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OMGITSJAD

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Everything posted by OMGITSJAD

  1. Hi there, If there are any guilds that fit this bill, I'd be interested in joining. I am looking for a guild that does raids but not so much a full-time raiding-only guild. Maybe like one required night a week at most or one where there are raids happening most nights, but but you aren't required to show up to every single one. I did the hardcore raiding life for years in both SWTOR and WoW, and I burnt out earlier this year so I am far from interested in putting myself back in it any time soon. However, I do enjoy raiding a lot(can't spam Hammer Station the entire expac...), enjoy learning fights and the challenge that HM and NiM presents, and it's hard to get into anything beside the group finder without a guild. I also enjoy comparing numbers in raid with people in a friendly way and doing ranked pvp. Just DM me here or in-game via Jad Bond or Jadathon. My progression is: completed every difficulty of every raid in at least 8-man except for GftM, Hive, and NoP which I have never stepped foot in so far(stopped playing some time before they started releasing gods). Full cleared ToS, Rav, DF, DP HM/NiM when they were current. Gear: Full 306 w/set bonus on Sniper, Juggernaut tank full 306 with set bonus, but dps statted gear. Also have a sorc friend who is good but still trying to gear who may be interested in playing.
  2. Is it possible to get some sorting added to this list in an update? The search bar is nice, but the default sorting is not very good. I would personally prefer if all the damage/tank/heal bonuses were stacked on top of each other, sorted by alphabetically, and then when you scrolled down the secondary mod bonuses were listed after the damage/tank/healing bonuses. Right now, though, it's listed by item, which, if I wanted to check that I could just hover over my items individually anyway. Also, for the search bar, add specific hidden keywords for each amplifier-type. For example, "damage" "dps" "speed" "movement" "resource" "crafting" "tank" "resistance" "heal" etc. Also also, give the option in the list to combine all amps of the same kind, i.e. if I have two armor pen bonuses each for 1.5%, if I tick the button it only shows one listing and combines it into 3%.
  3. His reduction and the armor damage reduction in-game are totally separate. The way his numbers work are, say there is a boss with only melee/ranged attacks, and you have a tank that can gear to reach 100% defense rating. The number he lists would be 100% reduction, but the armor damage reduction on the character would only be the >50% provided by the armor in the gear...
  4. They did use to pull you because NPC's have always not given a **** about cover. Against enemy players you can't get pulled though. It's more of a problem with NPC pulls ignoring cover that they haven't cared to fix than Hold Position being bugged.
  5. Not a glitch, it isn't supposed to do AoE damage for Snipers except onto weak enemies.
  6. Missing 3 augs in this output? edit: Oh my bad, took me a minute to notice your caveat about using Mastery augs now.
  7. This is the million dollar question. DPS have possibly gained 218 to the tertiary stat pool with this patch, being able to replace the old mandatory Mastery with Crit or Alacrity, not to mention the free additional Critical Rating being added on to relics(88 total at 224 levels).
  8. Not sure what to say about the rest of that post but 30% crit rate for Marksman? Most decent Marksman parses have a minimum of 45% crit rate and the better ones have >50%...38% comes from gear baseline unless you're gearing for more alacrity and MM gets a ton of crit chance buffs in the tree.
  9. You probably wouldn't notice a huge difference overall but it isn't advised as it is just straight up making yourself worse. The Powertech would only see a damage decrease, the Juggernaut on the other hand would lose out on some effectiveness of Sonic Barrier's absorb screen as well as the strength of Enraged Defense heals as both of those are partially determined by the Bonus Healing stat, which Force Power increases.
  10. **** tanks for being tanks. All tanks uninstall to make this guy feel better about himself. #regsmatter
  11. Calculations are not everything. Tanking relics used to have Endurance in them, so you didn't lose part of your health pool for RNG mitigation stats. Now that all relevant tank relics have no Endurance on them but instead Defense Rating, you're trading RNG stats for flat health across the board. 224 Focused Retribution relic provides 203 Endurance flat, which equates to 2,261 flat health(more for Assassins). Reactive Warding at 224 iLevel gives an Absorb shield that protects for 3,110 damage every 40 seconds with a 66% uptime, which winds up being about 2053 free health per minute, which is less than the flat health provided by the Focused Retribution relic. The defense proc and absorb proc, no doubt, have a potential to reduce DTPS by a bit, they are just plagued by being really RNG dependent. Maybe one pull the proc will have you parry 30 extra hits, reducing your DTPS by a lot. Next pull, maybe you only parry 1 extra hit. If that was the case against a boss that had particularly hard hitting moves, you'd also have a smaller health pool to handle those hits with. Plus, tanks now basically all have about a 30%+ defense rating baseline because of how mods only give Defense Rating. More than that(with only a 30% uptime), is not really appealing IMO. Key phrase being, IMO, maybe you would find tanking relics to be better for you. Don't overthink them too much though, either choice is definitely not make or break in most cases, as long as you at least have something in the slot.
