Jump to content

Vodrin

Members
  • Posts

    2,015
  • Joined

Posts posted by Vodrin

  1. Like the post above points out we're not doing well at all in PvE at the moment but I'm not sure what you mean by giving us more survivability for burst.

     

    The only increase in defences we got is the kolto probe talent that gives 6% for both stacks if taken. In terms of burst reduction we lost 20% surge and when combined with players now having over 70% more health it's a dramatic nerf to our damage.

     

    We're still great at 1v1's, node stalling and capping though, we can also do some pretty crazy stuff in huttball so it's not all terrible. We are pretty terrible though when compared to the more OP classes.

     

    I really don't understand any of the surge nerfs when PT's and snipers were not hit with them. Their damage is really pretty off scale with some really crazy high crits. I don't really care that they don't have talents that give automatic crits as the two classes still have abilities or set bonuses that grant 100% crit on their heavy hitters. I really don't see the difference between that and my marauders clashing blast crit for instance.

     

    A surge nerf across the board to all classes would make more sense to me, but if they do stick with that a few AC's need some base damage boosts to make up for it (OP DPS spec's and Lightening/TK come immediately to mind).

     

     

    However I believe this is what our class lead asked for when we last had a class lead. In his words, our "damage was fine", and "we just needed survibility and or mobility". So while all the other classes got tweaks to abilities that actually allowed them to do damage, we got abilities that allowed us to survive.

     

    So here we are a year later with a class who only excells at being a node gaurd...and hutball runner.

     

    While you are correct about what the class lead said, what operatives got is not what he asked for. There were mobility/survival tools added, but the damage did not stay constant. Damage for operatives was fine in 2.0, but it overall has not kept up with the change in health pools and is actually significantly reduced from 2.0 levels (relative to the current health pools at least).

  2. That is really interesting. The two characters I play the most are my sentinel and marauder. I have never picked up on this despite combat/carnage being my preferred spec, but that is probably because I primarily PvP and do not usually have the type of sustained encounters where maximum DPS is the primary concern. In any case a few more seconds on the hand of justice duration is definitely indicated and I would think that this would be a relatively easy thing for the combat team to address.
  3. Just got wrecked because we went up against a Pub team with 3 scoundrel and 2 sage Healers. They were a bunch of backpedalers so I honestly feel like I should quit the game for being so bad. But I figure at least I got some practice playing against a bunch of healers. I tried sitting on a scoundrel healer but they just snare, roll away, stun, stun, stealth. OK sit on a Sage healer, stun, shield, sprint and if I do somehow manage to finally get them down they bubble. Tried killing their DPS but they just kept backpedaling while staying at full health. Next time this happens what would you suggest doing to pull out a win?

     

    Get to the objectives first. They will be a ***** to kill, but they also will not be able to kill anyone unless you did not have a healer at all. Novare coast for instance- just spam cap at the open and they will never retake a node.

  4. First thing -

     

    If you have the piece equipped, ie you are wearing it, then it won't register as being available to buy the ranked piece. You must unequippe the item and have it in your bag

     

    Second - this is a guess, in the past you had to have all mods, enhancements, Armor removed from the gear to make it tradable with the vendor. I am not sure if this is the case anymore because I use cartel market shells and my PVP Armor is always ready to be sold back to the vendor for an upgrade

     

    Hope this helps

     

    FYI... Don't for get to equipe your expertise crystals in your PVP weapons ;)

     

    It is no longer necessary to have the mods in it. Has not been for some time. Just need the shell and the comms.

  5. Hopefully you didnt add augmentation slots to your t1 gear. This changes the name of the original item to somthing else.

     

    Example: Cyanosure weaponmasters chestplate

    Becomes:

    Cyanosure weaponmasters chestplate [Augmented]. (This is not the item required as payment for the t2 upgraded piece)

     

    While I doubt this is the reason- i am putting this here just incase.

