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-Yui-

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Posts posted by -Yui-

  1. Focus/Rage spec was horrible for 1 v 2+ and never dealt consistent enough damage for me imo. It's like a one-trick pony, and against experienced players they simply knock you back when they see your stacks of singularity (or the imp equivalent is) get up. Sure, smashing an entire node in Novare Coast is fun, but the other three warzones, not so much. Even in Voidstar, unless a team has 4 healers/rdps stacked together, you'll do substantially less damage than Carnage or Watchman, and ditto in Civil War. That has been my experience playing Focus/Rage spec I guess.
  2. I find generally, people don't really care. I mosly play a Sentinel, and if I Force Leap + Awe to kill someone moving over a fire trap, I find that person usually doesn't try to target me for the rest of the match. But then again, you're talking about pre-50 warzones, and I usually play Sage heals in pre-50, so I'm constantly being chased by 5 Marauders and an Op. Not like I'm going to notice the difference ;)
  3. Ok thanks, I'm watchman spec. So does pacify apply to tech attacks? Wasn't sure about that.

     

    Watchman is harder against Snipers since you're a lot more kitable. I would advise running up to the Sniper, then opening up with Zealous Strike and your regular rotation. The Sniper will then proceed to knock you back, and usually a stun too. In either case, cc-break and try to maintain Cauterize for the slow. I usually Pacify when the Sniper's casting Ambush, as Ambush has a nasty knock back that can effectively end the fight in the Sniper's favor (a couple of abilities that Snipers have are affected by Pacify, but Ambush is the most nasty imo). Once Pacify runs out and the Sniper still isn't dead, use Force Camo as an interrupt, or use it to re-engage. If the Sniper still isn't dead, then you will be.

  4. Just curious, but why not the 25A, 26A, etc...?:D

     

    Sorry for the late reply, your post got mixed in with all the others : \

     

    The reason is the ones with "A" affixed to the end give lower damage at the benefit of higher health. As a DPS class we want to output the highest amount of damage possible, so it would be better to use the ones without the A's.

  5. Interesting conversation. It has been in my experience that newer Sentinels in my guild prefer Combat for the simple sake that it's easier to play. For myself, even after more than half a year of playing Annihilation and a month of Combat, if I feel tired after a day of work I go Combat for fun. If I feel rested, I go Annihilation. Might just be one of my idiosyncrasies I suppose, but Annihilation (at least to me) feels more taxing to play optimally.

     

     

    It's hard to explain, I've played both extensively and I just know that Annihilation easier. Any DPS rotation becomes second nature as you play a spec enough. With Carnage you have to use your abilities perfectly to get results, not just DPS, but your roots, your CC, your defensive CD's. Carnage Marauders don't have a self heal, we have to rely on timing everything perfectly because we don't have the luxury of self healing. We don't have a shorter Force Charge CD. We can't charge at 0 meters. I can tell you right now that even I had trouble adjusting to the playstyle of Carnage because the difference between the two's survivability is night and day but if you can master the damage, master the defensive CD's, and can peel properly for your healer the endgame reward is significantly greater.

     

    I would argue that is it because of the exact reason you stated that Annihilation is harder. As Carnage, you know you probably can't solo a node with 2 people guarding it. However as Annihilation, you can do so (by blowing all of your cooldowns) - but you also must do so with almost perfection by timing everything correctly.

     

    There's also the nuances to the spec that simply don't exist in carnage spec.

     

    Does the shadow have Resilience up? Can't pop Zen until you get your stacks up again. See someone holding a hutball? Make Rupture your first priority refresh for a perma-slow.

     

    Also, keep note that very few Annihilation marauders use the 0 CD Leap. And Carnage makes up for it with the snare on Crippling Throw.

     

    Long story short, maybe its because I've played Annihilation longer than Carnage, but there are just subtle moves in Annihilation that really make it difficult to play at the highest level. Carnage is fun, but what most people are saying is that Carnage marauders have no room for error - which isn't exactly true. If I mess up my Precision Slash (or the Imp equivalent), my Blade Storm still hits for 4k. Accidentally press Zen? Don't worry, the 6 stacks aren't going anywhere.