  12. All of the tanking relic effects are generally negligible. Redoubt is worthless on non melee/range attacks. Shield amp only buffs shielded hits, so if you don't shield during the duration, the relic proc is wasted, and the power of the absorb buff depends on how much you shielded during the proc durations, and is worthless against internal damage. Reactive warding always absorbs the damage it provides a shield for, no matter the damage type or RNG. So even if it has a longer cooldown and doesn't seem like the amount it's absorbing is very big, it's guaranteed to never be wasted when it procs, unlike the other two relics. IMO all the tanking relics are useless as they don't provide Endrance, which is not RNG dependant...if reactive warding is the best relic, and the flat health that a DPS relic provides is close....there is hardly a reason to not just use both DPS relics.
  13. You say you've looked at dipstik's numbers yet you think he suggests fortunate redoubt? lol Go for shield amp if you really want two tank relics for whatever reason.
  14. Take more time to learn Virulence or Engineering, I'd say. Being good at Marksman DPS on a dummy is like being the best at the special Olympics right now and in HM and especially NiM you're only gonna wanna use MM on a handful of fights.
  15. Except your rotation is heavily flawed because you use Dirty Blast as pretty much your only filler move instead of using Quickdraw more frequently. Dirty Blast provides better energy management in theory due to it's poison component and should be a decent chunk of your overall damage, but when Hemorrhaging Blast isn't on the target, Quickdraw should be what you use if you have the energy for it because Dirty Blast hits for less than Quickdraw in most situations, especially before you reach 30%.
  16. Yes otherwise it would be extremely easy to get the best gear beside set bonus. Vendor gear has higher endurance and mastery than the mods from operations tokens, but overall the mod has a lesser total pool of DPS stats(say an A mod has 150 mastery and 50 power while the unlettered version only has 100 mastery but has 130 power, 30 free points gained in Power per mod). Same goes for enhancements except you trade Power for Endurance. The bought stuff has way higher endurance than the pieces that drop in operations but have way less Power as well.
  17. Have you read Artorias' guide on Dulfy for 4.0? In terms of starter aggro generation his listed opener is basically the best way to do it, and if you somehow lose aggro after it make sure you're guarding the person who is ripping aggro off of you, taunt as much as possible without wasting them before you need to use it for a mechanic, and have the ones pulling off of you drop threat after your third taunt. And an obvious point because I don't know what level you are or anything, make sure you are in Soresu form.
  18. you want to invest more in a stronger single core cpu (and overclock it) than a gpu for max swtor optimization cause a lot of the engine puts its work on the cpu rather than the gpu because the engine is ****. i wouldn't optimize a pc for swtor, i can assure you that you will never get 60 FPS in raids or pvp no matter what, maybe as you run back to the boss after wiping, but not during actual combat. people telling you they get 60 FPS during combat(except for maybe 4v4 pvp arenas) with missiles and lightning flying all over are lying through their teeth or aren't actually using a fps counter. best thing you can do is get a solid SSD and put swtor's files on it, use a CPU with good single core performance ( https://www.cpubenchmark.net/singleThread.html ) then get either a 970 or 390 as they offer good returns for the cost(especially for around ~$250), and proceed to cry as you watch your fps instantly drop by 20 when you dare to turn on shadows and are on any other map besides an isolated arena.
