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malispar

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Everything posted by malispar

  1. Not with Jet Charge, you get 2 free Sweeps. Get a sorc to pull you back if you can't back up far enough in time.
  2. Just use it on cooldown, the more you get off, the more fury you have to spend. If you're like most maras, you're going to deadly saber prior to the pull, unless starting with zero rage. As long as there is at least one of your dots on the target and you're working to apply more, keep berserk rolling.
  3. Sorcs and Mercs rely heavily on targeted AoEs for their most effective heals. Such an addon would be pointless in this case. Honestly, even when I healed in WoW, I hated those mouseover macros. It just feels like you're less in control than you could be.
  4. Never stop using Kolto Missile, pretty much keep it on CD. The dmg reduction and the HoT it leaves behind is ridiculous. Plus is is very efficient heal to heat ratio. Keep Kolto Shell on the tank! Eventually you get Jet Charge aoe heals too, which people seem to miss. Also keep in mind Healing Scan has no cooldown during supercharged gas, giving you some hyper efficient spammable heals. It's not as brain-dead as a sorc healer, but we really have some strong situational moves. The trick is to know when you're in the right situation to do it. Once you practice more you'll see how powerful they are.
  5. Hey, 1. If you're queued as a tank, be in Shield Tech spec. If you're doing anything level 45+, you should be thinking about having defensive stats in your gear as a tank. It only gets worse as you get higher. No one like a squishy tank. 2. PTs can fulfill a DPS role just fine in FPs and Ops, but keep in mind people who min/max a ton( for nightmare mode) will tell you they are not 'optimal' right now, but that shouldn't be a worry. Just remember if you're planning on being a DPS, please only equip DPS gear, don't try and be a 'hybrid'. I see those questions a lot on these forums, so just a heads up.
  6. PTs aren't awful right now, but they do need a bit of love. Pyro is still very powerful and once you get shoulder cannon AP isn't awful either. As to the heat venting issue, a good rule of thumb is to never exceed 30-35 heat. Use Vent Heat as kind of a DPS cooldown, and save Thermal Sensor Override for your DoT missile. People who are saying PT don't have the DPS they used to forget they have an "execute" move in the Pyro tree (sub 30% extra DoT dmg), that affects parses on dummies vs actual targets.
  7. cloak of pain and saber ward are your friend. You shouldn't be dying with Quinn healing you - unless you're undergeared that is. Or underleveled. Carnage is pretty gear dependant as well - if you don't have all the skills yet it sucks. But if you have all your abilities, a Gored Ravage should take a gold down to half, easy. Maybe review your gear, it may be out of date?
  8. You play advanced prototype? This is already a bad sign. Sounds more like you're the crybaby who couldn't see bad design when it smacked him in the face. I didn't realize SWTOR forums was your personal blog, where "things you don't like" are important. Instead of real issues like how Mercenaries are going to be bottom rung DPS in 2.0. But hey, cry on. I know this post won't stop you.
  9. Your primary stat also adds critical strike chance, on top of increasing your damage done by a %
  10. I think you forgot how much marauders/sentinels suck to level. They really pick up fast past level 30-40, but before that you're stuck mashing Assault a lot between your 3-4 moves. I'm currently re-leveling one now on a new server, so I am for sure feeling those growing pains. Assassins are beasts in single target pvp, their burst is very powerful. They also do competitive PvE dps, but have to use their Madness tree, which is more like a melee sorc than assassin. I can't speak on the strength of sorcs, as I haven't played one past level 14 or so. The key difference is at the level 50 "elder game", those 2 classes just don't have the same tools combined with the high level of damage that a Marauder/Sentinel has. In the end, it's the player that defines it, not the class.
  11. So, your stats are fine, you want ~30% crit and 75% surge, 110% accuracy. So you're basically just fine. Now you augment for power on every slot. Power is the only stat that is not affected by DR(diminishing returns). I am guessing you augmented with Might augs (str/end) which is why your endurance is so high. Fix that and it'll increase your output. If you want to be Carnage, you can drop 3% accuracy in favor of other stats as well, due to the +3% bonus in the Carnage tree.
  12. If Torparse is legit, yes PT can be better than Merc. However they're so close that it really doesn't matter much. Bring the player not the class and all that. Remember way back when the lead combat designer (he's gone now) stated all classes aside from Marauder and Sniper were within a 5% modicum? They've kept pretty true to that statement I'd say. inb4 Operative dps
  13. I believe this bug has been remedied... and if not, the easy fix has always been getting into range of the boss til you see the little icon show up again. Sorry, I haven't raided with my Marauder since like 1.2. As I'm reading it, Carnage is blowing up Anni right now if you have the gear. It always had that potential due to it scaling better than the other 2 specs.
