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salaciousc

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Everything posted by salaciousc

  1. Vengeance Rotations Deleted, there is a newer version in the forum. Scaeva, Darth Malgus
  2. Fury&Rage Rotation 5.10 Deleted, there is a newer version in the Juggernaut forum. Enjoy Scaeva, Darth Malgus
  3. @mrphstar Your rants prove nothing. And no, I did not change the rotation. What do you do if two enemies are in range of a Smash? Do you have a solution? Fights against 2 or 3 enemies are very common.
  4. @mrphstar 50% of the linked rotation consists of fillers/placeholders. What was your point again?
  5. A Slam is added after the 11th attack in the AOE version, the cooldown of Bladestorm will end just in time. For the single-target version you don't add an additional atttack, but swap the 2 attacks at positions #4 and #5, 2nd row. Cast the Smash before the Bladestorm. There is a typo in the written text, it should be "Impale" instead of Rupture. I will fix that error in the next version
  6. @AdjeYo Did you read the text? It clearly says that Chilling Scream is a placeholder. Your sequence: Impale-"filler"-Vengeful Slam-"filler"-Force Scream-"filler" only spreads ONE dot.
  7. @Equeliber Send your rotation so we can compare! lol
  8. Edit1: I uploaded a new file, fixed some typos It should be "Dread Fortress", ofc. ############### Single-target rotations do not perform well against groups of enemies, they are not made for that purpose. Most players will use a seperate AOE rotation that is built around Sweeping Slashes. Sweeping Slash has a fairly low base damage of ca. 4000 damage points. The perk Bloodbath adds a 25% damage bonus, so you end up with ~5000 damage points per activation and enemy. In fights against a low number of enemies, it does not really make sense to use that attack. Fights against 2 or 3 enemies are most common in SWTOR, neither a single-target rotation nor Sweeping Slashes handle those fights well. In my opinion, there is a huge gap. Just a comparison: In a ranked PVP match the Sweeping Slash deals up to 4*5000 = 20000 damage points. Force Scream causes ca. 12500 direct damage plus ~4000 damage points as a dot that will be spread to all enemies in range. Against 4 enemies the total damage of a Force Scream is 12500 + 4*4000 = 28500 damage points. Impale deals similiar damage to 4 enemies. In addition there will be a 15% damage buff on dots. 20000 damage points vs. 28500, I prefer to keep Impale and Force Scream in ranked matches. There is an option to replace Ravage and Hew with Sweeping Slashes if you can hit several enemies, but that situation does not occour very often. In my rotation the single-target rotation overlaps with the AOE Version (-> the difference between those 2 variants is only one attack), at the beginning of a fight there is no need switch between completely different rotations. Comfy, as in real fights the number of enemies in range can change at any moment.
  9. 3 Dot Rotation for the Vengeance Juggernaut, Patch 5.9 The single-target rotation is seamlessly integrated into the 3 dot AOE-version, it is possible to switch during a raid/PVP-match at any time without much effort. It gets the cooldowns of attacks AND the procs right, no matter if you fight against one or more enemies. https://document.li/qxQo The rotation is around since patch 1.1, only smaller adaptations were needed to keep it up to date. My subscription will end soon, I won't be able to answer questions in this forum. If you see me on Darth Malgus you can ask me there. Enjoy
  10. Rage Rotation 5.9 Deleted, there is a newer version in the forum. Scaeva, Darth Malgus
  11. @Jevaruss I get the same success rates in PVP matches and raids, there is no difference. There the reset of the Mag Shots only fails if I clip Unload or my Death of Above (PVP) gets interrupted.
  12. @CMoray Only Powershots are used to trigger the Particle Accelerator, if the proc failed repeat that attack. Don't use Unload for the reset. Have you tried it in a pvp match yet? As posted before the latencies are not the same at the dummy and in real fights. During pvp matches and raids I got a success rate of nearly 100%.
  13. Other ppl use 10 GCDs to reset their Mag Shot, despite 9 CGDs are usually sufficient do the same job.
  14. You cannot expect more than 2 Magshots within 15 seconds. In real fights the reset never fails unless I clip Unload or Death from Above gets interrupted. In this case I have to repeat a Powershot and the rotation grows to 10 GCDs. A comparison of different rotations only makes sense if the conditions are exactly the same, parses with different gear are not really relvant. In addition the testdummy does not really tell what you get in a raid or in a pvp match as latencies are different. At the shipdummy there is a bigger failiure rate for resets than in real fights. Why not try the rotation in a PVP match, there you can see that the Mag Shot does not get crippled despite only 9 GCDs are filled with attacks (as default).
