Jump to content

DarkenDragon

Members
  • Posts

    174
  • Joined

Everything posted by DarkenDragon

  1. /bump hoping to get more feedback and to get it to be viewed more
  2. I feel concussion missile is just a waste of your time in PvP since 1. it heals the target while they are CCed 2. it breaks on damage and in pvp I find a lot of people aoe a lot so your just giving them free full resolve making them immune to any other CC afterwards 3. it takes too long to cast unless you waste your instant cast cooldown but that seems like a waste cuz of the first 2 points. the only reason you'd want to use this ability is what was mentioned above is if your facing 2 opponents and you know that your allies wont be using AOE at all, and hoping that the enemy being CCed doesnt have his break away ability, and if the CCed target is already at full health. too much of a situational ability for PvP to be useful at all
  3. now we all know that the rotation for arsenal spec is very straight forward and is just a priority list. well this is just for those who are nit picky and want to make sure their heat is always manageable, and in fact will increase your DPS quite a lot by not going overheat and without using rapid shots at all. now we know that we'll be using tracer missiles until either we have 5 stacks of armor debuff, then we'd use heat seeker missiles when its off cooldown, unload when barrage procs, and rail shot when we have 5 stacks of tracer lock. but what do you do when you have multiple of the 3 abilities off cooldown and ready to fire, which do you choose first? what order do you cast them in. some might think that the order doesnt matter, and i was one of them. but I've been noticing a big difference when 2 of the abilites were ready to fire. namely unload and heat seeker missiles. now a normal starting you'll want to use 3 tracer missiles, then you'll have a choice of heat seeker missiles or unload (with a 30% chance you'll most likly proc a barrage within the 3 tracer missiles). now some might think that it wouldnt matter what order you cast it in, but there is a difference. if you were to cast heat seeker missile first than unload. your heat will most likly go over the 40 heat causing your heat venting to be at 3 per second instead of 5 per second. but if you were to cast unload before heat seeker missiles, you'll most likly still be under 40 heat (if you were able to get a crit for terminal velocity every time its up) and thus will vent 15 heat while the cast of unload is going on, thus when heat seeker missile goes off, your still under 40 heat, or very close to it. the reason why im sharing this is because i've been noticing that when I use heat seeker missile first (thinking that it would have a longer cooldown than unload cuz of barrage) I would end up overheating quite quickly because the heat seeker missile will constantly push me up to a new heat bracket thus slowing the venting process down significantly. but doing the opposite allowed me to go on dpsing without the use of rapid shots and without overheating quite a lot more thus increasing my damage by a ton. im sure theres a lot of people out there who discovered this well before me, but I felt this was information that would help any new players to get the most out of their damage and to improve their game significantly
  4. well I know for a fact that it does work, i've used it with my companion before where I take agro from a large group, use it and they turn on my dps companion and then I aoe them down. first off, there are a handful of mobs in this game that have threat dumps where they'll pick a new target and lose all threat from others, one being the infected hunter in kaon. so using this ability wont be helpful since your the only person on the threat table until people start attacking it again also the above is correct that there is a threshold where a tank must go over a certain amount before he'll pull agro off a person, I dont know how valid this post is but force junkies have come up with the numbers of a melee must have 110% of the current threat holder in order to pull agro, and ranged must have 130% before they'll pull agro. a taunt will set their threat to 110% of the current target's agro thus pulling them away. another thing is this is what taunts are for, if your friend is not saving his taunt for when the mob starts attacking someone other than himself, hes doing it wrong. also this is the only situation that it should be used in since taunts are not threat builders, if he already has agro then using it will do nothing of value.
  5. the head peice is from lvl 50 pvp set gear, I can only assume the rest as well
  6. in the 1.1.3 patch notes, it says this is one of the things that are getting fixed you can find it in the public test forums
  7. 1. its 2 seconds every time you hit, so thats 5 seconds of slow since you hit every second for 3 seconds. 2. it is a pvp ability to help slow people down for your team to catch up to them, or to slow the ball carrier while they get burned in the fire. 3. in pve it still has its uses if you know how to knock your opponents away. or use it in the right way. also since it places a debuff you can use rail shot right afterwards giving you a quick kill instead of having to wait for tracer missile to be shot. just cause you dont know how to use a talent doesnt make it useless
  8. please site your information cuz right now what your saying is a bunch of BS since theres nothing out there that comfirms what you are saying, in game the stat says that for ranged, after 100% it will reduce the target's defense, this means that the target will dodge and parry less often if you have more than 100%. for Tech it'll say it reduces the resistance, this is because tech attacks cant be dodged or parry, but they have resistance which reduces the damage of the attack. so having more than 100% in that catagory will just reduce the amount of damage that will be resisted. but it will not penetrate damage. currently its believed that the defense rating of a boss is at 8-10% theres no information about what the resistance is but I believe its safe to say it might be 18-20% so getting anything beyond that will just become a wasted stat. and you probably should switch out the accuracy for something better. the only problem is those enhancement/mods do not exist or at least isnt easily obtained. not for that item level at least. the highest you'll find is ilvl 50 or you'll have to run operations and pray that they'll drop and that you can win the roll.
  9. I just realized, if you dont plan on picking up the pvp gear, its probably easier to just farm PVP commendations and just pick up the centurion's pants to just get the acc/crit enhancements instead eh? that way we can keep our crit chance high and not sacrafice the crystals or commendations which I find is fairly difficult to obtain (our server lacks lone tanks to make groups with so its difficult to get a group going)
