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Aerro

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Everything posted by Aerro

  1. http://i.imgur.com/ivBxi.jpg -- Firebrand and Stormcaller 11:52PM EST http://i.imgur.com/2Egag.jpg -- Colonel Vorgath 12:39AM EST Ugh, finally after gathering everyone despite a bunch of scheduling conflicts (and still having people MIA for the kills), we finally did it!
  2. Despite my major disagreements with these thought up changes, I will give you the benefit of the doubt/props for even trying to do this knowing the community is prone to attacking for no reason. It is clear that you have put a lot of thought behind these changes.
  3. A great way to avoid interrupts is 'fake casting'... which unfortunately doesn't really exist well in this game. The flow of combat seems somewhat robotic in SWTOR PvP, so doing a fake cast usually ends up in being interrupted anyways, especially when they can sit there spamming interrupt until you cast. I don't think this is a class issue- but a mechanic with interrupting that Bioware needs to address. You shouldn't be able to spam interrupt on a target until they cast and actually hit it. Making an ability instant cast with a major damage decrease isn't reasonable in any way. A lot of classes get locked down REALLY easily, so should they start getting instants too?
  4. You do realize that either 1 point in CR and one point in System Calibrations is necessary right? If you don't go that route and feel more comfortable with CR maxed out- you do that. If you are not doing that- then you are wrong. Also, you grab CR not for the time off of Tracer Missile... you grab it for the time off of Unload. Unload becomes a 2.8s channel which adds up over time and adds to your APM. High APM = more attacks = more DPS. I currently Parse 1900-2100 on NiM Firebrand and Stormcaller (16). That is a mobile fight, but if you manage your abilities EFFICIENTLY you won't have to deal with a major DPS loss while moving in which you can ramp it back up when you are stationary. Again I will explain why instant Tracers for a 15% damage reduction is terrible. My Tracers currently crit for 3800. With the damage reduction, it will do 550-600 less per tracer. That is a MAJOR loss. Not only that, but Tracer will now be only used on the GCD, which for instants is 1.5 seconds. Yes, its only +.1s to your cast but that is still .1s, and for someone min/maxing that is quite a bit. All of these losses for what? To be able to use 1-2 tracers while moving? Firebrand and Stormcaller = If you are efficient, you will use the knockback to get to your shields. Yes you can do this on Nightmare. That is not even a full GCD to use a Tracer, and also the bosses take like 90% less damage. Running back to the tanks would be the only time you would need that, but with Dart, RS and HSM... (3 GCDs) you get to the tank in enough time for instant Tracers to be obsolete. Toth and Zorn = Instant Tracers are literally unnecessary in this fight. If you're moving around to the point of needing it- you should rethink your class. Colonel Vorgath = Instant Tracers definitely not needed. Kephess = Instant Tracers not needed. When running between droids during the later phases, Dart makes up for it since one GCD will get you to the other side assuming your Marauders take advantage of Predation (which they should be for maximizing DPS output). So that is current content... where Instant Tracers are not needed. The only reason people want it is for PvP, which will nerf PvE. Reposting again since clearly people argue over unnecessary things. This post is a blatant reminder that even Bioware would find these changes asinine.
  5. You do realize that either 1 point in CR and one point in System Calibrations is necessary right? If you don't go that route and feel more comfortable with CR maxed out- you do that. If you are not doing that- then you are wrong. Also, you grab CR not for the time off of Tracer Missile... you grab it for the time off of Unload. Unload becomes a 2.8s channel which adds up over time and adds to your APM. High APM = more attacks = more DPS. I currently Parse 1900-2100 on NiM Firebrand and Stormcaller (16). That is a mobile fight, but if you manage your abilities EFFICIENTLY you won't have to deal with a major DPS loss while moving in which you can ramp it back up when you are stationary. Again I will explain why instant Tracers for a 15% damage reduction is terrible. My Tracers currently crit for 3800. With the damage reduction, it will do 550-600 less per tracer. That is a MAJOR loss. Not only that, but Tracer will now be only used on the GCD, which for instants is 1.5 seconds. Yes, its only +.1s to your cast but that is still .1s, and for someone min/maxing that is quite a bit. All of these losses for what? To be able to use 1-2 tracers while moving? Firebrand and Stormcaller = If you are efficient, you will use the knockback to get to your shields. Yes you can do this on Nightmare. That is not even a full GCD to use a Tracer, and also the bosses take like 90% less damage. Running back to the tanks would be the only time you would need that, but with Dart, RS and HSM... (3 GCDs) you get to the tank in enough time for instant Tracers to be obsolete. Toth and Zorn = Instant Tracers are literally unnecessary in this fight. If you're moving around to the point of needing it- you should rethink your class. Colonel Vorgath = Instant Tracers definitely not needed. Kephess = Instant Tracers not needed. When running between droids during the later phases, Dart makes up for it since one GCD will get you to the other side assuming your Marauders take advantage of Predation (which they should be for maximizing DPS output). So that is current content... where Instant Tracers are not needed. The only reason people want it is for PvP, which will nerf PvE.