  19. Defense is "worthless" because most attacks in pvp are force/tech, which defense does not increase the resist chance of...If every enemy DPS out there was a marksman sniper, tanks would stack defense like crazy and it would be fine. Pretty much every other spec has either all force, all tech, a mix of melee and force, or a mix of ranged and tech damage, so most attacks will just ignore the defense you put in gear, though(example, against a sorcerer, any defense rating you put in is worthless as all of their moves are Force, and Power wouldn't just help you in DPS, it would additionally help you live longer by making your Force Scream absorb shield and Enraged Defense heals better.). Shields also don't work on internal damage too. If you could shield everything and defense rating worked on force/tech, it would be a lot more noticeable if you swapped a hard tank with a dps geared tank, but that's not how things work. As you mention, your main survivability is focused around appropriate cooldown usage and management, the only thing you will always benefit from is getting more Endurance as a PvP tank, as even though shielding definitely does reduce the effectiveness of hits, relying on it(especially as a Jugg, because they have the lowest natural level of shield/absorb) is probably not worthwhile. I would say go for the War Leader set then put DPS mods and enhancements into it is the cheapest option. If you buy the DPS pieces, you will wind up with a lot of the enhancements you want, but none of the tanking set bonus armorings you want, which provide a higher health level. Plus, the DPS set gives you unlettered mods instead of the B-mod variant you would want unless you wanted to just have straight DPS gear as a Tank, but that doesn't sound like what you are interested in. What I did was bought the War Leader set, then B-mods and the proper enhancements separately. The tanking ear/implants do provide more Endurance than the DPS ones, but you will lose a lot of crit or alacrity in exchange for Defense. It's up to you what to pick, if you go for Tanking ones I would recommend the Shield/Defense ones over the Absorb/Defense ones if the rest of your gear is crit/alacrity. Yes, the rotation is use the biggest hitting attack you can in that moment, and keep the big hitters on cooldown until you can only spam vicious slash/sweeping slash.
  20. Are you using a shield or a generator? And I'm guessing you're running unlettered power mods and Overkill augments? I've been trying with a shield, endurance stim, B-mods, and Endurance augments and my max has only been 15k-16k(but I have 12k more HP and I'm running two pieces of Alacrity), though I get them frequently, especially on Inquisitors. 15k on 3-4 people at once is hilarious, leading into 15-20k Ravage casts.
  21. Virulence is pulling fine numbers now when you compare to the nerfed Engi... http://parsely.io/parser/leaderboard/sniper/all/1500000/all/live/0/
  22. I guess it would be a nice reconciliation and QoL after reducing our surge so much, though I'd prefer surge increased on a couple of skills instead of sustained straight up increased(burst increasing also increases DPS because we crit literally half the time).
  23. Juggs are kind of the best for straight damage taken matters, generally. They can't cheese quite as easily and don't have a stealth Rez like Sins do, though. And fights where you can Shroud but not Reflect, or can use Phase Walk to quickly move across the battlefield, Sins tend to be the best. There's really not a huge difference between all of them. Just play what you prefer and you should be fine as long as you're skilled at it. The only time people will tell you they don't want tank class X is because they already have that kind on their raid group, and with the dwindling amount of endgame players left, class stacking is probably better than not raiding at all.
  24. Not really. I don't agree with the nerf, but unless they reverse it, it's not fair to not do it to other classes that should get it because we did. I don't think they did this with the intention to balance perfectly so much as to get our surge to 10% like most of the other classes with a passive surge buff post-4.0, and because Ambush was hitting "too hard". If Bioware can do a sweeping balance change to Marksman in regards to lowering their surge, I don't see how I'm a tool for thinking it's possible for them to continue on with Mercs, who fill the same ranged DPS role, and after they nerfed it for four other specs in one go, and the other specs that had 30% pre-4.0 lost it when 4.0 came out. Mercs are doing better sustained and burst than us with easier energy management, an easier rotation, and more mobility. Sniper has a **** time in PVP too. Sure, we can get casts off easier because we can't be interrupted, but we still go splat while under focus just as fast as a merc. BTW some of my arguments are PVE-rooted, not just PVP rooted. Ambush getting 30% surge at this point is a pipe dream. I loved auto-crit Ambushes before the nerf, but I'm pessimistic about getting that back being a possibility. Its not that I don't want it back, it's that I feel no need to try to bargain for it as getting it back would be harder than getting it back for other skills. Increasing our Surge will increase our sustained as the spec is basically comprised of 4 abilities(Snipe, Followthrough, Ambush, Penetrating Blasts) filling up most of its overall DPS, so saying you can increase burst without increasing sustained at all is a fallacy. Just putting it on one/two skills wouldn't increase it that much, at least. Also, in relation to our highest sustained spec pre-nerf, Engi, we did lower sustained by quite a bit(~400 at high end). Sure in relation to other specs, our sustained was a lot, but I was hoping they they would bring other classes up instead of bringing us down, and then kicking us even further down the ladder, miles behind every other spec. I say PB getting the buff back is possible as even if the ability overall hits hard, individual hits don't, while Snipe and Followthrough crits do, relatively, so it would be harder to justify the surge return for them, but one of them should probably return.
  25. Yup. If at least Penetrating Rounds was de-nerfed, given 30% surge, and Charged Burst had 30% surge back, we could do middle of the road sustained instead of the lowest by a mile without having mega huge Aimed Shots. Speaking of arsenal mercs, really hope they get the surge nerf as well.
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