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Zintair

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Posts posted by Zintair

  1. What exactly has been changed in this guide to reflect 1.2?

     

    That's difficult to say because ownership of the guide was transferred to me roughly right after 1.2 went live. Much of the changes are for POST 1.2 however.

     

    Not too much has been done to the Shadow however 1.3 will see another Update to this.

     

    Is there something that's not consistent? It's easy for me to accidentally gloss over something so if you DO find something that's incorrect please post and I will correct. 1 Editor is not enough for all this haha.

  2. Sorry, I should have been more clear. I did mean for PVP. Thanks, I appreciate the help.

     

    Ok before I post any specs what eactly are you looking for in your PvP playstyle? Will you be looking to be more tanky or more DPS? Will you be gearing for tank or gearing for DPS?

     

    This goes for KC mainly. There are a few different routes you can take depending what you hope to achieve. Regardless it's going to require gear and playing the style to master but it's important to nail down the playstyle so the spec and gear follow accordingly.

     

    EX: Defend Healers and DPS and shut down enemy offensive DPS? Reliable self heals and ok burst.

    EX: Burn down opposing healers, excel at burst and mobility and apply offensive CC to take out multiple targets.

  3. Took about a 15 minute parse on the ops dummy last night, came up just shy of 1100 DPS really watching priorities closely. I suppose this could still be L2P related, but now I am also wondering if I should be min-maxing stats better. Well, at all. Right now I am using unmodified Rakata, with the power saber. I assume its time to start adding in more power surge etc?

     

    No for Balance you want Crit if I recall correctly. Crit and Surge until diminishing returns and then Power.

     

    I still say try a parse without Project at all in your rotation and see if you don;t hit closer to 12-1300.

     

    Without optimized gear from swapping Mods and Enhancements however you will never touch other classes that are doing that or already did.

  4. I always found that using Project actually LOWERS your overall DPS because of it's heavy Force Requirements for the DMG you get with it. Twin Disciplines isn't so great either lol. I always seem to hit higher numbers cutting it completely out of my rotation and sticking to the meat and potatoes of the DOTS/FiB/Mind Crush/DS

     

    Double Strike should be hitting much harder than Project and for A LOT less the force cost.

  5. Hi all,

     

    Got my DPS spec (7/3/31) to full rakata, but I am really disappointed in my overall DPS during raids. I would appreciate your thoughts on what I can do priority wise/min-max/ideal relics, whatever, to get the numbers up. for example, last night, KP HM, I only managed 970 odd DPS, whereas many others pull nearly 500 DPS higher than that.

     

    First thing that could be useful I guess is an explanation of adrenals. Just *** are they?

     

    Well Adrenals are basically temporary buffs to your desired stat (armor/power etc) that similar to the Expertise buffs you can grab in PvP. They are expensive to make and shouldn't really be needed unless your raids gear is not quite there and you are hitting enrage timers.

     

    The first thing I'd like to know is what is your basic priority list or rotation for PvE?

     

    The second thing I would like to know is ... what EXACTLY are you putting points into.

     

    The third is are you using Project in your rotation?

  6. I too would like to know what a good PvE leveling spec would be. Of course mixed with some PvP for face melting fun.

     

    Also my main is a sage healer and I am currently having him set up to be bio chem, for quick instant pocket heal and power/wil buffs. what do you all recommend for a shadow for crafting?

     

    Thanks!

     

    I think the best PvE leveling spec was 31/0/10 - My personal preference based on playstyle which eventually allows you to become practically unkillable.

     

    If I could have changed one thing I would have taken +willpower over + endurance gear. So my recommendation is to spec like a tank with tanking talents but to Gear for DPS with as much +Willpower and + Power as you can find. Don't completely neglect your tanking stats (Defense/shield/absorb) just don;t fous as much on Endurance as you would on Willpower when you are making gear choices.

     

    Using Theran and having Tanking cooldowns and skills really makes you formidable and the added DPS reduces the time it takes to kill everything (which was the only downside to leveling as a tank)

  7.  

