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Areaz

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Posts posted by Areaz

  1. False.

     

     

     

    True.

     

    So let's get on topic, in that apparently they are incapable of the 8M version of HM EC because it is far less forgiving than the 16M version. There is nothing wrong with that, it is just a skill issue.

     

    And if you need more mats run EC HM with your alts! That's what we do.

     

    Regards,

    KK

     

    lol 8 mans are hard.

     

    I also don't see anything false about the first statement, Anger does just fine and have stayed together when many other guilds have fallen apart. AFAIK they are one of the few guilds from SH who are still actively clearing HM EC.

  2. Please first of all, by NOT wearing PVP gear to begin with your actually no use to the rest of your 'team' they may as well be playing 7 V 8 or how many scrubs there are, that are actually not contributing anything but free kills for the enemy players.

     

    I for one will not carry players like you, if your there, I leave. I won't play Warzone's with people with little or no Expertise anyway. Raid gear, does not help you in PVP, EXPERTISE helps you. Some how I am probably wasting my time saying this again,.. but never mind.

     

    recruit gear completely blows. expertise is put on way too high of a pedestal, full rakata is better than recruit gear. campaign is so much better.

     

    When they changed the WH relics to be bis for pretty much every class, I pvp'd on my merc in campaign gear and completely obliterated people for a day until I had all my comms. Some random scrub, probably like you, would complain about my gear and then at the end of the match I'd have 400k+ dmg and like 3 deaths and he'd shut up. Recruit does nothing for you unless your gear is like all daily mods.

  3. stop posting this everywhere, no one will care except the people on your server, so stick to your server forums.

     

    not true, i watched the jung ma tournaments and i'm not from that server, there's nothing wrong with posting it in your server section and the pvp section.

  4. Unfamiliarity with the spec and different itemization priorities between the three trees can skew the numbers. I do about 1800-1850 DPS on the test dummy as Lethality, so if your Snipers have almost all 61 items, this suggests that Lethality is generally better.

     

    In order to get a true comparison, you need to either have tests from a Sniper who is comfortable with both specs (and can min max accordingly) or compare two similarly geared and skilled players. Our (now former) MM Sniper has about the same gear level as I do and played his MM very well in my opinion. Nevertheless, I consistently edged him our as Lethality in almost all of our Ops fights and he soon switched after that.

     

    I don't pretend to know much about snipers but we have 1 who runs Leth and 2 who run MM, and both of our MM snipers come out on top on just about every fight. There are obviously fights every once in a while where they don't, but that's usually due to 1 of them dying or not paying attention. We haven't done dummy parses in a while, most people are playing alts because they're bored out of their minds right now.

  5. Don't spam "TM until unload proc", do 2-3 TM then if unload hasn't proc'd, then use power shot. Also put explosive dart to good use, usually before you start casting unload and don't forget fusion missile.

     

    Uhhh, never use Power Shot as an Arsenal Merc. Explosive Dart is also extremely situational, like if you're running back in from the shield on tanks. If you're standing still, TM is a better ability to use if HSM/RS are on CD.

     

    Also, IDK about Fusion Missile, I've never used it because I always pair TSO with HSM for more consistent help with heat venting, but if you're using it and Power Surge with Fusion Missile then that's just a personal preference.

  6. 1/mara

    2/leth sniper

    3/MM/hybrid sniper

    4/merc

     

    Leth still own MM. I pull 200DPS more as a lethality than MM sniper. 1400 vs 1200. The change to the MM tree didn't really help to remove those 200DPS. And the nerf to stacking debuffs is in favor to any internal build.

     

    Umm our Marks snipers pull 1500+ on bosses and 1700+ on the dummy. They've both tried Leth and say that Marks is still better.

  7. Any well played Arsenal Merc/Marks Sniper/Anni Mara/Lightning Sorc can top charts. But if I had to rate it I would say

     

    1. Anni Mara

    2. Marks Sniper

    3. Arsenal Merc/Lightning Sorc

     

    Like I said, any of these classes can take the top spot, just from my own perspective, if all classes are played equally well, this is what the final ranking would be.

     

    I have never seen a DPS PT or sin in raids, so I have no idea what kind of DPS they do. And our Vengeance Jugg doesn't sync up to Mox so I've never seen any numbers from her.

  8. You are correct, I couldn't remember the name (dr)

     

    DR effects everything in the game. Regardless if its your main stat or not. If there's a cap on how care a certain stat can be obtained before it stops working, it will effect the secondary stats as well (in this case, the tech power) If there wasn't any DR, anyone could stack their main as high as they wanted to boost their secondary and be OP.