  15. Latencies are always there, no matter if you use a rotation of 9 or 10 GCDs. They cannot be avoided or actively influenced. In PVP matches and raids the 9 GCDs of attacks plus those latencies allow to activate the Innovative Particle Accelerator very reliably, there is no need for an additional 10th attack. As a side effect he energy management is not a big issue. A rotation of 10 GCDs does NOT last exactly 15 seconds (with an alacrity=0), the delay from latencies will usually add more than 1.5 seconds per iteration. The 11 GCDs (=10 GCDs from attacks + latencies) will delay the Innovative Particle Accelerator (-> this causes energy problems). The additional 10th attack is in most cases a weak Quickshot (that also increases your heat level) or a Rapid Shot. This is not what I want. There may be gamers out there who think that latencies are neglectable and nonsense, but for this and some other classes its simply not correct. I recommend to have a look at your own latencies: Run your 10 GCD rotation, the duration of one iteration is supposed to be 15 seconds (alacrity=0). The burning effect of the Incendiary Missile also lasts 15 seconds, in theory that dot should be refreshed immediately after its end. In reality there is a gap between the end of the dot and the next Incendiary Missile. That gap represents your personal latencies, the deviation from the optimal 15s timer. (In Starparse activate the marker of the burning effect of Incendiary Missile, option group effects) That gap is much smaller if only 9 attacks are used instead of 10.
  16. IO is a great spec to fight several enemies, Arsenal is better for single targets. I posted a simple rotation in this forum for IO that has no energy issues. Scaeva
  17. I think I should add some more information. 1.) Unload There is a 15 second timer for Unload. Latencies delay the 9 GCDs, as consequence the cooldown of Unload ends exactly in time. I do not actively delay any attack or wait 1 GCD until Unload becomes available. In this rotation Unload is NOT used to reset the Mag Shot as it would cause timing problems. If the latencies did not add up please repeat a Powershot at positions #2 or #6. 2.) Latencies Hardware has an impact on latencies. I use a Ryzen 1700 with enough RAM and a GTX 1060 Graphic Card. My Ping is usually somewhere between 70 and 80ms. Despite my system it relatively fast, the occouring latencies are big enough to reduce the duration of the rotation from 10 to 9 GCDs. Reducing the graphics setting from "Ultra" to lowest does not affect the rotation. Many players will have a similar or weaker PC, the rotation should work on those systems too. 3.) Failed Procs Let us assume there are no latencies and all attacks hit instantly. Even under those (unrealistic) conditions it would make sense to use a rotation of 9 GCDs with a duration of 13.5 seconds: In each real fight there are additional unplanned attacks, deviations from a rotation. Something like: - an Explosive Dart or a Fusion Missile to spread your dots to several enemies - an Electronet to prevent a Marauder from jumping - rocket out of a red circle - stuns In my 9 GCD rotation there is a chance that an additional attack contributes to the timer of the Particle Accelerator. The duration will grow to the 10 GCDs that are required to trigger the Mag Shot. If I had used a rotation with a default lenght of 10 GCDs I would end up at 11 GCDs. Without additional attacks (and zero latencies) the reset of a Mag Shot will always fail, in this case I have to repeat a Powershot. The duration would grow from 9 to 10 GCDs, but this is what other people use in their rotations anyway. In reality there are delays caused by latencies and the distance to the enemy plays a role, in raids and pvp matches I don't need to rely on additional attacks to trigger my 2 Mag Shots within 15 seconds. The rotation is built on latencies, not on additional attacks. 4.) Permutations Most players will begin their rotations with the 2 dots. My rotation can easily be changed into this by swapping Incendiary Missile and Serrated Shot (#4 and #5) with Thermal Sensor Override and Unload (#7 and #8). The modified rotation is started from position #7. I do not use that variant, there are several reasons: - The 2 dots take 15 seconds until they deal their entire damage - Incendiary Missile (also the Thermal Detonator) does not trigger the burning cylinder, Serrated Shot has only a 30% chance for the proc (Mag Shot: 100%) - A death blow can occour at any position, the end of the rotation varies. As the 2 Mag Shots are grouped at the beginning, there is a higher chance that they fall into incomplete rotations - There are several other classes that can trigger the same damage buffs as the IO Merc with his 2 dots. In my opinion the advantages of having the 2 Mag Shots at the beginning justify the short delay those 2 buffs. Scaeva, Darth Malgus
  18. Rotation for the IO Merc https://document.li/8tNv Enjoy Scaeva, Darth Malgus ### Edit 1: Republic version added
  19. Carnage is still good for PVP and PVE, even after the nerf. It parses lower because resources are limited at the testdummy. In real fight this constraint does not exist, there you normally use Massaker instead of Assaults.
  20. @Dread_Bone, Bonzenaattori Now I am curious what real masters of Carnage are capable of. Could you send your rotations, please? So far I have only seen sequences of 4 or 5 attacks but no real Carnage rotations. Attack sequences (and priority lists) for Fury and Rage parse lower than the 2 posted rotations, perhaps there are similar reasons why Carnage underperforms atm. I think the community needs a real rotation for Carnage. Please open a new thread, a discussion about Carnage does not really fit in here. Scaeva
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