  14. Thanks for all the info guys! While I wasn't really looking for what it "feels like" more like numbers, I think we will have to wait for a combat log parser to truly understand and fully compare the 3 tanks.
  15. If you base your choice of class on patch notes, you're gonna have a bad time.
  16. Thanks for the insightful message. I am sorry that you are a Juyo fanboy, but have fun being mashed in 1.2 in lolanni.
  17. Rage for me. It is already strong in the current game, and it is receiving more buffs in 1.2. It is easier to set up burst with Rage than with Carnage by far, plus Ataru strikes being deflectable is going to make it a little less preferable, to me. PvE, Carnage hands down. Carnage was already powerful, but now that it'll scale properly we can all say goodbye to Juyo at last.
  18. Hey guys, So I have been reading and playing a lot with my Juggernaut, looking to tank at the end game. As a pretty hard-core min/max player, I am finding Juggs rather lacking in the mitigation department. A Juggernaut needs at least 6% hit from Accuracy, being that most of his moves are physical and not Force/Tech. As a comparison, a Powertech uses 95% Tech attacks, and doesn't have this requirement, allowing him to stack absorb and shield/defense chance. Same with an Assassin, who has the same function (mostly Force attacks). So, my question is - do the on-demand mitigation (Invincible, Saber Ward) make up for this loss of passive mitigation to the other classes? A PT has +12% shield chance in their tree, while a Jugg has +4%. I do realize that a Juggernaut's abilities will scale while the others will not, but the item modification will continue to do so as well, perhaps still leaving Juggernauts in the dust. Thoughts? Discuss?
  19. OK but Force Push is friggin hilarious. Pushing people across the room into a faceplant is priceless. Especially running the Huttball and you're like "NO" sending people off the edge of stuff. Guess the novelty hasn't run out for me yet, lol.
  20. Interesting. What is your main damage dealer in this spec? You would be in Ataru I assume. But you're missing 30% crit bonus damage on Scream. Lots of wasted points as well. I guess numbers don't lie, but I think your gear got you there, not your spec. Loss of a lot of utility as well (roots on Throw/camo cc break or immunity/predation speed). So this tells me it is simply a wrecking ball spec. If that's the case why did you take Blurred Speed over Bleedout? That said, kudos on a 560k game, nice work.
  21. I always liked Darth Titanus for a juggernaut. Darth Reaver/Reavus (might be too close to Revan) Darth Maim Darth Vicious I am sure you could go all day, think up some EVIL stuff
  22. You guys are seriously dumb if you don't see the use of these moves. Most packs are 3-4 weaks/standards and 1-2 strongs/golds. Charge in, Smash (knocks down weaks/stds), pop a PS, chilling scream and pick another victim to kill with SK. The point of the ability is to pick off the standards/weaks quickly as we lack strong AoE outside of Smash. Any DPS player worth his salt knows to pick off the small enemies before the silvers/golds. They often do the same damage as a silver, and reduces stress on a healer significantly. In PvP, it would be very broken. (duh)
  23. Sensationalist title. Pyro still defeats Arsenal in mobility and AoE. Pure turreting however is still Arsenal's game. If you are DPSing as a Pyrotech you have a very accepting group that is willing to put up with gimping themselves from all they can be due to you wanting to play the "special snowflake" card. It's a PVP burst spec, and even in 1.2 with 6 second CD on PPA/Rail shot, it will STILL be more mobile and deal more AoE/DoTs than Arsenal. So I wouldn't worry much. Just don't expect to be pew pewing any rancors as Pyro any time soon
  24. PEBKAC issue. There's not been a time when I ever was Annhilation that Camo stopped providing that damage barrier. Sure, there's been times I SWORE I pushed it at low health but died anyway (which I suspect is the OP), and sometimes the CD went off, making me think it was a bug. It's not a bug, it's your own slow *** fingers, just admit it. Things like latency and reaction time are big deals, which is kinda sucky for a GCD capped class like Marauder. But hey, the payoff is pretty big. The whole invisible thing is kinda fun, but like others have said, it is due to someone killing you while you are "stealthed", simply re-applying Camo again pulls you back. It works when some ******* Operative does the AoE stealth thing too.
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