    Following these rules, you get the following advice:

     

    1) Always guard the highest DPS that is within range of you. This maximises transfered threat.

    2) Never use taunt to generate threat, only to re-grab lost mobs.

    3) To generate maximum threat, you must generate maximum damage.

    4) If you lose aggro to a ranged DD, only a taunt will win it back.

     

     

    I gotta disagree with this one for certain fights. Especially boss fights. If you know there is no aggro drop or switch, or the boss doesn;t disappear and require you to "re-pick" them up then I fail to see the harm in uses Taunt to boost aggro.

     

    People have number crunched and found that it tops you on the chart but also adds some threat. I don;t recall the post but I am fairly confident this is the case just from using it on CD when I know (minus me losing aggro) that I will never NEED it.

     

    EDIT: On trash mobs and in flashpoints though that list is pretty much on point. I just wanted to put that out there.

  8. And Force Pull works on bosses? Obviously not the pull effect itself, but it draws the aggro, might try that for easier positioning, but it'd be harder to get the first interrupt I think. The pull is just easier with Intercede =p

     

    Anyway, I was theorycrafting earlier and figured, "shouldn't he save an Accelerated Project/Slow Time combo for right after Taunt?". As in, after pulling, LR-5 runs to the corner. DPS opens up full-tilt, aggro gets pulled off, tank Taunts, THEN opens up full tilt himself and can now more easily hold the aggro?

     

    I would look into the Shadow tanks gear. As well as the gear your DPS are running with.

     

    A Shadow tank geared completely for tank may have difficulties if they are running with heavily geared DPS. One of the good things about the Shadow is you can sacrifice Endurance for Willpower to improve overall DPS and threat generation.

     

    I personally do not do that but I have mostly lvl 61 mods from Campaign/Black Hole gear.

     

    EDIT: @OP - I don't think those mechanics need to be changed and truthfully those changes are unrealistic. No AoE Damage ability should ignore CC.

     

    Your DPS should be able to take a few hits from mobs as long as you are holding aggro on the Elite or higher. Give the tank a second or two to cycle through a few moves and there shouldn't be a huge issue.

  9. Hey, guys. I haven't played in a few months. Is the 31/0/10 build still viable, or has it been nerfed? I'm not up on the metagame at all. Thanks for the help.

     

    Completely viable. At least for PvE. Many have shifted to a more hybridized form of the build for PvP.

     

    I can list some PvP specs if that was the basis for the question otherwise I recommend the build for any PvE content.

  10. Truthfully if you are stacking Full Tanks stats you might as well keep the Shield Proc relic in. I personally like the Defense activated. Avoidance is a good thing and the way damage is now Shield is much more underwhelming IMO.

     

    I prefer Defense in PvP. And I recently saw a Defense/Surge enh and Id like that very much for my playstyle just not sure if it's on PvP gear.

     

    EDIT: @OP - Well your expertise is fairly high, but I don't understand the reason for not using a PvP one? I'm confused or forgot my train on thought on it

     

    Not sure what the DR is for Expertise either but I was thinking you were around 1k not 1200.

  11. Wait till you folks find out about my 13/28 spec :).

     

    I feel confident a player can achieve success with any realistic spec with a premade vs pugs, even other premades. As long as it has a viable role/direction and you take into account force management/cross technique abilities etc.

     

    I really like the possibilities. The question is do you ignore Project still. When I built it I personally left it out. Upheaval and Twin Disciples that is.

  12. I've seen some people (Shin included) use this spec, but as far as I can see it appears to be a hidden gem still.

     

    It comes with KC Survivability and Balance DPS/Utility.

     

    In my opinion Force in Balance and Containment makes up for Harnessed Shadows/Slow time.

     

    I didn't pick up the 1 point in Infiltration Tactics, but I know it's probably a better choice than 3/3 Mental Fortitude.

     

    I am running with full BM DPS gear + 4/5 War Hero Stalker/War Hero Stalker Saber Staff and love it.

