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Teioh_White

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Everything posted by Teioh_White

  1. I mean, generally it shouldn't really matter if folks know what's up. If someone says help, I just assume it's the weak side calling for help, as if it's our strong side calling...well, ain't really any re-enforcements to send. So, I'll just peel off an go trucking to whatever our other node is. Doesn't matter if it's mid, west, grass, left, whatever. It's the one I ain't at. Though, hopefully a team shouldn't need to call out. First step is I'll run over to make sure not just one person is left on a node by themselves, though half the time when I do that, the person there runs away. If 6 folks can defend against 7 folks, that team's likely to just out muscle us no matter what we do. With two folks there, if there a decent pair, should need 3+ to push them off. An if that many folks are going to the weak side, I can just look where i'm standing on strong side, notice theres 5 of us trying to kill a heals an a tank, an realize I better start a hustling. The two folks on the weak side should stall long enough for it to become the new strong side. Of course, most folks will just keep whacking away at that Guardian with their 4 buddies, then complain no one was thinking for them.
  2. Well, there's really no logic in saying that just because you've done something one way, it's the best way of doing it. It's completely unrelated to the issue of what's best. If you want to argue 'viable', sure, that's an effective train of thought. But just saying that you've done something one way doesn't prove it's the best at all. You have to show other methods aren't as effective. And, I must admit, a bit amusing that you think it's actually a plausible argument. Also, the getting defensive and bragging about a video game is always a good bonus as well.
  3. http://www.torparse.com/a/35535 Only one I can find of myself on a dummy right now. Was about 1830 after 6min A few months old, so no 63 stuff in there. Also, that's higher than normal for me. If I had to put money on what I generally get on a dummy with rage, I'd go with 1775-1800, I've gotten a ton of parses that end in that range. Not super great, and maybe some folks can do better with Veng, though I can't. Off the top of my head, the highest i've gotten in Veng was around 1750 on a dummy, though most are lower. Though, i'd have to do them on the same Op to get a good feel, as Veng gets a nice boost under 30% (rage does as well, but not quite as large), and makes more use of the rage given from AoE's than Rage. I don't have many live action parse of jugg Dps, as I generally always have to tank. I think the last time I actually got to dps was a HM EC in Oct. I can drag that parse out if interested.
  4. Any reason why those who run in premades because they don't like losing don't want their own bracket? Hmm...guess that sorta answers itself.
  5. Well, to be fair, the PT bonus is 2% against everything, not just wait. I know i've shrugged off spits from TFB with it, so not certain how that weighs in there. I don't know how an extra 22 HPS from the shield stacks up to 2% chance to resist anything, but I would miss my two more seconds on invincible. Also, I'd feel weird looking like my PT on both Chars.
  6. Hey there, I was curious if anyone knew when Sonic Barrier's absorb came into play. For example, say 1500 white damage is coming in, does it first check to see if it's shielded, assume it is at 50% absorb, then goes through armor, say 50% again, bringing the damage down to 375. Then the barrier is there, and that 375 is taken from the 1000 barrier, leaving 625 for the next attack. OR, is the barrier outside the armor and the shield, so 1500 comes in, 1000 of it is absorbed by the barrier, the remaining 500 triggers the shield, taking it down to 250, then the armor is there, bringing it down to 125 coming through, with nothing left of the barrier?
  7. I guess pretty much the same as most folks. Always go for the low endurance stuff, split Acc/Surge on 3rd stat slot, mostly power with 2nd stat slot, though I like to get crit around 300. I guess one thing I see a lot of PT's fail to do is wear the PvP set bonus instead. 15% more crit is almost twice the boost to RS that 8% damage increase gives, and you'll want to sync Crit Buff with DG relic anyways, so recast down a bit of a waste.
  8. Around 1950 or so would seem about right. I sometimes get up to 2050ish over 6 min, but sometimes the crits/procs don't always come so good.
  9. On the flip side, if 3 people have done this 9001 times, and the only pleasure they can take from it anymore is completing as quickly and efficiently as possible, it's just as rude to demand they comform to you wanting to adding 20 minutes to a single FP, something they may do three of a day.
