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ssfish

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Everything posted by ssfish

  1. The information is already out there. I'm assuming that there is some history between you and the guy you quoted, but still. While I will certainly acknowledge that the Vengeance parse linked isn't a peak parse, the number disparity between the two classes is quite obvious. Then, you factor in group utility, where the Marauder wins hands down. Vengeance will be (as it has been) more than viable (and I personally find it more enjoyable), but it does not, and probably will not, match what Marauders are capable of. On a side note: Rage is certainly worth at least considering with 2.0, at least on a pure numbers standpoint. It's a low effort rotation that provides similar numbers to Vengeance on single targets, with a huge growth potential for multiple targets (such as you find in several fights in S&V).
  2. On the PTS, this was not the case, though to be quite frank, so what if it did? On a DPS Jugg, I would take medium armor without a second thought if I had to to get that set bonus. The armorings all have a base Armor Rating that is then adjusted/modified based upon what type of shell it is placed into. I wouldn't call it useless. It isn't the best set bonus we could have, but it certainly has situational value. Plus, it allows one to be lazy at times, if one so desires.
  3. In the last build on the PTS, the reusables required one of the blue Grade 10 mats to make, so they will be fairly cost-prohibitive, at least early on in 2.0.
  4. For Vengeance PvE, I would suggest picking up the 2-piece Marauder set bonus instead of the 4-piece Jugg. With regards to the new fights, there are very few fights that don't allow you to make full use of the Ravager proc, and so long as you are consistently churning out Ravages, that 8% increase works out better than the 8% on Scream.
  5. Do the same for Vanguard/PT. I would switch the "Yes" under support from Jugg/Guardian to Marauder/Sentinel, as well. Juggs have very little in the way of group support abilities (tanks get guard, PBAoE mez, spammable PBAoE snare; DPS get PBAoE mez and resource draining PBAoE snare.) Mara's get the PBAoE mez plus Blood, Predation and probably something else that I'm overlooking. Juggs do get the two greatest abilities in the game (IMO), however, in Intercede (which is very situational group support, as well) and Unstoppable. The main weapon column is also slightly misleading, as it implies that Operative's primary weapon is the Vibroknife, and while (from an aesthetic standpoint) this is true for Conceal-Ops, it isn't for Med/Leth Ops. Operative's main hand weapon is the blaster rifle, just as the Scoundrel's is the pistol.
  6. By default, the "N" key will bring up your Crew Management window. You can then click the small button on the right side to deploy the companion. Alternately, you can click the diamond icon in the menu tray to bring up that window. Edit: See above.
  7. Really can't explain , but it just seems to fit for me when I'm on the Scoundrel.
  8. Of course you have "a right" to rant, just as I have "a right" to point out that you are coming off as a tad bit paranoid by claiming a causal relationship between the Cartel Market and a failure of a feature in game. Not to mention comparing CS response times between a weekend evening and the evening before they patch the game and claiming it proof that "they have clearly cut costs." All that said, I'm pretty certain that I did not attempt to excuse (assumed meaning of "suckle on their teat{spelling fixed for you}") their slow (relative term, of course) response time. I pointed out a possible, and likely (much more so than your Cartel Market conspiracy) explanation. It is working wonderfully for me. And while I agree that it should have been fixed already, it''s a little naive to say that time of day is irrelevant to this discussion.
  9. You hopefully noticed the obvious time difference in the issue cropping up. July 2, 2012 was a Monday, and that post was made in the evening hours. Tonight's issue started late in the evening on a Sunday. Most companies (including 24/7 types) have fewer staff on overnight and on weekends. I can't say with 100% certainty that this is a factor in the delay in acknowledging the issue, but I'm inclined to believe so. But by all means, continue ranting. You are doing a swell job of presenting your grievance in a reasonable and credible manner. Edit: Oh, and chat is working again.
  10. If you choose the option to return to the fleet instead of continuing to DK, you still get credit for completing the FP.
  11. The problem with this, however, is that you can't (or couldn't) get on to Quesh prior to something like level 33. We ran into this when some guild mates tried to plow my sorc through so that I would have all 4 buffs right after the legacy patch.
  12. Well, that makes sense, then. I'm a big proponent of absolutes, so having that 2-3% chance of something not happening when I can make it a lock is hard to accept. But, actual field work trumps theory. Thanks
  13. Lift :: 4/31/6 Juggernaut 1806 http://www.torparse.com/a/134283/time/1361033449/1361033753/0/Damage+Dealt Much room for improvement still; I hit Assault by mistake somewhere in there in that snippet, and probably a couple more times throughout that log.
  14. Is there a reason you don't put a point in Brutality to push your Vicious Throw crit over 40% and thus, 100% with the proc from Shatter/Impale? I've just started playing my Jugg as DPS and am toying with various builds, and that one just seems like a lock (granted, my crit is sitting a bit high, so I only need 2 points in Malice to hit 40% for Force Scream).
  15. There's also, of course, from the same guys.
  16. I run two passive power relics. For the very rare occasion where I fall behind and need a burst, an adrenal has always been sufficient.
  17. 10.5k in mostly campaign gear (two Rakata armorings on belt/bracer) on the Op. Gear wasn't fully optimized (too much crit, not enough power) so I would imagine in full 63s 12k is reachable. If I remember correctly, the best target to cast a heal on for big numbers is a merc, yes? Don't they have the highest buff to incoming heals? Edit: As far as in-Operation heals go, I've hit 9.1k.
  18. I'm pretty sure Soa and Karagga are guaranteed to drop a grade 25 armoring in HM.
  19. Cybertech can learn Mods from Black Hole / Campaign gear. Artifice can learn Enhancements from Black Hole / Campaign gear.
  20. According to an Armstech in my guild, and apparently confirmed by someone listing a few in the GTN, an Armstech can reverse engineer and learn the schematic for Level 26 barrels obtained from campaign weapons. I would assume this holds for Artifice and hilts.
  21. If it is obtainable for you, the Rakata Field Tech gear is, in my opinion, the best looking set in the game.
  22. Personally, I have found my sweet spot to be ~10% alacrity. The difference between a 1.8 second heal and a 2.0 second heal feels huge to me. I can cite specific situations where even .1 second slower would have resulted in a death; though to be fair, had I recognized a few of those situations quicker (or not gotten casual about my TA stack), I could have started my heal sooner (or used SP), and it wouldn't have been that close. I've also found (on my Med-Op) that much higher alacrity results in me burning power too quick, so for me 10% is the happy medium. I believe (not in game to check) that ~200 alacrity from gear gives me the 6% needed on top of the talented 4%.
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