  10. seems like all the gear has the same set up of mods and enhancements, the best i can find is accuracy and crit, which is still better I'd think for mercs since we need that crit to keep our sustain up right? without the crits our heat will just overheat all the time
  11. with how much accuracy there is on the Tier 1.x gear, and how much I dont need it. should I just save up my commendation and crystals to spend on the gear with the crit/surge enhancements on them so I can rip them out and put it into my eliminator gear? and just pray that i get the drops in the FPs?
  12. no that wouldnt work since we dont cast tracer missile to refresh the debuff any how. and power shot doesnt get the benefit of venting heat with the high velocity talent nor does it apply tracer lock stacks for rail shot
  13. except those are ilvl 50 instead of ilvl 51 and the columni gear is ilvl 56 so clearly we cant be replacing those with the dailies version and if I am gonna be ripping the mods of my current gear, shouldnt I just stick with my current gear instead of switching then?
  14. my real problem is that currently Im at 108 accuracy without all that accuracy that the items have. so getting more is gonna push me way off the 110% mark and it'll bring my crit chance down below the 30-35% mark which will make my venting slow thus lower my dps cuz i'll have to use rapid shots more often. and it seems only 1 piece of gear has crit chance mods that I can replace with but is it really worth spending my crystal and commendations on it just to get that 1 enhancement?
  15. Im finally starting to get tionese gear and i've been running around with a full daily commendation set of modded custom gear (so heavy on crit and surge stuff) also im an arsenal merc, so I can only assume eliminator gear is what I want now i've finally got enough token and crystals to start buying some of the gear but I noticed theres no crit on a lot of the gear and is heavy on accuracy which I feel is a little bit over kill and the aim on it isnt really enough to suffice for the lost in crit and surge lost. so im wondering if I should even bother getting them. not to mention crit chance doesnt even show up until rataka gear am I missing something and is there a way to replace the mods with ones with crit on it?
  16. If this game works like many other MMOs then the game may be running on an attack table system where theres 2 rolls to determine what happens when you attack. the first roll will determine if your attack will make contact, and the second roll will determine what happens. what your concerned with is the first roll the way it'll work is that you have a table of what can happen and theres 100 or so slots and the die can only roll within those slots. the game will fill those slots with your hit chance, miss chance, their dodge chance, shield chance, and what ever different chance you have usually it will fill up that table in that order, so if your hit chances all fill up their table before their defenses do, then all their defense stats get "pushed off the table" so if your over 100% accuracy, this means your pushing off their defense stats off the attack table, while their defense stats are trying to push your hit chance off the table. I know this may be a bit confusing, so an easier way of thinking of it is that acruaccy above 100% will negate your enemy's defense stats
  17. dont quote me on this but I dont think they expect to be wearing the full rataka gear then, mix and matching to get full benifit, and the reason why every peice has so much is incase you dont get every peice you still have quite a lot, plus the set bonus works for any of the teir 1.x gear. but again chances are I am wrong but thats how i'll be playing the game to maximize my performance
  18. this sounds more like the idea that just because you have it doesnt mean you should use it. like some mentioned above, not all abilities are required for all specs. here are some key tips on figuring how to run your rotation. 1. figure out what are your specific abilities, best way to do this is look at your talents, what abilities are triggers and what are effected by them. these will be your key abilities. your key ability that will tie everything together is usually which ever has the largest cooldown or the ability thats tied to many talents. 2. figure out the order of the casts by organizing your abilities to triggers and effects. triggers are abilities that will trigger one of your talents such as tracer missile for arsenal mercs or snipe/series of shot for marksmen snipers. these abilities must be casted in order to trigger an effect that will be casted on another ability like heat seeking missiles for arsenal mercs or ambush for marksmen snipers. 3. the amount of abilities you should be using is whatever you can use while your main ability is on cooldown. since you'll want to cast them as much as possible and that means casting them once their off cooldown every time. and it should be that simple
  19. I just started doing hard modes and I do quite a bit of damage compared to my tank's threat so he likes to put guard on me but im a merc and like to hang in the back a lot, but that would mean I lose my guard buff. shouldnt guard be like 30m to be similar to our range? and when thinking about future operations and bosses, im sure they might make a large boss that wouldnt allow people to be so close to the tank and thus guard will become a pointless buff. I can understand for pvp it might be op so Im not too sure how you could balance it for the 2 but for PvE it seems too short
  20. easy answer, you want 110% accuracy in tech since majority of your damage is gonna be tech damage. 100% means you wont miss, 110% means the bosses wont resist your damage and do reduced damage. simple as that but really this isnt your top priority, I would make crit chance to 35% your top priority since you need those crits to vent your heat to keep your sustain high
  21. /bump I feel this is too great of information to be let buried so im bringing it back to the top, more information would be greatly appreciated, and any one knows how to rate this, a rating would be great
  22. to reset it you must not use it for exactly 1 week + how ever many days till the reset day, which I believe is tuesday.
  23. thats the only weapon he can use, you can open up your abilities window by pressing P and then clicking the companion tab and you'll see all their proficiency
  24. /bump still looking for true data and facts about this if anyone has any to provide
  25. yea.... thats why its only under Juggernaut/guardian.....
×
×
  • Create New...