Jump to content

ssfish

Members
  • Posts

    516
  • Joined

Everything posted by ssfish

  1. This topic directly relates to complaint #3 in your initial post. My guess is that these implants are the reason the comm pieces can no longer be learned. As was mentioned, these schematics require 150 basic comms and hero rep with Makeb. I had 150 basics by the time I finished Makeb with doing Section X dailys. Hero faction was not difficult to obtain either. Now, I'm not saying that the system in 2.0 is perfect, or better than prior to 2.0, but it is clear that Biochem can still create end game (not BiS any longer) implants. The example I provided earlier with the DPS Aim implants is pretty consistant across the board. Cybertech is in the same boat with earpieces and armoring/mods.
  2. That seems to be the damage cap, yes, but that is not necessarily the amount of damage that is mitigated by Reflect. 21:18:35.631 Lift's Saber Reflect hits Dread Master Styrak for 4698 energy damage, causing 5060 threat. (reflected) 21:18:35.631 Dread Master Styrak's Shocked hits Lift for 0 damage, causing 2745 threat. 21:18:35.939 Lift's Bleeding (Physical) hits Dread Master Styrak for 116 internal damage, causing 116 threat. 21:18:35.940 Lift's Draining Scream effect of Bleeding (Physical) fades from Dread Master Styrak. 21:18:36.039 Lift loses Saber Reflect. 21:18:36.147 Lift's Bleeding (Physical) critically hits Dread Master Styrak for 296* internal damage, causing 296 threat! 21:18:36.664 Dread Master Styrak's Shocked hits Lift for 2745 energy damage, causing 2745 threat. Every single instance of Shocked in that fight that is not reflected, hit me for 2745. Every instance of Shocked that was reflected hit Styrak for 4698. So just because the reflected damage is 4698, it does not mean that is the amount of damage that was mitigated through Saber Reflect. (I know the question was about damage cap, but it seems to me that (for tanking at least) the mitigation is the more critical aspect of the ability, so it would be nice to find that cap as well).
  3. I have to assume you mean Implant here, given the course of your rant that follows. Microfilament Reflex D-Enhancer (166 End / 163 Aim / 79 Power / 74 Accuracy) Vs Black Market Med-tech (173 End / 143 Aim / 81 Power / 72 Surge) OR Black Market Boltblaster (173 End / 143 Aim / 81 Crit / 72 Accuracy) Obviously the decision (for someone that is actually looking at stat allotments in their gear) is going to come down to the need for Crit, Accuracy and/or Surge (power is always a plus of course), but on paper, the crafted Implant is the best of those 3. You can't compare to the Verpine because Bioware made the deliberate decision to prevent crafters from creating the best gear in the game. Crafters can now provide gear that is sufficient in allowing players to go into the hardest content available. And given the amount of HM S&V clears that happened within the first two weeks, even that gear is not necessary. The answers disprove your complaint, therefore they are not on topic? You are not doing a very good job of presenting your case, I must say. (For those that dislike colors, I am sorry, but this is the easiest way for me to respond to multiple points in this post)
  4. You can craft level 53 Implants that are on par with the 69-tier (Black Market) implants. They are certainly more than sufficient for end-game raiding. Crafted: 166 End / 163 Main / 79 Secondary / 74 Tertiary Elite Comms: 173 End / 143 Main / 81 Secondary / 72 Tertiary
  5. It's in there for me to purchase. Polished Marauder Vest, cost is 2750 credits, requires 450 Synthweaving. I remember when I was leveling skills back at launch, the trainer would sometimes not update schematics right away. Relogging always seemed to work to get him to repopulate his inventory to reflect the new skill tier. As far as boots go, I'm only seeing Resilient Mythra Boots as an orange schematic. No Polished Marauder or Polished Sentinel boots.
  6. My guess is the longer duration on the armor debuff.
  7. Except that the secondary stat is surge on the Arkanian while the crafted has Alacrity. Ultimately, that distinction is probably the decider for folks: do you need the surge or alacrity in that slot? Oh, and as a follow-up: You cannot RE these pieces - not just that you cannot learn anything; you cannot even RE them (though it does appear to be a bug, as it says Requires Cybertech (430) on the tooltip, which I obviously have if I crafted the thing) And to the OP: These are, in fact, level 53 requirements. I went ahead and made one and I was able to equip it while leveling.
  8. Some good looking parses there. And nice to see another Jugg on the boards... Though it looks like I've slipped off a few of them.
  9. 1: There is a 9 second cooldown on the Ravager proc, so in your example: if Ravage procs off the first Shatter it will not proc on an Impale immediately following. If we are talking opening rotation, then it's a different ballgame. 2: Enrage should be used when you need rage and either Sunder is on CD or you are in the middle of your rotation and don't want to skip a GCD to Sunder. There's really not a set place to put it since Ravager procs refund rage and they aren't predictable. 3: Smash is a rage-free (actually it builds 1 rage) attack that does decent damage and fits nicely into the rotation when Impale/Shatter/Ravage are on CD, Most Vengeance builds take the free ravage talent and the 2 point damage increase talent in Rage. Edit: It really is hard to put a solid priority/rotation together for Vengeance since there are so many if-then scenarios that one could come up with that throw the whole idea out the window. For instance: under 30%, V.Throw becomes much more critical to use on cooldown, because you are throwing away procs otherwise [There's no getting around the fact that you are going to waste Scream procs at sub-30%. It is what it is, and using a bunch of filler to avoid it is not worth it]. Also, it trumps Impale in the priority list if you are within the 9 second window between Ravager procs.
  10. I haven't purchased any yet, so I'm not positive, but I would imagine that these ones cannot be Reverse Engineered for upgrades. If they can, then they would certainly outdo even the Verpine (top tier comm. purchased) pieces.