     

    You should never use the shells from PvP gear anyways (with the exception of Ear piece, relics, implants) as it will save you a good number of augment kits if you simply put the mods in a piece of orange gear. That way you only need to re-augment when they put in a new crafting level, and not everytime they introduce a new tier of gear.

  6. That's basically a dummy parse with 208 gear. :D If you are sitting there for the entire match and executing your ideal rotation on a single target that never dies, I suppose that would be possible. Or lots of AOE, which is something that you can't benefit from in a dummy parse. Since the dps that appears on the scoreboard is calculated simply as total damage divided by length of match in seconds, even things like the time it takes for you to start engaging the enemy at the beginning of a match will factor in. Players who are number farming make it a priority to rush the enemy and engage them as quickly as possible.

     

    My personal best in 4.0 was last night on my 60 PT (3.5k dps arena woohoo). Other than that, I think I hit 2.7k on my mara once. I can parse 5k on a dummy, but all the target switching and out of combat downtime makes it really hard to hit that in a warzone without AOE spamming to make up for it.

     

    Personally, if I'm attacking somebody for a while and they are not dying, I'm probably not going to keep beating on them. I'm going to swap targets (dps loss during transition and possibly messing up ideal rotation), or try and do something else to achieve the warzone objectives.

     

    Anyway, just something that I have been thinking about, only mildly related to the topic. I think healing is fine. It's just a lack dps and focus and poor utilization of abilities that certain classes/specs have to reduce healing by the target (I'm looking at you marauders and tank assassins). It's designed such that healing output is roughly double damage output. Go look at Bant's 4.0 optimal stats for all specs data and you will see this. So, one lone healer doing everything perfectly would eventually die to two dps doing everything perfectly when RNG fails the healer. If one of those dps has an ability that reduces healing done by the target, the two dps will kill the healer sooner.

     

    Also remember that merc and op healers are extremely vulnerable to stuns and interrupts. Those two classes can be killed solo pretty reliably if they do not try to kite and facetank DPS. Sorc's are another story entirely, but for the most part healers have to kite to stay up against DPS because they have a harder time reducing the DPS classes damage output without kiting, while the DPS can easily cripple the healers HPS if they can stay on target continuously.

     

    As a result I think that merc and op healers are fine (merc healers could actually still use an extra defensive in my opinion), while I believe sorc healers are a bit overtuned as they are just too difficult to shut down.

     

    While its very true that more than 1 healer on the opposing team can make things very lopsided I'm honestly seeing far more inexperienced dps and by that I mean ones that can't put up 200-300 dps in short games on top of the fact of them having a low death count. Far to many dps don't know how to do the most basic things that their role requires and that is dealing damage. It's not even a matter of cd control or when to stun a great deal of dps don't know a decent rotation to follow and waste gcds by pressing nothing for 4-6 seconds only to follow up with something pityful like the basic attack.

     

    Agreed

  7. Trying to do warzones as anything but a healer is really getting to be a chore....Keep seeing commando/mercs just standing in front of the capture pads spam healing themselves while knocking people off from capturing. Even with 3+ people on them interrupting and stunning they don't die. Healing is way too strong right now. To be fair I have not done any PvE content so for all I know those wimps are probably sitting there crying it's too hard.

     

    If one DPS cannot kill a face tanking merc/mando they are not good. Any one DPS should be able to easily burn them down if they do not kite. The only healer that needs any adjustment right now is the sorc. And it's more how easy their resource management is and how many kiting tools they have that needs adjusting. No way should a merc be able to heal through 3 DPS. If that is happening those DPS are flat out terrible.

  8. Interesting, I can see where you're coming from. However what do you think about snipers and gunslingers? Surely you must agree that they're not mirrored.

     

    Sure they are. Slingers just have some damage from offhand that snipers make up with higher base damage on their main hand. Other than that they are absolutely identical. Imbalance between factions is due only to difference in quality of players and how close to fully geared each side is.