     

    I think both specs are equally viable and good, but it has just been in my experience (and those of my guildies) that Annihilation, while may not be harder per say, but just more taxing.

     

    P.S Please forgive my usage of Republic terms. I'm better versed in Sentinel attacks than I am with Marauder ones :o

  6. Power is an illusion guys. Live with it!

     

    Its not a choice for you to make at your whims and opinions, its how the DRs for other atrributes playoff within the limitations of a gear tier level and its specific mods.

     

    You can only make this decision on balance once you have full 61 mod usage on every piece of gear, including bracers and belts. Some people at this level like 800 bonus damage and 23% crit rating, others like 500 bonus damage at 40% crit rating. it all balances out in the end.

     

    Pure stats don't decide your value and real raid output, your play style, rotations and tree configuration does.

     

    However, stats give you higher potential damage, which is why it should always be a good idea to optimize them. Also, hence the dozens of threads which argue for power or strength - or even the occasional crit.

     

    LagunaD posted some calculations for Combat which I currently use for myself, and am trying to adapt them to Watchman. With my total crit% hitting as high as 40 - 45% in warzones and even higher in PvE because of auto-crits and Juyo form, I suspect crit rating is around 15% depressed for Watchman sents.

     

    But on the main subject, I'm still going to advocate strength.

     

    Keep note that all things being equal, the extra crit you gain from strength can be exchanged at a ratio with power. Say for example you gain 1.5% crit rating from strength at the cost of lower power. If you decide to switch out a crit mod for power, that would be the same as not using strength at all and going all power.

     

    This would be still equal if it weren't for one thing: the 5% Sage buff, further compounded by the 5% Knight buff. I'll post calculations when I get back from work, but really, the difference is marginal, and should have no more than a 5 point increase in damage.

  7. The idea of Zen is pretty simple. It gives an auto-crit for 6 ticks of DoTs (meaning if you have Overload Saber and Cauterize at the same time, that's 2 ticks). To maximize this potential, you try to get 2-3 stacks of Overload Saber and Cauterize before popping Zen. At highly geared 50s PvP you can hit more than 2k per tick. It's really your only other burst other than merciless slash + master-strike.

     

    For mods, try to get rid of the mods that have "A" after its name. For example, get rid of Advanced Deft Mod 25A and put in Advanced Deft Mod 25. A rule of thumb is to choose the lower endurance mod if given two choices of equal level.

  8. You probably should read my post more - I did say I play annihilation for fun. i said annihilation is easy mode, which is obviously, because people tend to do well in annihilation - that's part of the reason why everyone plays that build.

     

    Never once did i say annihilation is a bad build, it's just that carnage is harder to do well. If you actually do 500k in carnage (screenshot or it didn't happen) you'd probably do better in anni.If anyone ever lose to someone in 1 vs 1 playing annihilation they should probably reroll. It dishes out more substaindamage and has more survivability and interrupt than carnage.

     

    And yet anni is rarely ever useful in ranked warzone because it has less utility than carnage. (saber root, ravage root, Speed boost, 2 cc breaker), which is why more and more people decide to go with carnage because it helps their team rather than their e peen when they look at the scoreboard. These people are the 'real' marauders, because unlike those who are obsessed with damage they'd rather pick a class that helps their team.

     

    PS. I post the damage screenshot to help people understand that you CAN in fact do damage in carnage. Not that it is of any importance to me.

     

    Your screenshot as requested: http://i.imgur.com/ieflc.jpg

     

    Perhaps you misunderstood me. I am not comparing the two specs. I simply think that calling out users who play as Annihilation while saying that only combat marauders are "real" is disrespectful.

     

    In fact, in the past week since I've started using Carnage, I've been doing more damage consistently than Annihilation. I've done 3 500k Civil Wars that weren't even long games - these two I'm posting only lasted 10 minutes. In contrast, in my last 10 months as a Annihilation marauder/sentinel, I've probably only done a dozen Civil Wars of that much damage in that short a time period.

