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dlaxmcm

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Everything posted by dlaxmcm

  1. This message appeared in my launch client. I don't know how to revert to a precious patch. Any suggestions?
  2. dlaxmcm

    How to Taunt

    Great point. Sometimes you just don't have a lot of damage coming in on your current guard target. If you want to use a taunt on an enemy nuking your ally, ideally you would guard swap first that way you still stack the mechanics. Stacking guard and taunt is so much better than just taunting, even if you hit taunt at the start of a phatty AOE As a rule of thumb if you feel the need to taunt someone not attacking your guard target it's usually better to guard swap first
  3. dlaxmcm

    How to Taunt

    Oh i hear ya. These skanks are a design flaw. But honestly when I hit lots and lots of strong taunts and 4 enemy players can't kill me and my healer, I can smell the rage through the screen. It smells like bacon, and tears.
  4. dlaxmcm

    How to Taunt

    Hiya! I have been playing since 2011 and just came back into the game. Lots of players ask about how to gear tanks in PvP and while gear obviously matters there is a tactic that will affect your toughness more than any stat, TAUNTS!! Tanking in PvP is incredibly difficult due to many factors including subtle but profound differences in mechanics that tanks also rely on in PVE, namely taunts and guard. Guard will provide 5% mitigation to the ally it is applied to, and when the guard target is within 15m of the tank, 50% of the damage the guard target takes will be directed to the tank. The damage transfer mechanism only applies to PVP. Taunts will mitigate damage an enemy deals to all allies except the tank who casts taunt. The mitigation from taunt will of course reduce the damage that the tank takes from guard's damage transfer. There are 3 outcomes after using a single target taunt: Fail Taunt: Applying taunt to an enemy who is attacking you. This wastes the cooldown entirely Weak Taunt: Applying taunt to a healer or any DPS NOT attacking your guard target. While you still provide mitigation, you have failed to stack the taunt's mitigation with guard mechanics gimping that taunt's effectiveness Strong Taunt: Applying taunt to an enemy who is attacking your guard target. This is the ideal and goal of all good tanks. Stacking the guard and taunt is the goal of PvP tanking. Using Focus Target to help track the health of a healer allows you only monitor 6 health bars in ops frames. Making the "Target of Target" visible in your UI is crucial to ensure you are applying Strong Taunts. Taking a half second to check ToT right before taunt comes up will allow you to keep taunt constantly on CD. Don't wait to use taunt at just the right time. Use it on CD and check ToT. Keep within 15m of guard target at all times and you are on your way to becoming a legend!
  5. Areus: Guardian <Immortal> Total Protection: 850855 http://s1337.photobucket.com/user/TheAreus/media/850k_zps42c795f6.jpg.html?sort=3&o=0
  6. dlaxmcm

    lol bolster

    I think it's sad that the biggest lesson BW (and EA) should have learned is release dates do not = profit. Revenue is generated by announcing a release date and meeting it, but PROFIT is generated through quality content. The main reason this game failed to generate and sustain players is the fact that the retail version was incomplete! 2.0 was a perfect opportunity to shine in the spotlight generated by gradual improvement and a successful transition to F2P. Bioware dropped the ball again though by not ensuring their product was ready. If their team actually follows this thread the only message I want to send to them is PLEASE understand that gamers will always wait for, comeback to, and continue to play a game that focuses relentlessly on quality and testing, not release dates. And BTW you have the Star Wars license...... drugs sell themselves
  7. http://s1337.photobucket.com/user/TheAreus/media/380k1life_zpsedb8d992.jpg.html?sort=3&o=0 Areus- Guardian- Protection in single life- 380951
  8. Thank you for so many constructve posts! The lack of flame makes me all warm and fuzzy:D
  9. The new function of expertise creates a massive gap between Damage Out 60% and Damage Reduction 37.5%. In the old system, these bonuses were closer to Damage Out 25% and Damage Reduction 19% (rough figures). This change is so massive it basically negates the effects of damage reduction all together. The difference previously was ~6% but now the difference is closer to 23%! The new gap between damage and damage reduction is almost equal to the total increase in damage in the old system. In other words, if a player with full expertise attacked someone with 0 expertise they would enjoy about 25% increased damage. Now a player with full expertise attacking a player with full expertise still gets a net gain of ~23% damage. If Time to Kill was an issue way back when active relics were around, this discrepancy in % gains combined with alacrity changes might make TTK insanely short. I doubt there was enough in-house testing to provide reliable data on all the various interactions between specs with BOTH the changes to alacrity and massive gap in expertise gains. Has anyone tested to see if this gap is realistic?
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