  6. /notsigned. Clearly you do not understand how this would impact both aspects of the spectrum (for Arsenal) negatively. Some of those are nerfs for PvE yet clearly a buff for PvP. Not only that, you are wanting your arsenal to have the ability to NOT be able to be locked down which is poor planning. Yes, mercs need a buff of some sort for mobility in PvP, but not to the extent of making them spamming Tracer Missiles while strafing. Lets just pick at the Tracer Missile becoming instant but doing 15% less damage. The GCD on instants is 1.5sec. With a cast, your GCD reflects the cast time. Therefore, my 1.4s Tracer (with CR up) will be able to be spammed every 1.4s without a damage reduction. You are saying to increase the time inbetween Tracers by .1s and reduce the damage by 15%. I will add I do agree with the Heatseeker buff. It does little damage for our end tier ability.
  7. Now looking for EXCEPTIONAL DPS! Right now Marauders are highly sought after. Any other class is fine but Marauders are a bonus!
  8. So your whole argument is that Operatives can stealth rez? You can do that in 8man you know.
  9. My buddy was just messaging me earlier talking about how much of a joke 8man was... when their best DPS was tanking, they were using B and C team DPS and their healers were "bored". Our healers in 16man in full BiS were ANYTHING but bored... and our DPS were busting their asses in order to not hit enrage for tanks. Sorry, but if you insist on 8man being harder- I suggest trying to field a 16man or at least go with another guild and see how just one person (anyone) dying means a wipe.
  10. Speak for yourself. Our roster is nearly the same as before when we pulled out World Firsts. Granted, this time around we don't have the luxury of raiding on a weekend- one can still say that 16man is far more difficult than 8man. We are not a B team at all or close to it. Seeing guilds clear all the content in 8man while we're still putting in attempts on tanks just shows that 8man is definitely easier. Again, this is coming from a guild that had top progression in TFB. I am not saying 8man is extremely easy- only that it is undertuned. If you're only putting in 2-3 attempts per fight in order to do it on its hardest difficult- its undertuned.
  11. I slightly noticed this in past content but as more content is released I am noticing a major difference in difficulty between 16man and 8 man Operations. People can argue this until their face is blue, but its apparent 16man is definitely more difficult. There are still great 16man guilds out there but no one has been able to kill the tanks just yet. Granted most have only been able to put a night of attempts in, its still the current 'progression' boss where as in 8man the entire Operation is being cleared.
  12. As for your item level, you will want to stick with the Rakata shells in order to maintain your 4pc set bonus. Armorings do not have the set bonus on Tionese/Columi/Rakata gear. However, you can buy the Campaign armorings which do have the set bonus on them (purchased with Black Hole commendations) and then you can use whatever modifiable gear you think looks cool to you.
  13. I currently have everything but the throne mount. I am looking to sell the Nihilus Mask. I also have multiple Pink/Purple crystals that have expertise and some with endurance. Also, I have various other armor pieces and weapons. PST Aerroh or contact me through this thread for more information. To recap: I have tons of mounts, pets and random **** up for sell as well.
  14. We'll have to get back to you on that! Just drop an application if you already haven't and we'll take a look at it.
  15. No one should be using stock endgame PvE gear since it is horribly itemized.
  16. Get to 30% unbuffed crit. Stack power. All augments should be Aim, but mods should be low aim, high power. You want ~35% crit buffed and over 1000 power. However, in high end gear your crit will still be over 35% because of the amount of stats you're gaining.
  17. Just got back from vacation! Thought I'd bump this thread
  18. I would think Rail Shot is benefiting because I am hitting 5100+ with Rail Shot...
  19. This isn't just SWTOR only. This happens in any loot based MMOs. I knew I disconnected for one of our H LK kills back in the day and didn't have the option to even see the loot.
  20. Update: The AMR profile for my BiS list parsed at 2017 dps with a top end of 2440+.
  21. Grats on the kill! Also, I am glad but dissatisfied with the HM Terror From Beyond encounter being changed. We had enough DPS to not bug out the fight in order to kill it (which was deemed impossible). They should have fixed it and NOT increased the enrage timer. Although the timer was increased by 20sec, it was still perfectly doable in full 61 mods, which is a little under the gear requirement for that fight. They should have just fixed the tentacle and left it as is >.>
  22. I noticed that we now have a guild recruitment section!
  23. I think we did the last 10% in about... 15sec? I literally just stood there and turreted.
  24. When done properly, there is supposed to be a last phase which is a burn phase. Everyone spreads out and attacks the boss. You completely skip this phase when your DPS is so low that the boss enrages before all of the tentacles are dead. Some say that it is a bug and that it is impossible to kill all of the tentacles before enrage- well... we did it with nearly a minute left to spare. That proves that there is no bug to the enrage timer.
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