     

    http://www.torhead.com/skill-calc#601rIMozrskZZf0cRrM.1

     

    I doubt overlooked. It requires a bit more finisse and awareness then the traditional 31/0/10. Definitely requires gear as well at least BM Stalker.

     

    This in turn cuts survivability which with teh Expertise nerf is tough. You will not survive very well if you have poor timing with defensive CDs.

     

    Sure say that's true about any spec but the margin of error is much smaller and against certain classes it could be bumpy if you solo.

  13. Thank you sir.

     

    My question.

     

    I've noticed that sometimes with force pull you can pull people that are one level above you, when you're directly below them on the bottom level. Has anyone noticed this?

     

    2. I am known on my server, I get focused alot. If you noticed in the game I had about 3 to 4 people hitting me. I also wanted to note, that msot of the pvpers on my server have the same gear as me. I am not well and above geared. I have the best gear possible for my spec and most of the imps have the same as well as republic.

     

    If you noticed, the imps in that game were highley geared as well, many of them with War Hero Title.

     

    I have 3 peices war hero survivor. Modded belt and bracer.

    Augmented BM, AUG Light saber.

    Matrix cube

    Blackhole sheilding relic

    23,105 health

    And biochem

     

    ./facepalm

     

    Highly geared = War Hero title now?

     

    Oh and you aren't close to the best geared you could be. Because if you were you wouldn't take a Shielding Relic from PvE. And there is no such thing as a Black Hole Relic. It's Campaign.

     

    Your better off stacking Expertise and Defense. Augment with +Pow/Defense. Ignore Shield and Absorb in favor of Defense but don;t neglect Shield and Absorb if you want to be completely tanky.

     

    You still won;t be close to where we were pre 1.2. The new Expertise system shows all our glaring deficiencies while trying to play Tank Role with Tank gear.

  14. the pvp team is somewhat independent of the team that develops the engine.

     

    the problem with the hero engine is that Bioware purchased it from its original creator in an unfinished state. rather than letting the guy who created the engine finish it in a correct manner, Bioware let their shoddy coders have a crack at it. thus, we have our brilliant 32bit, dx9, piece of s--t game engine

     

    I heard it runs two 32bit sessions simultaneuosly which is the reason it is so poorly coded. Instead of making a 64 bit they basically are using two 32 bit.

     

    I'm not 100% sure of what I;m talking about regarding this I'm more web coding then processor and engine coding/development.

  15. Then why was the warhammer team tacked on to Bioware?

     

    Because EA had to cut losses with the fail of Warhammer and Bioware was up and coming. Mythic has never been the same since DAOC but they are still my PvP MMO dreamteam developers, the original ones.

     

    And what does the engine have to do with what you said?

  16. Are you talking about splitting up expertise into 3 stats one for each of the bonuses the one stat currently has?

    Interesting concept, not sure how that's gonna play out when 2 people stack +damage. Hell healers are gonna be ***** by anyone stacking +damage because they'll be taking massive damage.

     

    The only way I can see this working is by limiting how much of one you can have over the other or it's gonna be painful and tanks would stack so much damage reduction they'd be practically unkillable.

     

    Well what you would do is break the stat up however and take a look at what each of the 8 unique classes and their specs might need. Since they are already balanced gear wise around this it seems simple to merely alter the Expertise values or break them apart into multiple attributes like I suggest.

     

    In order to keep it balanced you regulate how much of each stat a player can achieve just by purchasing gear and then by modding it with other gear for more hybrid stats.

     

    Tanks would focus on...

     

    +Dmg Reduction - Primary 6:4 ratio

    +DMG - Secondary

     

    Healers would focus on...

     

    +Healing - Primary 7:3 ratio

    +Dmg - Secondary

     

    DPS would focus on...

     

    +DMG - Primary 7:3 ratio

    +DMG Reduction - Secondary

     

    If a class wanted to alter the natural stats of the pieces they would have to buy offset pieces and change the mods and enhancements. But the Armoring's should be locked to their base class. The ratio of points should also prevent tanks from achieving to high of a Damage Reduction. It would also prevent Healers from stacking any defense so they must rely on Tanks and positioning and DPS would solely be for that.. DPS but they would also benefit slightly better than Healers in terms of taking the damage.

