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ybdron

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Posts posted by ybdron

  1. Many ops bosses some worse than others require constant movement this hurts mm snipers that need to be stationary 60% of the time to attack and any interruption during the casting periods is a dps loss more so because FT could not proc. So in actuality sniper uptime is less than 100% and melee sustained uptime is typically greater than 90%. While it has been some time since I played a veng jug i expect they could use a dps boost or change to prevent breaking of ravage.

     

    Other issues include:

    Oddly BW seems to have a mentality that sustained dps needs to be DoT based/target based. A sustained direct damage class could buff himself overtime to create an internal ramp-up (if desired) that allows target swap. But I digress.

     

    Snipers mm especially a turret class. In order to make operations interesting they have started adding in lots of movement and added abilities that bypass entrench.

     

    TLDR

    MM is a turret in a raid environment that doesnt allow turrets, a burst/target swap where neither is highly useful, and given a dps penalty that is not equivalent to its advantages to allow for equal dps in practical situations.

     

    I agree with most of the points in this post. Personally I enjoyed playing marksman/sharpshooter before it was nerfed to the ground, killing most bosses both before and after 4.0 with nightmare buff etc. I wish for a buff that makes it viable again compared to Virulence, and I wouldnt mind to add some sort of proc to make the rotation more interesting. I like the example of having Corrosive Dart being refreshed up to 1 time or something by aimed shot. I dont think Aimed shot/Ambush should be buffed to what it used to be at the start of 4.0, because of pvp balance.

     

    Its just sad that you would choose a Virulence sniper 100% on all bossfights compared to MM/SS. Something should happen to the spec, because if you use MM in a bossfight, it is either (1) because you are missing a classbuff, (2) someone is messing around to prove a point or (3) you just dont have a clue what you are doing.

  2. ... 50 operation bosses upgraded to be challenging again, ...

     

    This doesn't count as new operations fyi. And while I am at it, only 2 bosses on hardest difficulty is actually hard and gives a challenge. That is unless you equip Nightmare Crystal, then everything becomes a faceroll.

     

    Since I dont expect any new operations in this game anymore, Im not even disappointed that there was nothing in the dev post about this. The glorydays of this game is long gone.

  3. If you don't pull aggro because your Aimed Shot hit before the raid countdown ended (the 3 2 1, most raids use to start fights) then you need to work on your timing to get the Aimed shot on 1.

     

    Trust. This is also very important on fights like Master and Blaster, Underlurker and Cartel Warlords.

  4. There is so much frustration towards Bioware from everyone I have talked to lately. People that has allways supported the game and kept the interest since release is now turning around. They have lost the patience for Bioware to pay any attention to PvE'ers. It's not very healthy for a game to be such one-sided and see that the devs only care about the story. A story that is completed in a few hours.....
  5. Nothing. Game is definitely dead now. What is the point? Bioware doesnt want anyone to be able to do the hardest content without using the nightmare crystals. No new PvE or PvP content for ages or anytime soon in the future. But hey, atleast cartel market is releasing new items on a regular basis!
  6. You say you listen to the players. You say you listen to the community. You are NOT listening to the PVE players in the game, who focuses on operations. How does it make sense to not have the hardest content dropping the best possible gear? Im fed up with Bioware's attitude towards the raiders and the PVE community.
  7. Personally I am running with about 500 crit regardless of the spec, and it makes sense to have more crit after 3.0 than you would in 2.x because of the added 30% critical bonus damage from the discipline in MM/SS. It affects Trickshot/Followthrough and Charged Burst/Snipe (not sure they changed it for other abilities aswell). That being said, you probably want it lower for parsing, but for operations its just fine. I know others keep the crit between 200-350 ish. Hope it helps
  8. Nah, I'm not trying to say anything like that! From what I noticed, going back to watch those Coratanni 16 pulls, it's all about triage spike healing. It's not like the Coratanni kill was a joke, if you watch, literally 2 people were alive at the end of the fight. I'm just saying I'm not sure I would say it's wildly overtuned. I'm sure you guys will get it! If your guild full clears 8, as long as you can field a full 16 roster of relatively equal skill level, you'll get the full clear. :)

     

    Some of what I wrote earlier was based not only of my opinion, but also what the healers that did 8man and tried 16 said. In their opinion it was much easier to heal 8 man. I know for a fact that in 16 man Ruugar spawns 3 Death Mouses while it is only 2 in 8 man. This makes it more likely to take two hits at the same time in 16 , even though you should manage to kite it to split up the hits. If you fail to this you will most likely die, and you cant afford to have many deaths during this phase. Now, most of the times you will survive the droids, but then you have a leap going out that also hits the same guy that had the mouse droids for around 50k = gg.

     

    Thanks for your confidence in us. :) I really like the general tuning of the difficulties of the different bosses, especially the last two. In my opinion its good that Bioware gives good players a challenge in this HM content. As for the Cora fight in 16, I think we have gotten him to 25% one time, but we hit enrage due to multiple ppl dead over a long period of time. I think the kill is within reach. We just need to pray more to rnjesus :rak_03:

     

    As a last thing in this post I just want to wish everyone that is still progressing through the content good luck, whether its in 8 man or 16 man, and hats off for those who have killed all bosses!

  9. After killing Cora on 8 man, and trying to progress it on 16, I think its safe to state that the scaling on the different abilities of Ruugar between 8 and 16 is questionable. If you on 8 man deal with the mechanics correctly and have the dps for it, you will kill it, and it should be like that in 16 man aswell. But when Bioware scales singletarget abilities to become a 1shot (unless all members are 100% topped off and above 52k max health), the frustration gets real. An example would be the singletarget leap that he does occasionally. I might be wrong, but we used the same tactics in 8 man as 16 man, and was successful. If someone asks Bioware about this I am sure they will answer that its working like intended, like everything else. Does anyone in Zorz have any opinions about this matter?

     

    TL; DR: Is the Coratanni fight scaled right between 8 man and 16 man?

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