Jump to content

Kaijan

Members
  • Posts

    235
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Sacramento, CA
  • Homepage
    http://relicraids.com/forums
  • Interests
    Gaming, Skiing, Snowboarding, Reading, Complaining about school
  • Occupation
    College Student
  1. WH unless you don't care that you're losing expertise. After 1.2 hit, more expertise is generally going to be better. Get the PvE shell with a BM armoring. 15% BS crit is required, but you can get it without sacrificing expertise.
  2. You have a lot of useful information here. I would like to point out that the second stat build has added benefits simply because too much alacrity can greatly impact your energy maintenance. With the base cast time of 2sec for our primary heal, combined with our instant heal, our casts are largely energy null, meaning that you can maintain exceptionally high levels of energy for long durations of fights. This means less diagnostic scan to regain energy with an exceptionally weak heal, and more time getting the big heals to the correct locations. Just something to possibly add.
  3. Pretty much the same. 24 energy for a heal that ticks every second and crits for 900-940 (depending on target's skill points) is very useful in a lot of situations, and I'm honestly never out of energy so it's totally worth having.
  4. It is additive. Your dodge chance increases by 100%, not doubles, as is the same with all skill points and abilities in this game (ie, increases alacrity by 4%, increases your critical strike chance by 6%, etc)
  5. Working as intended. However, companions respond slower than you. If you are going to vanish, do so after placing your companion on passive. However, encounters have AoE effects that cover large areas yet do no damage. Learn them and avoid them to maximize DA's effect. Overall, I have no complaints with DA; it's just learning encounters to know when to time it.
  6. Advanced Skill Augment 22. Edit: for a bit more information as to why, you only receive .02 less damage from Cunning as you do from Power, and you also get critical chance increases which don't cap until exceptionally high levels of cunning (currently unattainable).
  7. General consensus is 30% unbuffed crit. I try to sit at 300 crit rating, but anywhere between 300-350 is good. Your power seems low to me, however. Seems like you're using the high cunning, low power mods. In reality, while cunning is better than power until excessively high levels of cunning are reached, it's only slightly better, and the choice between 20 power and 10 cunning should result in choosing the mod with more power. This is pretty universal for all specs, so I'm not going to go into the surge vs alacrity issues, as I can't tell what spec you are asking about.
  8. Which isn't really a problem with Lethality as much as a problem with combat and the game.
  9. That's a valid philosophy. If I ran pure Medic more, then I'd definitely at least drop my cast to a 1.75. On the other hand, I usually run a Medic/Conceal hybrid so it ends up being a wasted stat 50% of the time. Eh. It's something I'd need to consider, especially considering that I rarely cast UWM in PvP and primarily rely on my instant casts which works plenty well for me. The only time I use UWM is if I'm not trailing a marauder or two (rare) or if they're CCd. Situations are everything, I figure.
  10. Well damn, with a name like Deliverance, it should have an amazing buildup! There should be drum rolls and trumpets, so a long cast time is needed! =P
  11. Also, the crit cap for Cunning is 30% which is separate from the 30% crit cap of Crit rating, so it's pretty much impossible to hit that cap.
  12. http://mmo-mechanics.com/swtor/forums/Thread-Marksmanship-Sniper-Sharpshooter-Gunslinger-Compendium#III.1 It's a sniper thread, but the chart works for our purposes. First, the 30% crit threshold is 30% for each Cunning and Crit Rating separately, so conceivably you could reach 60% using both (though crit hits some amazing diminishing returns, so 300-400 crit rating is the most advised). Power, if you note, has no diminishing returns and will always grant the same benefit. As for whether going straight power over crit will increase our dps, I'm uncertain. I doubt it, though. Without a strong base of crit, that surge is being wasted. Besides which, the 15% crit bonus for BS is there because the crits on those are what really make up our DPS. If your BS isn't critting, then you're really not getting the most out of your damage. Overall? I don't have the numbers to back it up, but the logic is sound.
  13. Eh, difference of play style, I guess. I do a lot of PvE so maybe that's the difference. I like that my Heal combination is largely energy neutral, which will change with too much alacrity. I think that at 1.7-1.8 is the lowest I'd be willing to go, especially considering how rarely I cast it in PvP, and how little I need the speed increase in PvE. And I dunno; I'd rather my 79% surge to a 1.6 heal. And it's 262 surge for 74% and 400 is 77.45%, but thats not the important part. Thinking on it, I think a good mix would be 75% surge (291 surge) and a 1.75 cast (270 alacrity). But it means I'd have to diagnostic scan more, which is annoying, but at that alacrity level, it'd be a 1.83 cast time so maybe it's not so bad. I'll think on it. =)
  14. Which means you've got around 500-600 alacrity. Your surge must be crap D=
  15. Marauder has no knock-back, grapple, or stun (excluding force choke which also stops them from doing anything else), BH have no spell interrupt, and I Powertechs don't have a Mez effect. There are always things other classes don't have...except Sorcs; they have everything. =P
×
×
  • Create New...