanks with a larger role in PvP.

     

    Any other thoughts / opinions on this?

     

    EDIT: To make up some imaginary numbers, if the average WZ team goes from 5.5 DPS, 0.5 tank, 2 healers to 4 DPS, 1.5 tanks, 2.5 healers, the change in composition alone would change average TTK quite a bit, before even factoring in the change in mechanics that actually led to said change in comp.

  14. Even with an optimistic 50% of the incoming attacks having a chance to proc the shield (remember crits cannot get shielded, so 30-40% of all incoming attacks cannot be shielded in PvP due to that alone...not to mention all the abilities that autocrit or have a significantly buffed crit chance, and add to that all the abilities that do elemental/internal damage...), and a 30% shield chance, and assuming 1 incoming attack every 1.5 seconds, only 1 attack will be shielded every 10 seconds. In this situation it will take 30 seconds before Heat Blast can be used.

    In addition to this sad figure, the ability also discourages Shieldtechs in PvP from neglecting some defensive stats for offensive ones, which may conflict with personal preference. For example my shield chance on live is only 22%, or an on average 1 successful shielding made every 15 seconds. Taking the earlier example, it would take me 45 seconds of fighting to make Heat Blast useable.

     

    A few things -

     

    1.) Your shield chance is way too low for you to be considered a tank, so I doubt they're trying to balance any skills around someone with your stat distribution.

     

    2.) Critted attacks can't be shielded, this is true, but this isn't calculated on a separate roll from chance to shield. So, unless crit chance + shield chance is greater than 100%, this doesn't even diminish your shield chance. So, yes, auto-crits will avoid your shield, but anything else will likely have no impact on realized shieldings. (i.e. if someone with 40% crit hits you 1000 times and you have 45% shield chance, you'll shield 450 of the attacks, 400 will be crits, and only 150 will be normal attacks; if you up his crit chance to 50%, you still shield 450 of the attacks, the 100 extra crits instead take away from the normal attacks).

     

    3.) With the changes, a decent chunk of damage is now shieldable. Most attacks are not internal / elemental and are rather kinetic / energy. I don't have exact numbers, but look at a parse from any particular class as an example. Even madness Sorcs (dot-based damage) have a ton of shieldable attacks under the new system.

     

    Edit: For instance, check out this parse I just grabbed from googling Sage/Sorc parses- http://www.torparse.com/a/69775/1 You can see that 61.6% of his damage is kinetic, and therefore shieldable.

  15. without massive equip purchasing changes the 30-54 bracket will be the nail in swtor´s coffin...

     

    The way bolster will work now is such that all the lowbies will be bolstered up to be equivalent with recruit gear, more or less. So, it won't be any worse than the current gear gap in 50s PvP (which I think is actually better than the current lowbie gear gap with people twinking), you'll just see more recruit-equivalents than you currently do. And besides, only 55 PvP will matter (as much as any video game related activities matter), so who cares?

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