  9. Expunging cammo also cleanses all the damage debuffs that different classes apply. It also removed trauma. This makes it in all ways superior to through victory in my opinion, along with Cammo potentially protecting you from CC's and mitigating some DoT damage while cammo'd.

     

    Also, PT should be the first DPS class you target right now. It has weaker defensives than sniper and has best burst and DPS in PvP right now. Just remember to never stun them prior to bursting (passive 30% damage reduction while stunned). Stun them to interrupt their burst or eat up HO and hit something else until the stun is over.

  10. For Fury, I went with 105% accuracy, zero alacrity again. I think a mix of crit and power is the way to go. I'm just not sure what the optimal mix is. I'm tinkering, but it's probably going to take me a while to get a subjective feel for which I think is performing better for me in pvp. Currently my crit is in the 1300 range, which may be a bit high. Time will tell.

     

    In spite of the auto-crits, I think that some crit is needed because extra crit will make the auot-crits hit harder (4.0 changes to how crit works). If you are looking for theory-crafted numbers on optimal dps, the thread in the Roles section by Bant gives a pretty good idea (although with 216 gear). I'm guessing a similar ratio of power / crit would apply. Since pvp is not dummy parsing, I guess it depends on what you want: big hits in burst windows or best overall dps. I think that I would be willing to sacrifice some overall dps in favor of bigger hits (gotta kill those healers ;)). So I went a bit higher on crit.

     

    I'm actually slightly higher with crit. I also have gone to 105% accuracy with no alacrity, and the rest crit. I am running 8 crit augs and 6 overkill currently and that leaves me right at 40% crit chance and 70% surge. I think that is the sweat spot for augs with the rest in overkill.

     

    On my sent that is primarily combat right now I have stacked alacrity as it really feels burstier than stacking overkill augs. I can still hit 40% crit, just with 9% alacrity, and about 58 points less melee bonus damage than the mara build.

     

    Plus combat/ carnage is fun primarily because of the speed of attacks, while fury/concentration is fun because of immunity and how hard attacks hit. Because of this I think power/crit priority makes more sense for fury, while crit/alacrity makes more sense for carnage.

  11. That's some **** Utility choice.

     

    The ONLY Utility Setup you need for Marauder in general is this.

     

    Skillful: Unextorable, Brazen, Overwhelm

    Masterful: Relentless, Defensive Roll

    Heroic: Unbound, Undying

     

    That gives you the most PvP utility, and defense. No need to slow your targets, because 99% of the time they are slowed by your allies.

     

    While I agree with you that the OP's utility choices are a bit strange on some notes, I like some others than you have chosen as well. Brazen, Overwhelm, Relentless, and Unbound are all mandatory. But I think there are some choices that are situationally better for the other three, particularly in arenas. I really find Undying to be kind of meh, despite many good ranked mara/sents loving it.

  12. You can toss a Vicious Throw or Devastating Blast right before using Gore so that you gain the buff before it hits the target, essentially squeezing an extra ability into the window. I'm 90% sure the ranged ability will gain the armor pen even though it was cast before Gore.

     

    I'd also recommend a free Predation that grants +80% movespeed and breaks roots/snares for your whole WZ team within range. The 10% defense is a nice bonus too.

     

    It's easier to do this with Vicious throw, and it definitely does allow you to get an additional ability in your gore windows. You can also clip ravage during beserk to fit an additional ability in.

  13. Are we playing the same game? Because even my terribly geared lowbie sorc is getting 3K+ dps in midbies. We've already seen 5K screenshots. Spread dots, kite, and heal your team. Do that well and you should win most arenas as a madness sorc. Considering sorcs now have more "get away" abilities than any other class in the game I can't see how that will be hard.

     

    PTs are more fun for killing people. Even my midbie PT is already hittting 2K single target dps, and I know that 3-4K is probably possible. THey don't have the heals and survivability of a sorc though. Excellent glass cannon.

     

    I don't know why people think that this season will be so different. Not much has changed since the 3.X era, except for some unwarranted nerfs and some buffs to the already OP classes. Doesn't make much sense.