  10. Not sure what theory that is. Simcrafts or something? Anyways, I've got a wall of about 1850 for my Jugg over 6 min, where we have Mara who regularly break 2k. Armor debuff is real nice though, so if you don't have a Jugg tank or sniper/merc dps already, it's likely worth it to bring a Jugg along.
  11. Really do you want to have the option of tanking or healing, and go based on that one. If you want to be pure dps, I'd steer you towards another class, but between these two, a shadow (should) do more. I'd say more than passable dps as well, the only classes I'd put above a shadow in dps would be a Sent, GS, and VG.
  12. Accuracy/Alarcrity/Surge all share the same spot on gear, so you only have to choose between them. They also both have caps, Accuracy from getting 100% accuracy, Surge from the harsh Diminishing Returns. Generally, splitting the 10 spots on gear with those stats down the middle is a good choice, leaving you with 99% accuracy and 75% surge in 61 gear. Based on Class/Spec, this varies. Example, a Carnage Mara gets +6% accuracy, so they can drop 2-3 surge pieces for an extra 2% or so crit damage.
  13. http://www.torparse.com/a/42974 Last one on the list, seems to be the best I can manage out of Pyro now over 6min. Was showing about 2050 in mox before I backed out. Stim, buffs, no armor debuff, no addrenal, no blood lust.
  14. Surge does have a cap, generally no more than 5 of your 10 slots that can have surge/accuracy/alacrity should be used for surge. Rage and Veng can both make a case for going with 6 though, as Veng gets +3 Acc, meaning 4 or possibly even 3 slots for acc is enough, and Rage, it comes to 1.5% more acc, or 1.5% more crit damage. As more than half of Rage's damage doesn't care about accuracy, and 30% of Rage's damage is auto-crit, that extra 1.5% crit damage generally comes out a smidge ahead. Nothing so big to waste mats on though if you have it the other way.
  15. Pretty much, though if you factor in the armor debuff damage to the raid, it probably isn't that big a difference. On my best parse, I will do around 1875 with my Jugg, while the Mara I parse with is normally around 1950. I suppose I should ask him to do a few parses solo, so I can claim any extra dps from the armor debuff as my own. I use Rage for Jugg, by the way, as it just does better dps at the moment. May not like it, but not using it would be like rolling as AP for PT. Sure, not a huge difference, 7% or so, but it's large enough to have trouble ignoring.
  16. I get more Single target dps out of Rage these days than I do Veng, roughly 8% more from the parses i've done. Rage also obviously does better burst AoE, and a little bit better sustained AoE. Veng is better at AoE than you'd think due to the +12% weapon damage and 2 rage sweeping slash. As for Rage having resource issues, it actually has even less than Veng. When Parsing Veng, i'm constantly rage starved, and usually have to watch the bar pretty closely to see if I need to expand the current rotation to include enough rage producers to have enough rage to make it through the next. Rage, on the other hand, now just has almost more rage than it knows what to do with. Smash and Force scream cost no rage, and enrage gives 10 rage every 35 seconds. This leaves the only things actually costing rage as 3 rage for Force Crush every other rotation, 3 rage for Obliterate every rotation, 2 for V.Throw in execution phase, and then bleed the rest of the rage into V.Slash. How often to use V.Slash I've found is the crux to getting the most damage out of Rage.
  17. http://www.torparse.com/a/35535 That's just one on the dummy, it's the 2nd one listed. 1819 over 6 min. Actually a little higher, likely, as the parser lags about getting out of combat on it. Done in Rage, fully buffed and using and addrenal though. Also looks to be higher than normal, as I had almost a 70% crit rate on V.Slash, which should be closer to 50%. It won't be nearly that on live combat though, as I have to focus on my rotation more than I'd like. Even talking at vent seems to mess me up, let alone having to account for position and missed GCD due to raid mechanics.