     

    Except power/tech power gained from aim doesn't DR. So yes, we can stack aim.

  9. Heavy armor with aim/end, crit/power, accuracy/surge is all you should look for as you're leveling up.

     

    Once you get to 50, you will want to fine tune the stats a bit more, crit to 30%, surge to 75%, accuracy to 100%, then everything else in power.

  10. Your Surge and Crit are a bit high and your accuracy is low.

     

    You really want your accuracy at 100% and preferably at 104% so you do not miss offhand ticks.

     

    Your opener should be TM, the faster it stacks the better. Unload should only be used on proc.

     

    Consider some of the newer 6/31/4 or 7/31/3 builds that work Alacrity into the mix. I believe in testing it takes you from 26 activations per minute (APM) to 32 APM, which is a significant increase in DPS.

     

    7/31/3 Alacrity Build.

     

    http://swtor.askmrrobot.com/skills/mercenary#2032-1f76d26e7le-d

     

    6/31/4 Alacrity Build (experimental)

     

    http://swtor.askmrrobot.com/skills/mercenary#1032-1f76d26e7le-9

     

    At 104% accuracy, offhand hits will still miss. Accuracy past 100% is pretty pointless since you would have to have so much that you would completely neglect all other secondary stats

  11. Holy crap we agreed on something! SS it for the record books! lol

     

    I don't understand the numbers. I will get another parse reading when I get the chance. Going to a baseball game tomorrow and chilling on the boat Sunday until ops time. Ill try and get a reading after Ops.

     

    How are you guys agreeing? He's saying total damage isn't a good indicator in WZ's, whereas y ou're saying all that matters is total dmg.

  12. I typically do not find myself moving for anymore than maybe 2 seconds at a time, and usually not that terribly often.

     

    Toth and Zorn : rocks phase, repositioning for tank swaps.

     

    Firebrand and Stormcaller : getting into the shields, getting back on the tanks.

     

    Colonel Vorgath : running into the squares, moving into position for Colonel phase.

     

    Kephess : moving out of the fire, moving into position for battlewalker burns, moving between the pulse robots, moving out of breath, keeping behind kephess during final phase.

     

    Every fight has movement intensive phases, to say otherwise is just silly.

  13. So going back to my oiginal question, which pieces of BH gear should I get? I am currectly using the earpiece, belt, and chest. Is there a piece, like the gloves that I should get and pull the mod/enhance out to put into all my other pieces? Or just get each piece and put the armor/mod/enhance into my rakata in order to keep the set bonuses?

     

    You'll want to get 1 of each piece if you plan on keeping the Rakata to get the good armoring in them, since the armorings are restricted by slot. For just mods/enhancements, the Boltblaster Gloves and the Med-tech boots both have the good power mod in them and the gloves have the good acc/power enhancement and the boots have the good power/surge enhancement.

     

    from what I remember, the gloves and pants are good for the armor and enhancement parts. the mods are not very useful. you'll end up just buying BH gear to strip stuff. there is a couple healer peices you'll want to buy to strip the armor mod as well. basically u want to swap all the 67 aim armor mods for the 61's you should have from the rakata stuff. save the power enhancements.

     

    in all honesty though, arsenel has gone thru a lot of dps decreases in both 1.2 and 1.3 making this specific class really worthless when it comes to raiding. Everyone should let BW know we're not going to pay to play a broken class.

     

    Arsenal is in a pretty good spot right now for raiding. We compete with every class if played well and geared right. Do we have to work a little harder? Sure, but we're far from worthless. With the armor debuff changes, we also passively reduce mobs' armor, giving every other class with an armor debuff an extra GCD to work with.

     

    Could you imagine how dumb it would be if HSM still worked post 1.2 but pre-fix and TM hit as hard as it did pre 1.2? I was hitting 12-13k HSMs and my gear was nowhere close to what it is now. Dear God I couldn't imagine what I'd be hitting for now, and our DPS would be so skewed.

  14. Is anyone having better damage output with 3/3 advanced targeting than with Aerro's suggested full alacrity build (http://www.swtor.com/community/showthread.php?t=447944)? I'm using the alacrity build on blind faith (Aerro seems to know what he's talking about), but I'm curious if anyone has been experimenting with the alternative.

     

    He hasn't updated it for 1.3 yet. I dropped Critical Reactions and kept System Calibrations for the permanent alacrity while going 3/3 Advanced Targeting.

