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DaftVaduhhh

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Everything posted by DaftVaduhhh

  1. For the off-GCD Force Mend to work properly, it would need to be re-designed so it could be used while casting (though perhaps not channelling), which means the Devs will presumably need to make some significant changes to the combat system. As for the TK animation (while I know everyone hates it, not sure this was worth a question), there's already an animation called Project Storm in the game which can be seen as part of the rotation of Esh-kha Hunter-Savants in the The Scar on Belsavis, as well as off one of the named champions in the heroic area on Oricon, specifically one of the two that patrol the central corridor leading up to the operations area. Said champion also has a pretty cool force stasis animation that lifts and slams the target repeatedly. That said, I think that as a nod to everyone who's ever rolled a Consular that TK throw should be made into a revamped version of Project Storm (something that sits more graphically apart from Project perhaps) rather than some sort of CC market cosmetic change. WoW has these sorts of modifications in the form of Minor Glyphs and I would suggest that perhaps this is an excellent way to revamp Synthweaving & Armormechs by giving them craftable ability modifications for Force & Tech users respectively, thus giving them something to actually aspire to craft at end game aside from augment kits. But who gives a **** when people will drop cash on it if you give them option, right? EDIT: I of course meant TK throw, not TK wave
  2. I did state that in changing the max charge to 2, it would be linked only to a Project/Shock with the 2-stack buff. Thinking back linking it to VS is probably not the best move. Perhaps the project discount?
  3. Just look through the tree, pay for field respec (unless this is your first character, then just respec on Fleet at the end of a planet chain) and pick all the high damage talents. It's not rocket science, but if you'd like a build at a certain level to give you an idea, please post the level and I'll try to assist.
  4. Some simple concepts for the devs to chew on for buffing Infil in PvE: - 100% SS/Maul proc (may need to be adjusted to 12s ICD) - 'Nerf' said proc by taking some of the upfront damage buff and placing it as a 6-9s DoT (i.e. shorter than proc ICD) - Modify Breaching Shadows/Static Charge to only be generated from Clairvoyant Projects/Voltaged Shocks and change the maximum charge to 2 stacks instead of 3 - If more damage is still required, shorten the duration Circling Shadows/Induction and modify it to provide one or more of an overall cost reduction, overall damage boost or boost to the proposed SS/Maul DoT, thus providing a penalty for down time in PvP that briefly 'hampers' ramp up time while providing a solid boost to PvE players I don't imagine this would be difficult to input into the current PTS iteration as a test tomorrow if you were so inclined.
  5. Which is why they changed the trees so you could take a 10s interrupt in all PvE specs. Now we're almost the same as Guardians, non-Tactics VGs & non-Watchman Sentinels, and better off than Scoundrels. HOORAY!
  6. 2.8 Patch Notes: Shadow Balance: New talent - Exercise in Futility - Force Technique now grants a 6% bonus to Willpower, increases all cast ranges to 30 m and grants the following new abilities: - Disturbance - Deliverance - Benevolence - Force Armor - Force Mend - Mental Alacrity Patch 2.8.1 Shadow Balance: Exercise in Futility has been revised and you can no longer use stealth or gain melee bonus damage with it active. Patch 2.8.2 Shadow Balance: **** it, you're a Sage now.
  7. I can't believe it took until the bottom of page 8 for someone to suggest this, thank you sir and you have my vote.
  8. A gentlemen never tells. I fail to see how a knock back that can punt everyone in melee range 20 m is any different in its PvP implementation than a directed roll beyond some extra situational awareness. Combine that with an 'actual' disengage and you're looking at a legitimate balance issue. You can argue successfully that the current combination of control is clunky (as has been done previously on these forums with some success) but when someone tells you that you're posting a weak argument because you want more with no downside, you should probably listen instead of further illustrating that your demands are pretty narrow sighted.
  9. It's the Sandstorm that hurts, not the Rampage. Prioritise Kolto Missle when everyone is stationary for the additional AoE HoT, and keep Kolto Shell refreshed on all party members. Try to reserve Emergency Scan and Supercharge for shortly after the Sandstorm begins (i.e. once you're not on the run to the generator).
  10. With the PvP question they're going to throw Concussion Charge and Concussive Round straight at you. With the change to Tech Override they're kinda going to have a point. They're expecting you to use Stockstrike & HotL as Gunnery and Concussion Charge and HotL as Assault. If someone is still tailing you, you chuck down Electro Net and walk away. THEN you still have an instant Concussive Round on CD if you save Tech Override for it (a little trickier for Assault but there's the slow, and a stun). You can argue a rebalance to allow for another disengage but the mechanics are there.
  11. Here: Step 1: Swap Weapon Cal/System Cal with Cell Cap/Improved Vents Step 2: Nerf Rain of Fire by removing Full Auto/Unload from the group of abilities buffed by the talent Step 3: Nerf Rapid Recharge/Rapid Vents by removing Recharge Cells/Vent Heat from the abilities buffed by the talent Step 4: Profit. Any questions?
  12. You guys should probably factor in the alacrity chat on the VG/PT answers in when discussing anything about Assault or you're just going to be doubling up.