     

    Both specs have their respective strengths and weaknesses, and even in ranked, Annihilation has its uses. An Annihilation marauder can completely shut down a heals, and place an almost permanent slow on the target - as useful as the crippling throw root or master-strike immobilize imo. And don't forget the group heals that Annihilation provides - which most competent healers will tell you, help ease the strain of healing.

     

    I'll just repeat what I said in the beginning. Both specs have their uses, and saying that only Carnage marauders are "real" is either being arrogant or ignorant - or a mix of both.

     

    In response to your P.S., it is my personal experience that Carnage straight outdpses Annihilation by a little bit (I'm averaging around ~530k in full length Voidstars against ~500k in Annihilation) However, add in the extra heals, and Annihilation is substantially higher.

  9. Honestly annihilation is easy mode. Just bleed, annihilate, bleed + pop CD if needed then you're alright. You can also afford a lot of mistakes in anni.

     

    Real marauders play Carnage, and it honestly doesn't do half bad in warzone if you know how to use it.

    http://www.leethacker.com/images/ynob9qj3rt3apld5ttwl.jpg

     

    I beg to differ. On my first day as Carnage after switching over from Annihilation I hit 500k in 300-0 Civil Wars. If I can nuke out 500k in quick Civil Wars while barely getting used to the spec, and by my own admission, while also making a ton of mistakes, you ought to be able to afford a lot more mistakes in Carnage.

     

    And saying that only "real marauders play Carnage" is just living behind a rock. Both specs are plenty viable, and I know good Carnage marauders as well as good Annihilation marauders. Its more which spec you prefer.

     

    And, yes, Annihilation doesn't do half bad in the hands of someone who knows how to use it either.

  10. You've posted a rather confusing jumble, but I'll try to answer each question to the best of my ability.

     

    I've a question about this.

     

    Taking the WH gloves as an example. You may, as some have pointed out, prefer the vindicator gloves to the weaponmaster ones stat-wise. So because you can take out the mods you can buy the vindi gear and put it into another customeizable glove. Right so far?

     

    Right.

     

    1) To get the WH of something like a glove, you need the BM version first. So in order to be efficient you'd want to get the Vindi BM gloves and then the WH vindi gloves straight after recruit, and not purchase any Weaponmaster stuff beforehand. We can't wear heavy armour so we would also need to swap the BM mods into another orange piece right?

     

    To use the modifications you need to rip them out and place them into orange armor.

     

    Therefore, we lose the set bonus as well don't we (cos BM set bonus is tied to the shell as well).

    Additionally, when we obtain our WH gear, we would need to buy both if we wanted the Vindi stats and the Weaponmaster set bonus true? (fortunately the WM bonus isn't that great)

     

    Yes, and as you implied, you could simply use the Vindicator's bonus instead of buying another set of Weaponmaster and using the armoring from those.

     

    I just went with the weaponmaster gear for simplicites sake and I am nearly up to the point where I can save up for extra pieces from which I can strip out mods. In an ideal world is the vindi option better?

     

    In terms of set vs set, Weaponmaster has more optimized stats for Watchman than Vindicator. However feel free to mix and match modifications to try and get the most out of your gear, as the base set is definitively not optimized.

  11. Well honestly they have ways to get through your armor, but the brutal truth is you could have been way undergeared compared to them.

     

    17.5k hp buffed or unbuffed on a 50 Immortal Jugg in Defense gear is just low now a days. I'm running a hybrid spec in dps gear and I'm just under 22k hps. Even when I switch to rage spec I'm still almost 20k...and I can smash ppls for over 6k. There are Mara/Sents running 19k hps so when you run up against someone with more gear more expertise they're going to be hitting you for a ton with every hit.

     

    Get War Hero gear and dump the defensive gear hell I'd even dump immortal spec Hybrid is a far superior pvp tank and all that defensive gear is only going to buy you about 8-10sec longer surviability but you can't kill anyone.