     

    The main thing I do not understand is why some classes got a surge nerf and others did not. They all have auto crits, and the classes that did not get the nerf (primarily AP PT and MM sniper) are hitting some very high crit numbers. I think they either need to undo the surge nerf on other classes or nerf the surge talents down to 10% across the board.

     

    As for sorc's, I think I may just be seeing a lot of mediocre ones on harbinger as the DPS sorc's are usually pretty easy for me to handle on a marauder that is not even fully min/maxed yet, and you know I am not the player you are. But I did get handed my lunch when I ran into double bubble twice, and have had very bad days when facing multiple madness sorcs. The thing is that I have found it laughably easy to heal through the damage output of a madness sorc on my scoundrel. Can't do that with even an average PT. Again, I may be running into some pretty mediocre madness sorcs though, and mine is spec'd for healing (which again is ridiculously OP).

  14. First off, PT should be your top priority target outside of healers. They are relatively squishy, have fewer defensives than sorc and even sniper, and put out more burst damage than any other class if left to their own devices.

     

    As far as utilities, I consider Brazen a must as it both increases mitigation and DPS, I also consider overwhelm a must as Beserk>Gore>Ravage>Devastating Blast is still the best burst carnage can muster so anything that helps you land that is a must have in my opinion.

     

    I am running Unflinching Determination right now, primarily for arenas. Although the cooldown is much too long, I do feel that it is great to be able to have immunity to all CC for a gore burst cycle. It allows you to leap in activating Saber ward just before reaching your target and almost always get your target to burn a CC on you that will not work. This will almost always allow you to land the burst combo I detailed before.

     

    On the next level Relentless is a must have for sure, and I take Phantom as I find it does help me stay on target. I also think Stragulate and Defensive roll can be justified but I don't think the rest are very good.

     

    On the heroic level I think that Unbound is a must have as you have already noted. None of the other options are fantastic, but I personally go back and forth between Expunging Cammo and blood ward. I also think you can make arguments for Undying and Brooding. I think the rest are hard to argue for. Cammo accomplishes the same thing as Through victory with the same cooldown and additional benefits, and the others are not worth considering in my opinion. I feel like Expunging Cammo is better when your group has a healer, and blood ward is better when you don't.

  15. shows how much I PvE I guess... I don't think I've ever even seen this quest.

     

    It's new. To get Pierce as a companion in KOTFE you have to complete 20 PvP matches with a win counting as two matches (unless you are a sith warrior, then you get him for free).

  16. Again, false. I have a sage but never play it so it's not like I have an agenda. They are the easiest healers to play but I don't see how a well played OP/Scoundrel is that much worse. You can force a sorc to self heal enough for his team to die....as long as you don't have a team full of PVE guys looking for a companion.

     

    Scoundrel/OP can basically be shut down by interrupting one heal and they have little ability to respond to incoming burst. Sorc's have multiple burst healing tools, and if you interrupt innervate they just go to Dark heal. They are much tougher to shut down and have much better burst healing, and thanks to a proc for an instant AoE heal and wandering mend they can still heal there team somewhat while taking focus fire.

     

    Really? Well, if that's true, then nerf warries pls. Both juggs and maras.

     

    That is absolutely true, and if you cannot pull off the same trick with similar gearing then you are a below average player because there are many who are better than me. Sorc healers are the only overpowered healers right now, although they are quite a bit over the top right now.

  17. You need 1 DPS to kill a Tank. A class made to bear great ammount of damage and protect the others.

     

    You need 2 DPS (or more) to kill a Healer. A class made for healing others.

     

     

    This is a simply false premise. My tank jug as currently geared (all defense and absorb relpaced with power/crit) will likely kill most DPS 1v1, while my marauder will likely kill any non-sorc healer in a 1v1 (best case for the healer is he runs away). Kind of ruins your premise.

×
×
  • Create New...