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totocows

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  1. I let a group wipe one time when I was tanking because a dps consistently pulled everything before me. He was good and usually cooperative, we were clearing it in record time, it just frustrated me and made it significantly more difficult to get aggro. He pulled the final boss in one of the new hm fps right when we got in the room so I just stood there and watched everyone die. After just told them "I wasn't ready yet". The guy was actually pretty apologetic after and took the blame for the wipe.
  2. Now i also have a tank spec Assassin (my alt), currently 3/5 Columi with 2x Campaign armor in those the 2 other pieces are rakata. 2x rakata Implant 1x tionese earpiece rakata belt rakata offhand TIONESE SABER...YES TIONESE SABER and only 3 peices are augmented on her currently. earlier in TfB SM taking a guild healer in for easy gear drops and mats this same Mar was running once again 1500/1600 dps...in which I NEVER ONCE TAUNTED OFF HIM to hold threat. in fact i wasnt even trying to retain threat...it was a non factor. the worlds difference in gear on my jugg VS assassin...i should not be able to hold threat on a Camp/DG geared Mara on a very undergeared assassin when my geared tank cant even think to generate the amount of threat my assassin can. Frabkly i was shocked at how terribly easy it was to hold threat. Case in point Jugg tanks are awesome but truly are struggling on the threat end and this needs to be addressed......agree or not its simply the truth I am seeing this as well. Since I had put my post up we have made a few changes. Our tanks have gotten better offhand and hilts. The agro generation (while still not perfect) has significantly improved. We still have a few instances with agro pulls but not nearly as often. In one instance we had one of our assassin tanks that hasn't logged on in a long time join us for a sm op. She was mostly bh with rakata hilt and offhand. On inspection, she had about 50 more max damage than our jug tanks. She had no problem holding agro for the whole op. This 50 damage increase would be about like one of our higher geared jug tanks using a might stim instead of the tank one. This shows me that tank agro is just as dependent on the tanks being able to produce damage as it is on them being able to do their taunt rotations correctly. This also shows that assassin tanks are going to have higher damage than jug tanks. Keep in mind that this is only one example so I can not always be sure that this is the case with every assassin vs jug instance. Also in some instances where the dps greatly out gears the tank it would seem to be a good idea for the tank to use a might stim in order to hold agro better.
  3. 1. Im not a big fan of pvp played a fair amount though. Other classes prob look at us as very weak and easy to kill class. Love being mauled to death by a jug in less than 3 secs. 2. In pve i am fine fore the most part survivability wise. The self heal helped out a whole lot with that. I am still weaker in dps than my sniper counterparts. I have accepted that i will never reach the same lvl of dps as a merc or sniper with the same lvl of gear i have simply because i am a sorc. Healing spec seems fine. I play lightning tree.
  4. So our guild has had some major problems with our tanks being able to hold the bosses aggro for a long time. We understand that there are certain mechanics during a boss fight that cause an aggro wipe. We also understand that dps should not let loose max dps right when the fight starts thus not giving the tank any chance to build up aggro. We however will continually pull aggro when there seems to be no reason for it at all. We all drop aggro as soon as our aggro drops appear and still pull aggro. We have some people in our guild with the capability of pulling 1800 dps. When starting we sent rewards out to guild members based on commitment and need. We let people roll on drops equally. As time when on it became necessary for our dps to stop dpsing periodically throughout the fight to stop them from taking aggro. This can sometimes be ok but then later on we started to run into the issue of hitting enrage timers more and more. Again, this is not because our dps cannot pull it off, they have to stop dpsing for about 5 secs every so often to stop themselves from pulling aggro. Looking at our tanks gear now compared to my dps gear our tanks are inadequate. They will mostly have bh lvl gear with all augs and the sort but then their main hands and offhands will still be rakata lvl. My only assumption would be that our tanks are too undergeared to keep up with our dps with 27 hilts and 27 offhands. Is this truly the case? If we gave all our tanks 27 hilts and offhands would they be able to hold the full force of guilds dps. I was reading some things on other forums saying that it is really not even always necessary to do an aggro drop. With us that is out of the question. We have to do an aggro drop to have any chance of not pulling aggro. Is giving the tanks these hilts going to be enough for the tanks to be able to hold on to the aggro? Do our tanks need to worry about accuracy and power as well in order to keep aggro? Or does the fault simply lie with the tanks themselves?
  5. (didnt read other replies to this:p) First hand experiences with both snipers and operatives reaching dps records of 1700 and up, both going down the lethality tree.
  6. Snipers and operatives both going down the Lethality tree have reached dps numbers of 1700 and up.
  7. dude you must be doing something wrong couse your class is OP right now. Serious, every time I have been in ops group with a sniper the sniper has done 15% more deeps than anyone else in the group ( granted they were very well geared but so was everyone else in the group).
  8. CE and the deluxe buyers already got more stuff when you payed for it to begin with! I dont think even CE players should get anything from this. Remember that Malgus statue thats collecting dust in your closet? Thats what you payed for, why should you keep getting more. You were never promised more when you bought it from the start.
  9. Well noxxic as well as some other sites say that the soft cap for crit is 350 crit rating and the soft cap for surge is 300 surge rating. Got my guy to around those caps but now i question it. With the way our abilitys work would it have been better for me to stack more power than all that crit? Thundering blast is always going to be a crit as long as i keep affliction up, and thundering blast is my strongest move. Would it have been better to increase that moves damage as much as possible? not sure, dont know if i ever will be. As far as alacrity goes, just remember you want to replace alacrity with surge at least until you hit that softcap of 300 or so. Alacrity does not help nearly as much as that surge boost does. Read some other stuff with people saying alacrity is broken and not worth investing in for any class, even healers which i guess is its intended purpose.
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