     

     

    Once again this is only on paper. Just seems a way for Archtype/Trinity to select the gear and role they want and have it apply its MAXIMUM effect in PvP. It also tones down the underwhelming nature of Shield/Absorb in PvP.

  17. Sadly open world objectives or awesomeness from daoc/warhammer wont work with this pos hero engine. There is a reason why all BGs are as small as they are. Just accept the fact you play an "MMO" designed as a single player story driven game. With a bad engine.

     

    Frustrating but true.

     

    The sad part is they they didn't even know it when developing it (The Open-World PvP that is)

  18. Still playing, but my Shadow has been shelved. I realized that the reason I enjoyed Balance was the fact that it was (kind of) a melee/range hybrid. However, it's still pretty weak at range. I'm playing an Assault Vanguard now, and it fits my playstyle perfectly. I'm best in melee range, but I can still pull 70%-ish of my max DPS at 30m range.

     

    Also, Trooper armor is a relief after wearing bathrobes :p

     

    I totally have a Vanguard coming up in levels as my official first 50 alt as well. The class is just so much fun and powerful.

  19. Please look about how the Pyro spec works. A Pyro is required to close the range, otherwise he will a.) heatstarve b.) do not anything in significant damage ways.

    A Pyro can OPEN on 30m, after that he must close the range or he stands no chance to win.

     

    Like pwnshope said we need to be at 10m and sometimes switch to 4. You call his arguments invalid? You don't even have any arguments...

     

    Any other 10M class.

     

    4M - 100% damage

    10M - 60% damage

    30M -0-10% damage

     

    Do you see the difference? You are supposed to be a MDPS but you are effective from ALL ranges and can apply pressure from ANYWHERE in range of other classes.

     

    Sure you will lose to a RDPS if you try to toe to toe at 30M range but act like you don;t have CC or pull.

     

    Oh - All Pulls add Resolve.

  20. A pyro can't possibly have storm. you would have to be 21/3/31

     

    Oh true that like I said I'm not super knowledgeable about all the Vanguard specs.

     

    Maybe it's just the Expertise buff.

     

    But do you guys really feel they are balanced at the moment?

  21. Lets look at Rail Shot, or as I like to call it, High Impact bolt. The following assumes 100% crit chance

     

    So requirements: you must have a dot on your target.

     

    Fastest way: 10m, Ion pulse (2k damage + flame dot) = 2 ammo.

    Worst way possible: 30m Incendiary round (600 damage + flame dot) = 3 ammo

     

    Ok so now you can High Impact bolt. ~ 3.8K (on equally geared opponents) ~4.2K on unequally geared opponents

     

    next hit:

     

    Best: Stock Strike < 10m (about 4K damage) + 65% chance of resetting High Impact bolt (6 second cooldown) 2 ammo

    Medium: 10m Ion Pulse (2K damage) + 45% chance of resetting High Impact bolt 2ammo.

    Worst: 30m Hammer shot/Full Auto 700 damage (0 ammo) or ~1K dps for 2 ammo. NO RESET CHANCE POSSIBLE.

     

    That is why your dps is abysmal if you are not in 10m range.

     

     

     

    I don't think they are a 30M class I just don't think they should have access to burst from Range. Thats all.

  22. The PT needs to be at 10m (ion pulse) or melee (stockstrike) to refresh the CD of HIP every 6 seconds, and to keep plasma cell on the target (ion pulse guarantee). If he stays at 30m he isn't really doing any damage.

     

    Yeah but its a MDPS class, it's VERY mobile when it wants to be.

     

    They can open from range, get of a HiB, Storm in, Pop Ion Pulse and StockStrike and then HiB cooldown resets and drops the target.

     

    You act like people playing this class are forced to stay in 10M for the duration of a fight. They can easily bounce back and forth when DPS gets to heavy but still burst a target on a relatively cheap cooldown.

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