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Tamonn

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  1. The change sounds stupid in my opinion. Not that i cant cope with it, i just cant see any logic behind it. First of all, reusables (as long as they require being biochemist to use) are all good, just like you can have your belt/bracers as syntwheaver or relic as artificer. Just give them same requirement so people wont be crafting them and dropping for biochem. As far as economical argument goes. Sorry but whats the difference between this (having reusable stims/adrenals) and having (in 1.2) critted orange gear with augment slot. As long as you are not into looks you will have one set of orange gear and you will keep switching your mods from ops gear. So economy for gear crafters will be stale as well. Or am i missing something? Whats more i think people with biochem not having to buy consumables (thx to reusables) are damaging economy less than the fact that after 1.2 everyone will buy their orange gear once and then theres no need for gear crafters since mods will be from ops gear. Ofc there are alts etc, but the same goes for biochem. What i mean is - orange gear is exactly like reusable stuff. At least from crafters point of view. You sell one of those to each character. Seriously, it would be that easy - leave reusables as biochem perk. If the devs dont like so many people being biochemist (hence stale economy) make other crew skill perks only usable by their original proff. I went artifice, crafted relics, went synth, crafted belt/bracers, lastly i went biochem for reusable. If i would have to stay artifice to use my relic id think twice before dropping for biochem. Etc.
  2. Sorry for the late response - agreed that phantom vs subjugation is down to personal preference. Altho i like more control over the fight, so i went for 6cd on interrupt. True that no boss needs interrupts but they definiatly help your group, ie unload hurts in NM:) As far as defensive roll goes, still not sure if its better than malice or worse. You are 100% correct that all aoe, thats unavoidable should be healable but still, thats assuming u have 100% gear ready group for the encounter. and 30% is just less preasure on healers, which is always nice to have. Tbh instead of dropping malice im tempted to drop enraged charge for NM runs, 1 less rage on force leap screws your initial rotation one time, at the start of the fight. But instead, with defensive roll u get 30% aoe dmg reduction for the entire fight! thats again, considering we`re talking pve in general and hm/nm ops in particular. And yeah, didnt write it earlier, thought its obvious that im anni since i was wondering about subjugation vs phantom, my bad.
  3. 2 quick questions: 1. Subjugation vs Phantom Phantom can save your life at times, help healers by reducing incoming dmg etc. Then again, subjugation gives your really great utility - rotating disruption, charge, disruption, u can solo interrupt everything thats interruptable in both ops (ie u can solo lock healer guy in KP) - and some boss inductions, if not interrupted, will really hurt either the whole group and your tank. Both talents are nice imo, wish i could take both, but none is crucial imo. just a bit of situational oh **** button or more utility from interrupts. 2. This is harder one for me: Defensive roll - many fights in ops (esp on hm/nm) are aoe-heavy so this talent would be awesome. But to take it, i have to either drop malice (which is great since dots are yellow dmg) or enraged charge which lets you start a fight with your normal rotation without having to use assault.
  4. Christ, another one. Where did i say i dont convert free rage into fury by using SSs? I just said that given the amount of fury (or extra rage u can spend on getting fury) u get due to the right talents in anni spec, situations in which u wont get to 30 fury solely because you dont have QR/1 rage per SSs are pretty rare, thats all. On the other hand i usually got more rage than GCDs to spend it on, and thats why im finding myself using retaliation now and then. Paired with annihilation it can give u pretty nice dmg and the fact that it gives u few more secs of cloak of pain uptime is just nice. Hence the question about QR. But it seems u got this game and every spec figured out already, down the every last detail, oh master of theory crafting without combat log? P.S. Not here to argue but i just hate the attitude - someone is using some other FILLER talent than you, so hes an idiot? In your post u got me figured already - my IQ, my playstyle and how i fair in pvp, and we never played together, bravo, u have some serious skills! P.P.S. WIth a little effort u can even convince me, but with solid arguments, not that i should l2p cause your way is the only way.
  5. Frist of all - ive never qq'd about Maras. Maybe your comment was general but u quoted me so... What i like about Swtor is the fact that due to lack of combat log and it being pretty fresh game, u dont have any best specs, down to every filler talent, posted anywhere. So drop the attitude, please. Your opinions are only opinions, nothing else. And this thread was about discussing stuff, not coming here and saying 'im the best and only i know how to play the class'. I wrote it at the very start - "I can be wrong but...". So u can disagree and offer your advice, but thats all. As for your arguments - i kinda disagree. Granted QR is good talent, but i cant agree with you thats game changing talent for Maras. If u are getting kited, it means you are getting hit, right (otherwise theres no problem with being kited till FL is off cd?) ? If u are getting hit, means u generate fury (either by defensing forms, or thx to Cloak of Carnage - well u generate rage but thats extra rage u need to use SSs without QR talent, at least in your example). Ofc u could do that quicker using QR + SSs, but thats situational. On the other hand u could pop force camo and close the gap without getting hit. Or use force scream for Short Fuse to kick in. And i can use SSs in the same way as u, just need more rage - all i said that i dont use smash and SSs for dpsing and keeping preasure on target/s, not that i dont use to get fury. But thats so rare (having exactly only 3 rage and 26 fury as well) i wouldnt spend 2 talent points for it. All im saying that in my opinion QR is situational talent, it isnt must have. And i prefer Cloak of Carnage, just for few more secs of Cloak of Pain uptime. But hey, its possible you are right and im wrong, i just didnt like your attitude, esp that ur arguments werent all that convincing.
  6. First of all - great work. even if it the guide isnt yours u've put some time and effort to convert it from rep terminology. Thank you. Few thoughts - from annihilation point of view. 1. Quick recovery vs Cloak of Annihilation I can be very wrong on this, but I went for Cloak, and the reason is simple - in WZs i just dont use smash. Not to mention sweeping strikes. First of all, i have better stuff to spend the rage (and GCD!) on and the dmg isnt that great. Sure its aoe but theres no preasure in it, at least imo. Maybe it can give you few extra k's in total dmg done but u wont kill them healers or keep preasure on anyone with smash (if it would be off gcd, then sure but its not). I agree retaliation isnt that great either, but the main advantage is that it cant be parried and its off the gcd - sometimes i find myself with full rage bar (esp. when im finished with one fight and im looking for new stuff to kill) and i found out that using annihilation + retaliation (granted, buff gotta be up, but usally it is) makes some of the folks panic (1/3 of their health gone in 1 gcd). Its very situational, of course, but still it can be very usefull as a big hitter (not alone but combined with other skill). So since sometimes i use retaliation i took CoA - few secs off the cloak cd isnt great, and wont happen too often, but still (for me) its better than smash/sstrikes, since i dont use them at all. 2. Not arguing, i dont use it myself but Seeping Wound can be very useful. Yeah, 30% isnt much and any good player can kite you with it but without the need to use crippling slash a)you can open up with your standard "rotation", while the target gets slowed in the process. b)if u see he will slow you down and kite, u can always use that crippling slash, its not like u cant use with this talent. What i mean is that in theory in WZs, for most of the players u are fighting against, 30% will suffice and not using crippling slash lets u put some preasure from the very start. But not arguing since i dont use it myself yet. 3. Dual Wield Mastery vs Defensive Forms. Hmmm i went for DWM, our off hand is pathetic, but DWM is just a dps gain (even if small). No idea if its better than 2 fury gain while attacked but still a dps gain. Feel free to correct me at any point:) 1. Down to personal preferences but i hate smash (as anni) and love to see enemy's health bar after anni paired with retaliation (if i have the rage to go on with rotation afterwards). 2. Just an idea 3. I really dont know:)
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