  11. Worked on the PTS for Operative heals; no reason to think it won't on live.
  12. Without looking line by line at your parse, the thing that jumps out at me immediately is the average damage numbers for abilities. I'm going to guess that the biggest inhibitor for you right now is simply gear. And lack of zero-range S.Throw. Here's a parse from a few days ago (and not my best work, to be sure). I was in mostly 63s with a 66 hilt and a couple pieces of 69 gear. You crit for 60% of your V.Throws compared to my 34%, yet my average V.Throw outdamaged yours by ~200 damage per attack. That is 100% a gear thing. If I were to pick at anything in particular with your rotation, I would say that you aren't getting as many Screams in as you could, which means you are probably wasting Savagery procs. [Look at 13:10:50 - 13:10:58 on your parse. You used V.Throw, Shatter, and Impale before your next Scream, meaning you just threw away one Savagery proc, which isn't a huge deal, but I'm guessing it isn't an isolated occurrence throughout] Oh, and Shatter before Ravage on your opener? That runs the risk of throwing away the Rampage proc.
  13. Some do; and why not? Rage's ST damage is about on par with Vengeance, and it's obviously got the advantage for AoE. Add in the fact that it is a brain dead rotation, and it makes for an appealing spec for some.
  14. 5575-6800 for both, Blues heal for an additional 2475 over 15 seconds. I have no clue on the grenades.
  15. The way that stat allocations work, power and surge do not conflict with each other. You have basically 2 "tiers" of secondary stats. The first "tier" is power/crit while the second "tier" is accuracy/surge/alacrity. On the test server, II found my best results in stacking power mods and power/accuracy enhancements until I had 100% (or actually 99.97%) melee accuracy then going power/surge from there. I could see an argument for going up to ~20% crit, but beyond that and you are almost certainly wasting points. On live, I'm still using most of my DG set, which had my melee crit at ~35%. Now at 55, I think I'm at 22 or 23% and my accuracy is still a little low for my liking at 98%. I am, admittedly, not huge on the down and dirty numbers, so if someone that is wants to contradict me and say that we are benefited by stacking XX amount of crit, then I can't really disagree. It' was mostly a trial and error thing for me on the PTS. I would also consider (for Operations at least) changing Seething Hatred out for Deafening Defense. I love the convenience of Seething Hatred for FPs and Daily missions and the like, but it really doesn't have a practical benefit for Operation bosses, and most trash pulls will see those abilities off of cooldown by the time they are done anyways (or at least in time for the next pull).
  16. After running some S&V, I'm convinced that the first 2 new set pieces I get will be Vindicator's. I can compete and do well enough without the 8% Ravage bonus, but I just don't see myself having a fluid rotation without that zero range throw anymore. Of course, I then will get the Ravage set bonus - as much as I like Rage spec in 2.0, I can't see myself running it enough to warrant the 8% scream bonus.
  17. I can certainly see the use in PvP. I haven't done any serious type PvP on the Jugg since Smash Juggs were a unique thing to see.
  18. Interesting approach. Which fights do you find yourself getting use out of the Pooled Hatred buff? Edit: I assumed PvE here since you didn't specify (or if you did I'm blind and missed it). It certainly makes perfect sense for PvP, and if that's what you''re talking about, then you can throw my comments out the window because I have no idea what the ideals will be in that arena.
  19. With the new mechanics for our class, I'm finding that there have been several times were I've had terrible luck with procs, so I'll be sitting at 2-3 seconds until Sunder comes off CD, I have 3-4 Rage, and all of my abilities aside from S.Throw are on CD. My options become: 1. Hit V.Slash and then have to use Sunder before going into my big hitters (which should also be coming off CD), or 2. Hit S.Throw, gain Rage, hit Impale or Shatter (which ever one's coming up) and maybe get a Ravager proc to keep things flowing (and also saving Sunder for a moment when I actually need the rage). The big thing to note here is that the delve on S.Throw is pretty similar to that of V.Slash for damage: it as a wider range, so it's a little more random, but not significantly so. So I either spend 2 rage, or I gain 3 rage, and do about the same amount of damage. And with some of the new fights where the bosses have huge hit boxes (bosses 1-3 in S&V), it's really not that practical to run out to 10m range to use S.Throw. [so I can easily picture the scenario that I'm trying to describe, but I don't know if I translated it to words well enough to get the point across.]
  20. 1926 on 16m HM Titan 6. After reviewing my Fraps footage, there were a number of places where I straight up screwed the pooch, so I anticipate much higher next go around. Vengeance spec; using the pre-patch DG Relic of Boundless Ages (slightly higher passive power and on-use power) and a PvP Serendipitous Assault proc relic. At the time, I was in full 63s, with a 66 hilt, 69 bracers and a crafted level 54 implant. On the same run, earlier pull (and wipe) I did 1957 in Rage over the course of 4min 8sec, but as it was a wipe, it doesn't really count.
  21. Still going to run Strength Augments. On the PTS (full 69 gear, no 72), I was sitting at about 20% crit and 67-68% surge (melee; force crit was 6+% higher). I found running with minimal crit on gear was more effective (on a dummy). Surge is going to end up where ever it does after you cap accuracy, since I'm of the firm belief that Alacrity is still absolutely worthless for us. My plans for stat allocation have not changed after a few Operation runs on live; I still think power stacking is going to be the way to go. Though I am compelled to ask, where did you take a point out of Immortal - Ravager or Enraged Sunder - and what in Vengeance did you feel was more useful?
  22. Seething Hatred for FPs, Deafening Defense for Ops. Beyond those two talents, there's really not much in the way of flexibility for vengeance.
×
×
  • Create New...