  13. This x1000000000000000000000000000000000 If this means all bound items are transportable, I would like to factor that into loot distribution in operations now. I personally think that's OP, but a clarification would be nice.
  14. My apologies, then this should be integrated immediately as it would be a brilliant use of the ability in WZs. I just assumed this mirrored the VG/PT talent (it would also help their AoE rotation a lot).
  15. You have Full Auto for a slow, a more efficient knockback and stockstrike as an immobilise as well as Electro net, stun and CC. You're fine for crowd controls in terms of the number, it's a question of tweaking their effectiveness. ER is already used as a mass slow in the Assault tree via two talents. Given that it doesn't need a slow, benefits to Pulse Cannon (quick tick, increase damage) would likely generate bad play in PvE and thus should not be encouraged. Regarding the faster channel on FA idea, if everything was left as it stands, based on Odawg's parse DPS would go up to nearly 4k mostly through additional auto attacks. There would need to be a damage nerf and for the sake of making it a better PvP spec that should come through Grav Round. I would go with a cost reduction and a more severe damage nerf to accomodate the ammo issues that would otherwise ensue with the FA change.
  16. - Regeneration, just something on hammer shot would probably do the trick - Trauma Probe needs to back to a rate limit of one per person per caster - It was more to make the 8s ICD more useful, and I'm thinking that you could potentially leave FA/UL unchanged, but grav round would need to be nerfed. They're already thinking about this by installing the 8s ICD (or they're trying to encourage a rotation that waits 0.5s for ICD for optimal damage). - 9 seconds kicks the crap out of Knight & Warrior output if they're already isolated from the current skirmish; all the other classes have the ability to output decent damage while recovering (though I can't remember if it locks out Guardian Leap/Intercede) - You'd need to nerf the alacrity coefficient, but I don't see the issue otherwise.
  17. * - Please note that this implies a nerf to the base damage of TM/GR & FA/UL which additionally hinders the possibility of hybrid builds that outperform a pure spec, so... win/win? Without the nerf this would be up to a 300-550 DPS increase.
  18. Not looking to derail the topic at hand, but has a similar check been done to compare Sniper & Gunslinger parses? Or did they actually balance the issue there. Back on topic: - Energy Cell count - Minor ammo regen capabilities for Combat Medic/Bodyguard - Revert stacking lockout for Trauma Probe (this makes no sense with the current rate limit) - Consider a further buff to FA/Unload for Gunnery/Arsenal (perhaps make it a 2s channel when talented with Rotary Cannon, Charged Launcher or Curtain of Fire, kinda like SS/MM) - Halve the CD, duration and damage of Electro Net, and consider decreasing the duration to 3s due to the fact that some melee have no counter to this ability, at all (notably Knights/Warriors). - Consider changing Alacrity so that it also decreases CDs/ICDs and DoT/HoT durations so that it fits in better with rotations (note: class abilities, not biochem etc.)
  19. Between the smash damage, DoT and possible inferno or thundering blast? Nope, not really. Personally I find it kinda defeats the point of what most people come here to see, and encourages some new HM/NiM ops players to focus on meager DPS gains through preparatory respecs rather than tactics, transitions and positioning. I find it very agitating to have a ready check fail because a sentinel is respeccing from Watchman to Combat after gaining centering stacks, as an example. If you're not going to take anything else out of it, just drop Hybrid VG/PT off the board because the spec no longer functions as a viable DPS choice with Pulse Generator/Prototype Flame Thrower now being linked to HEC & HEGC respectively. Much for the same reason you're not accepting parses pre-2.6 any longer from the other overhauled spec sheets.
  20. You might want to wipe Hybrid VG/PT (now dead) and stop accepting cheat build Assault Commando/Pyro Merc while you're at it, because there is no fight in current ops that allows for that 2/8/36 build. Ignoring submissions with Acid blade/Flechette round on a Lethality Op/DF Scoundrel parse would also be a good step.
  21. You win the internets. Call now to collect your prize.
  22. Clearly the rakghouls have broken containment and wreaked havoc on the server farm. This is why you should have launched the world event already; you thought you could control the problem, and now all hell has broken loose.
  23. Wading in here for interest's sake: I'm presuming that means absorbs by the tank rather than from an absorption ability from a healer? Shield absorb figures would appear under shielded attacks. Are you a Guardian tank or do you have a reactive warding relic? If yes to either, does the combat log provide the data to extrapolate this absorb figure? Might have just been a hopefully added feature.
  24. You're forgetting using TK throw on adds in a lot of these fights, and now you don't have to feel bad for hitting TK throw on a crappy add when you're at full health. That's a win all-round I would say. The math has been done the world over; the PvPers who are screaming can either roll hybrid tank to suit their play style or stop to acknowledge that they are looking at one element of their character sheet and paying no mind to the actual change of incoming damage as well as the impact that this has on the multipliers from expertise. Slick thinking guys. You're better off, and once you're at 4 stacks, all it takes is one TK tick to maintain it.
  25. Melee players can't get the circle unless they are hovering around outside of melee range (>4-5 m from boss). Just keep near him as much as possible or you risk one shotting the new off tank. Likewise the ranged group should stay well and truly ranged, this is what the mechanic was designed to do alongside the knockback with 1-shot debuff, take an open space and force you to consider positioning.
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