     

    I also didn't think it worth it to waste a whole enhancement just to go from 99.9% accuracy to get over 100%, so I'm using 1 accuracy augment with the rest aim and then using a power/surge enhancement to keep my surge at 75% (otherwise I would have to drop a surge enhancement for an acc, dropping me to 73% surge)

  15. this is not rocket science........

     

    armor break DEBUFFS do not stack. so tracer missile, sniper armor break, jugg armor break, do not stack. only the highest debuff applies, but it applies to everyone.

     

    because your armor pen on rail shot is PASSIVE, it stacks with active debuffs. so attacking a player with rail shot, that has a full 5 stack of armor break on them (-20% armor), you will penetrate that value by another 30%.

     

    if someone has 30% damage reduction from armor with the full TM debuff (-20%), theyre now at 24% damage reduction from armor. when you attack with rail shot, you have 60% passive armor pen, which reduces that 24% damage reduction from armor down to 9.6% damage reduction from armor.

     

    bottom line is armor pen for rail shot is NOT A DEBUFF, so it DOES STACK, in a way, with the highest armor debuff on your target

     

    Right, that's how it works now. What he's saying is pre 1.3 your rail shots could actually hit harder due to stacking armor debuffs. So if you had 3-5 armor debuffs on one mob, your rail shots would hit harder than they do post 1.3, since only one debuff counts.

     

    Pre 1.3, let's say you have x3 armor debuffs. If a mob has 1k armor, that's 60% taken off, putting him at 400 armor. With HVGC, that puts him at 260 armor.

     

    Post 1.3, only 1x armor debuff works. So if that same mob has 1k armor, he's now at 800. 30% from talents + 35% from HVGC means that his armor is now at 280.

     

    It's not a significant difference, but it's still less than 1.3. And if your raid used 5 armor debuffs, it's a pretty big difference.

  16. Yes it is, i'm just saying it's even more valuable now. Question is what is the new priority for our abilities now.

     

    Priority is the same. x5 Heat Sigs > Unload if it procs > HSM > Rail Shot > Tracer Missile > Rapid Shots if you're high on heat.

     

    Our rotation is much more fluid with Tracer Lock getting 2 stacks from Light 'Em Up, so you should be able to fire Rail Shot off on CD.

  17. I parsed 1541 on the training dummy with:

    1. NO augments. (the 6 i had got removed on the PTS)

    2. NO Operative buff

    3. NO Sorc buff

    4. Did have Exotech Reflex Stim and the sith warrior buff

     

    have full rakata with only pants BH mods and a BH implant

    compared to live which I parsed 1542 and had all my augments in and a sorc buff I would say 1.3 is easily a buff.

    Heat management seemed slightly better on PTS than live.

     

    PTS parse

    http://www.torparse.com/a/49700

     

    Your dummy DPS will be higher since you have more overall armor pen. However, if you were running in a raid that stacked armor debuffs (snipers+arsenal mercs+juggs) then you will see a loss due to now having armor to actually go through. It shouldn't be a big decrease, since we have a lot of passive armor pen, but it will be a loss nonetheless.

  18. So what does War Hero Relic of Boundless Ages cost or require? Apparently, I must travel to a vendor on Alderaan. Item websites are not showing the cost or any comments.

     

    WH relics can be bought from the BH WH pvp vendor. They cost 1250 ranked comms and 200 regular comms. They might require VR 70? I'm not sure.

  19. In that case I'm being misinformed by someone who writes in yellow.

     

    http://www.swtor.com/community/showpost.php?p=4230212&postcount=17

     

    Who says that HVGC + Tracer = 55% armour penetration and carries on to do the maths of how that affects a hit.

     

    Apparently he's a class designer for the game.

     

    The wording just confuses people, honestly they shouldn't work additively like that. An ability that reduces a mob's armor should be taken into account before any ArP takes effect. Then, when you have the reduced number, the ArP kicks in. So if a mob had 1k armor, and he had 5 stacks of heat sigs on it, then he should be at 800 armor, at that point, the 35% armor pen from HVGC should be taken into account, reducing his armor to 520. With the way it works right now, he would have 450 armor overall.

     

    Obviously, it works in our favor if it's additive, but when being looked at, an armor debuff is considered by most people to be separate from actual armor pen.

  20. I've stumbled across that guide before...unfortunately in some of the later posts, a flame war ignited that kind of shook my confidence in the accuracy of the OP's guide...does anyone familiar with that guide have anything to say pertaining to its validity?

     

    people being mad and bad. Aerro posts good information.

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