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OlosBC

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Everything posted by OlosBC

  1. This post is correct. Bosses have 10% force/tech resist since 2.0, and all dps (except carnage/combat) now need 6% accuracy from gear (+ 1% from companion and 3% acc talent that every class has)
  2. Hybrid isn't totally dead, it just doesn't blow the other specs out of the water anymore. Would a been dead with 2.4, but the hib buff saved it a bit. Currently I like to run full assault(pyro) for single target fights (most of which in this tier have a bunch of movement) and 2/22/22 hybrid for aoe fights. I prefer 2/22/22 over 8/22/16 for the surge on hib and because that build favors a bit more crit(mine is a bit high currently).
  3. Going from a 66 to a 78 might be worth using an aim piece, but even then I'm.not sure. Otherwise, no. The one exception would be your main hand barrel. On that, it'd be with using aim for an upgrade because it still gives the boost to weapon damage/tech power. Would still be better to use cunning though.
  4. Comm gear enhancements are the high endurance variety for DPS as well, but they do at least get the good mods. Tank enhancements, unfortunately, do not come in the actual "low endurance" variety, only medium and high.
  5. Check the vendors again, there are off hands on the ultimate and elite commendation vendors. Both in the "boltblaster" list.
  6. With the recent changes to assault, this build doesn't really have any more survivability, as you would have to run it in assault cell to make use of those talents, and doing that, you wouldn't want a shield offhand. It has substantially less damage. All you gain is storm, which is nice, but not really worth that much. If you want a "tanky" DPS, try running tactics in tank cell. While leveling, just go full assault till you get the top tier skills. It blooms very early and is a very good spec at lower levels.
  7. This is good advice assuming you don't have friends to carry you and want to ease yourself into it. Especially since you mentioned wanting to see the story, and this is the right order for the story. If you've got friends you can run with, hopping straight into DF/DP should be fine. As others have said, be upfront about it being your first time. Most aid leaders are fine with explaining a fight, but not with people saying "yeah I know it" and then screwing up basic mechanics, requiring an explanation after pull anyway. Reading up on the mechanics ahead of time is a good idea too.
  8. If you're looking for an alternative set rotation, that's fine, but it will absolutely not be as good as a priority list focused around PPA timing. I think if you called it "alternative" instead of trying to brand it as "optimal" you'd see less resistance. Also, the 6 second lockout starts when you proc PPA, not when you use rail shot. I could be reading you wrong here, but it sounds like you're stating the opposite.
  9. Stats don't work that way. You can't trade out accuracy for more power. The enhancement slot (including ear/implant) will always carry one of: accuracy/surge/alacrity/defense/absorb. AFAIK, snipers pick up an alacrity enh (maybe 2 in DF gear?)
  10. /signed This always irritated me, even in the previous tier, with one dropping per week and everyone needing 2 each of implants and relics. I like the idea of making them available for a large number of comms. at the least, making them a guaranteed drop would be appreciated.
  11. If you use double power proc, they won't proc at the same time, but should proc quickly in succession, thus lowering the RNG factor, especially if you're tossing out a dot once in a while to proc the relic from damage. I could see this point if you're talking about 2 proc that can go on top of each other though.
  12. Melee DPS/tank, with options when caught at range for a short time. You can go out to 10m without hurting DPS much, but must still close in for rocket punch and retractable blade(if specced). Gap closer is rapid shots/rail shot while running to target with hydraulic overrides up. AP gets movement speed boost, and pyrp has the second best auto attack in the game (only beaten by pyro merc) due to cylinder proc.
  13. Pre-2.0 pyro/assault PT/VG was OP pre-2.0. Had nothing changed except for the addition of shoulder cannon and HtL/HO. 110% agreed, I'm also very tired of the "the sky is falling" attitude. Waiting to get in game to test with new updated rail shot (wasn't in PTS notes), but I don't think I'll be mainswitching to my sniper or sorc for raiding anytime soon.
  14. If the adds need to be killed, add DPS is exactly as meaningful as boss DPS. Only issue I've had with this is I get knocked out of the shield when meleeing adds.
  15. Yea, he crit on every smash, what the hell kinda RNG heaven is that?!?!? Lul.
  16. I primarily do focus on my guardian, but I think vig is less resource constrained in ops due to getting focus on damage (2 focus on aoe). Have zero clue how you'd model that though, since it'd change based on fight.
  17. Pyro/assault "blooms" very early. At level 34, you have almost all of the useful talents/abilities, while many of your opponents have specs that rely on their top tier talents. Assault is and always has been a stellar spec at low levels. Plus, you're fighting bads in lowbie PvP.
  18. Pretty sure its a toss up on the augs. I'd probably go with might tho, especially if you have them already. On set bonus its basically a toss up as well. Scream and ravage have about equal DPS input. On very heavy movement fights, jugg 4set will be minorly better, but its not hard to get off your ravages. Definitely power proc & power click for rage. Veng is alright with DMG proc due to dots, but it's terrible for rage, much fewer hits per second. And either way, going from DG to arkanian is a DPS loss, only upgrade if you can get UW for it. I assume by "min maxed" that you have no crit? A bit of crit is probably not bad for veng, but crit is always terrible for rage.
  19. Crit is devalued somewhat with auto crit rail shot. This is counteracted by the surge bonus, especially after 2.4. You probably won't notice much of a difference from 0 to like 300 crit. I would NOT gear with the potential crit changes coming a loooooong ways down the road. I have the 4 set, but still just activate explosive fuel with my relic. Feels kinda like a waste of set bonus, but oh well. This also works to get shoulder cannon missiles off during cool downs. After 2.4, AP will be the #1 spec for PvE DPS, why would we tell you to change to hybrid?
  20. I think the point about the time disparity was brought up, but it was decided that since so many fights have important soft enrage mechanics, extra DPS at the end of the fight could be considered to be more valuable. Enough to basically call it a wash at least.
  21. Tank should do a 5 second countdown. You cast orbital at 5, then start casting ambush right after, and ambush and first orb tick hit shortly after tank starts the fight, then FT, and straight into sos.
  22. I have both, both on the 72 side of 69/72. I'd go with sniper. DPS is a bit better(but not overwhelmingly so). Movement capabilities similar, depending on spec. Sniper has better defenses, but spec can off heal in a pinch (especially lightning spec sorc). Number one reason I like playing sniper over sorc though: ability push back. Devastating at times for the sorc, not even a factor for the sniper. Unless you just really want to be able to heal, go sniper.
  23. 1-3: yea getting buffed was a hassle, that has no impact on the actual combat. 4: I had a 4211 dark saber master pre-pub9(didn't quite max out). This was simply not the case. I did win 4v1s a couple times, but that was against terrible players. 5: still has no bearing on the actual mechanics of combat. Play an assassin or operative and Hank lowbies if you want this play style. 6: not really true. Most armor had equal resists for everything but stun damage, so it was a simple choice between LLC, T21, or jawa ion rifle(or carbines/pistols if you went that route) 7: I am aware. My Jedi didn't get successfully bounties until after the CURB. I was well aware of how the system worked. Other classes could also make large amounts of money. Still none of this has any impact on the combat itself being simple, and it certainly has no impact on your ability at playing this game. Having a Jedi in swg doesn't make be better at playing swtor either. If you yearn that much for the glory days, just go play the EMU.
  24. Swg was more complex in forming builds and such, but once you got your build set, the actual combat and damage rotations were way simpler than anything in swtor.
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