  18. Buffed I'm at: Hp: 24,35 DR: 53.78% Defense: 8.86% Shield: 62.91% Absorb: 72.92% (Heat Screen) Aim: 1722
  19. I don't know about top dps, but Sin's have always been in the top half, at least. Madness puts out great numbers, which got better with the Maul buff in 1.4. Deception before was pretty terrible, and from the DPS sin in our guild whose been doin Sin dps since launch, still says it gets lower Dps. Not laughable bad, but mid 1700's, rather than 1800's like he does in Madness. I'd probably still put Mara and PT above them, who can do mid to low 1900's under ideal conditions. PT in particular looks a little vulnerable to some raid mechanics, as they can't gap close, and can't do more than rapid shot on approach till 10m in, which on some fights, like running to cores in Operator 9, or getting back on the boss after standing in the flower on Writhing Horror, could cause a drop.
  20. Weird, was parsing a 8/5/28 build today for the aim boost, but was really feeling the loss of TSO recast down and lack of TD. When I was getting in trouble with heat, didn't have TSO to give that one more free spin, and when I was flush on the rolls, without TD to fill the gap inbetween Rail shots on the 3rd good roll, I was just having to flameburst instead, which didn't pack the same punch. Could've just been a bad set of parses, but I did three 5 min sets of each spec, and ended up averaging 1913 for the the 9% aim, and 1934 for the TD. I'll have to do some more when I get the time. Also, what relic's is everyone using? I just today finally got around to getting two BM power relics. Does the Matrix cube get more value with 9% aim? I saw in that build it gave me over a 1% boost in crit rating, but lost me about 11 damage. And I was using a Campaign elemental proc one before, but never felt too happy with that one.
  21. Another small wrinkle, you can't ever really hit 5% defense, as you'll always have the boost from stim, plus the 4 set bonus. Not sure if that 3.5% is enough to make the calculations the same, but it's out there. That being said, if the mitigation is going to be so similar, I'd just go with shield, to make it easier on the healers, as the damage will be fairly consistent coming in, letting them feel confident at to go take care of dps in white damage phases.
  22. I still run 4/6/31, but I should try and parse some variation with +9% aim. As for TD, it's my second option for filling the 2 dead GCD between rail shot roulette. Option 1 is IM+shots, 2nd is TD+shots, 3rd is an unload. I tried using flamethrower in there, but having two 25 heat moves was messing me up. And I also really like the recast down for sensor overload and kolto healing. Pretty much every attack but unload is critting at a 47% or so crit, and it helps make sure I don't have to rapid shots more than I have too. Same deal with recast down on vent heat, once that's up, in a bad spin lets me just force it whiles it up, rather than having to lose dps weaving rapid shots. I generally fall around 1910 on the dummy over 6 min.
  23. Assuming a single target, I could probably break 1800 on my Jugg. I get around 1750 on a 6 min with him parse pretty much every time, so if you count in V.throw, it might crack that. My PT, on the other hand, breaks 1900 easy on a 6 min parse, and also gets 30% more damage on dots during exectuion phase, which are 30% of his damage. And that's using a rakata relic and a matrix cube, which are likely not the best choices. I've never seen a sin parse super high before. We've used one since the game came out, but he generally tops out around 1850.
  24. I'd probably start out in immortal tree until you get Quinn, at which point I'd respec into Veng and use Quinn. At about 35, I'd feel alright switching to rage, as before you're not able to use Enrage to make Shockwave, plus lower recast on enrage, plus extra 4 rage. I generally also like to have the free force scream in any Jugg build I'm doing, as when leveling solo or in pvp, you'll be jumping around a lot, and starting out with 7 Rage from a leap goes a long ways toward making a fight easy. Especially nice in rage, as you'll probably get a 2nd free scream in the fight following your obliterate. Once you swap to rage, should just ride that all the way to the end, as these days it's generally better than Veng if dps is your concern, and might as well get used to the somewhat awkward rotation it has.
  25. We did it with a 2 PT, 2 OP, 2 Snipes, 2 Merc set up. Only way to make the int's worse would've been to have 2 sin tanks as well. As for having to move out of AoE range, we just stayed in and soaked it with CD's, as they wouldn't be needed for awhile anyways. We pretty much just did the same strat listed earlier. Four dps on the middle droid, rotating their ints. A healer and tank on the two side droids, with the int rotation going like: Tank-healer-Tank-Miss-Tank-Healer-Tank. The last droid would normally be at 3 stacks when help arrived.
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