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Ibiza-Vin

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Everything posted by Ibiza-Vin

  1. This should be shown on the loading screen of every warzone. /bump
  2. So on mmo-champion.com there was an article recently about how to optimize pvp gear for all classes. It was basically surge till 300, crit till 425, then power. However, as a darkness sin (in DPS gear), is crit really that important? Obviously surge is the most important until 75% but due to our autocrit shocks and recklessness being on such a short CD, is crit really that important? Since 1.2 came out I have been stacking as much power as I could on WH gear and it has worked out great in warzones so far. But that article has me wondering. What do you guys think?
  3. I love this idea. Kudos, sir.
  4. I totally support this. Would make q times so much more bearable. True. Still, it's fun. It relieves the monotony. It gives us something to do other than alt tab and **** around on vent while waiting. And sometimes 1v1 situations are unavoidable in warzones, so practice helps.
  5. Are you sure you were full resolve? I have never been stunned when I had a white bar nor have I ever been able to stun someone with full resolve. I did however experience a bug a while ago where the stun did not wear off until I died, but I think that has been fixed since.
  6. Isn't that basically what resolve is? You get stunned/mezzed twice and now you're immune to all forms of CC (minus roots and snares) for quite a while.
  7. 31/0/10: http://www.torhead.com/skill-calc#200rIMokrskbsZZf0cM.1 27/0/14 http://www.torhead.com/skill-calc#200rIMokrskbZZf0cRR.1 Just a heads up tho, darkness doesn't really shine until you get harnessed darkness. So you might not be as OP in pvp until you're ~lvl 40
  8. I think you mean 27/0/14. To the OP, the difference in the 2 pvp tanking specs is simply which AoE you prefer: Wither/Slow Time or Death Field/Force in Balance. I'm not familiar with the "Iron Fist" spec, but any Darkness-heavy spec will give you great survivability, utility, and damage assuming you're wearing DPS gear.
  9. Normal attack = Saber strike Special attack = Everything else
  10. You know how to counter shroud+sprint to goal? Get a warrior/knight to charge-root the sin once they pop sprint. Preferably over a fire. Even if you don't get us in the fire, by the time your root wears off our shroud is down and we're susceptible to pulls or knockbacks into the pit.
  11. So thinking about switching from 31/0/10 to 27/0/14 once rated comes around and was just curious if you guys max out Claws of Decay (increased Thrash critical damage) or Fanaticism (lower DF cost). Thanks in advance!
  12. Are you guys seriously upset about this change? All pvp is right now is just a long *** grind to gear up for when rated warzones come out. How can anything that makes that grind quicker be a bad thing? EVERYONE loses some games, so therefore this change helps EVERYONE. Not to mention less people quitting now since there's actually incentive to stay. (I hope...I haven't actually played yet so I'm not sure exactly how much the rewards are increased)
  13. 900 megs... Good call, OP
  14. The cap for shield and absorption is 50% just from rating. So that's not including the 5% shield chance or the 20% absorption from the actual shield. (Or whatever other talents/skills increase those chances). Because of diminishing returns, you'll get less benefit from a shield trinket at 400 shield rating than when you have 200. But you still won't' hit the cap.
  15. Speaking as a tank, it's almost impossible to lose aggro during a tank and spank fight after the first ~30 seconds due to how taunt works. If you pulled, you must have gotten a big series of crits in the initial stages of the fight, or your tank is using an ineffectual rotation. If you accurately want to check your DPS, you have to wait for 1.2 and combat log data.
  16. A healer who deals 100 points of DAMAGE generates the same threat as a dps doing 100 dmg, yes. But a healer who HEALS 100 points of damage will get 50% threat. Not trying to nitpick, just clarifying. From Kor on sithwarrior.com: Link to thread: http://mmo-mechanics.com/swtor/forums/Thread-Threat-conversation?page=2
  17. The color of damage signifies the type of damage being dealt, not whether it was a crit or not. Yellow numbers (both hits and crits) are results of force/tech damage. Thus your withers, death fields, shocks, discharges, dots, and lightning will always show yellow damage. White numbers are from physical attacks like maul, saber strike, thrash, voltaic slash, assassinate, and lacerate. These 'white' attacks are also subject to the target's defenses and can thus be dodged or parried. Crits will always be the same color as a hit, but with a slightly larger font size.
  18. Keep in mind that if you do change out your mods, make sure you save the originals. They are re-itemizing the end game gear, but only gear with the original mods implanted will be altered when 1.2 goes live. So make sure to put all the originals back in before the patch.
  19. Keep in mind that if you do change out your mods, make sure you save the originals. They are re-itemizing the end game gear, but only gear with the original mods implanted will be altered when 1.2 goes live. So make sure to put all the originals back in before the patch.
  20. Are you sure it's 500? The difference between 400 and 500 def rating is ~2.5% according to Agrath's graphs. If you're not leveling out DR in absorption or shield wouldn't those 100 points be better spent in those two stats? From what I've read on that blog, it seems you want to aim for 400 def, ~140 absorb, ~60 shield to start. After 400 defense, shield rating becomes nearly as valuable as defense, so you would want to improve them at nearly a 1:1 ratio (maybe a little bit more on the def side due to that self buff guardians get from parrying). Yes, 500 def is the optimal def level for JK/SW, but from your phrasing it sounded like you should shoot for that first without regard to either of the other mitigation stats. Rather, you should first get your absorb and shield up to 140 and 60, respectively, and THEN start stacking the hell out of defense until you get to 400. At that point you should then start focusing on shield/absorb (at roughly a 1.5 abs: 1 shield ratio) equally as much as defense. 500 is the cap. Once you go over that, you should probably reallocate a few def points into the other stats...thus increasing your item budget while staying at max def. Sorry in advance if I misunderstood what you or your links were saying.
  21. Tanks shouldn't have to worry about normal mobs. The DPS will burst them down first and each takes like 2 seconds to kill. Tanks only need to worry about the mobs who hit hard (which are the strong, elite, and champion mobs). Couple of questions about this. 1. Why do you say Sins have the lowest ST threat when we do the most DPS? 2. Why do you say Sins have the lowest shield? Are you not including DW/KW? 3. How many powertechs do you know have a higher defense chance than sin tanks? Not trying to flame, just curious about your reasoning.
  22. Greatest resource for tanks: http://************/774bnhj - EDIT: Apparently you can't link to tinyurl on these forums o.O. You can find the spreadsheet on the forum thread I linked below. It's the link at the top of the post. 1.) Go to file->save as to get a copy that you can edit with your stats. 2.) Input all your stats into row 9 3.) Copy and Paste cells M15-P15 into B15-E15 (this will switch it from sin base numbers to jugg) Then in row 28 you can see the armor equivalent of the three different stats. The stat with the largest armor equivalent will give you the most benefit. *Disclaimer* - This is not my work. This spreadsheet brought to you by LagunaD on sithwarrior.com. Discussion thread here: http://sithwarrior.com/forums/Thread-Tanking-stat-spreadsheet-online
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