     

    I would like to note that low hp != undergeared. A sentinel running with 17k hp could easily outdamage 19k sents simply because they've optimized their gear.

  12. is wh pve wise better then the daily com one? I honestly haven't compared them since the wh relics changed

     

    Even PvE wise, WH one should be better. Calculating the numbers out using the Boundless Ages Relics, the BH relic gives you 315 power on use for 30 seconds on a 2 min CD. That equates to a 25% uptime, or roughly 78.75 extra power, assuming you use it every CD. Meanwhile the WH gives you 113 power passively.

     

    This fact is exacerbated more so by the Watchman bleeds, since the majority of our damage come from DoTs which utilizes the passive CD more effectively. Sure, before 1.3 we could pop on-power relic for burst on Annihilation and Master-strike, but ultimately, it is our DoTs which we derive most of our damage from.

  13. Right.

    All in all just another nerf pyro whinethread filled with people who amaze with half knowledge. Not worth arguing with those.

     

    Well, he does have a point there. I play sentinel/mara, and if a good pyro gets the jump me, there's not much I can do other than hope my cds are up and that obfuscate manages to make the pyro miss one or two railshots. Even then, its a straight-up dps race - often times it goes down to who gets the lucky crits or if my gbtf is up.

  14. My guild is Nocturnal on The Crucible Pits, and the overall journey of the guild is pretty interesting. I joined Nocturnal when Ruin was still alive and kicking on the server, due to the fact I couldn't stand the "zergness" of Ruin. As the population of the server gradually dwindled, Nocturnal actually grew explosively - we soon went from being the 4th biggest guild to the biggest republic guild on the server, usually having 30 at peak time by March and running 2-3 operations concurrently the day after the reset. We even started an Imperial branch of the guild just for the heck of it (called After Dark although we would give executive control of it over to some Imperial guys).

     

    However, we became similar to Ruin ourselves. Half of the people in every WZ was from Nocturnal, and even without grouping up we would have 4-7 guildies in any given game. The original core members slowly grew tired of this, and we had to do something. After joking around of creating "Nocturnal Gaming" (a la Ruin Gaming), we would elect to re-roll on another server. It was Swiftsure, since it was the biggest (and still is) PvP server on the West coast (the guild was later named Noc). As most of the original members started playing over there, there was soon a mass exodus of the members who weren't invited to create a new guild.

     

    Funny part is, some of us didn't move over. So now from the original Nocturnal is split into three parts: TCP Repub, TCP Imperial and Swiftsure Imperial. It's a very interesting situation, and the sad part is, most of it was caused by a desire to not quit the game, as our decision to move to Swift was mainly caused by a desire to leave the dead server.

     

    We will be consolidating all three parts of the guild once transfers come, although I feel a little worried about the state of the game as a whole.

  15. Exactly.

     

    This is a foolish choice if you PvP. You are losing 2 great bonuses for 1 mediocre bonus.

     

    Actually, this is debatable. When I dispatch 95% of the time I'm in melee range anyways, and my Guarded is almost always up whenever I need it. So, personally, I find the PvP set bonuses useless, and I would take

    some extra damage over nothing any day.

     

    Again, depends on your playing style. If you're Watchman, the changes to Inflammation should make it unlikely anyone can get away from you, which renders one of the two bonuses moot. And given the fact I only die around 4-5 times in a usual WZ, I don't really feel a need to have the Guarded CD reduced.

     

    On the question of using force leap as an interrupt...

     

    Learn the abilities to interrupt. You should never need more than kick, stasis and awe to successfully kill a healer.

  16. 1str = 1pwr?

     

    Not exactly, but unless you're looking to absolutely min/max your gear, both mean the same thing. Even at high levels of strength, the dr is minimal enough that there's less than 0.05 points of damage difference between one point of strength and one point of power.

     

    In regards to the OP, my personal rule of thumb has always been getting accuracy to ~95%, get 300 surge, 300 crit and stack the rest in power.

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