Jump to content

ssfish

Members
  • Posts

    516
  • Joined

Posts posted by ssfish

  1. With no information to back it up? Stay off the forums, and go get carried n00b.

     

    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. From what I understand though having the 2 piece set from the Marauder set will give us 2 armorings that are medium armor, or is my source wrong?

     

    I was led to believe that in 2.0 the armor rating will be tied to the armoring, hence the Marauder armorings will be medium. If I'm wrong, awesome.

     

    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 would actually agree with this looking at the new set bonuses. I dont know why the 2-set Vindicator gives the lowered Saber Throw range I personally think thats useless for PvE but having both 2-sets is still much better

     

    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. :D

  3. 1) This is a necro-bumped thread so don't bother responding to anyone before the last 2 pages.

     

    2) If the last PTS build I was in holds, at the start of 2.0, the best medpacks, stims, and adrenals are ALL REUSABLE. They are received the old fashion way by RE-ing (now at 10% chance) green -> blue -> purple.

     

    To test out S&V our guild used the level booster to make everyone level 450 biochem, crafted at least 1 of every class stim, then we just passed around the reusables for everyone to use.

     

    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. Updated to reflect Jugg/Guard recognized role as DPS too

     

    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. I hope when you say fewer, you realize that there was 0 customer service period. Not even a simple "We are working on it" was given. It takes 1 customer service rep a couple minutes, but in 4 hours that never happened.

     

    And I have a right to rant, I pay for a product and this is poor customer service. Please continue to suckle on their teet more and against those demanding better.

     

    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.

     

    No chat is not back up. I just tried to speak in general.

     

    Also the time and day of the matter is irrelevant, this issue was supposed to have been fixed with the three hour "unscheduled maintenance". Yet here we are, without chat, again.

     

    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.

  7. The link is living proof of what once was customer service... 30 minute response time, and 30 minutes after that it was fixed...

     

    Tonight though, 8 months later.... 4 hours and counting... no response PERIOD!

     

    They have clearly cut costs and are more busy paying people to make f**king toothpicks and mounts, because thats where the profit has gone. Micro-transaction Market!

     

    Now I really wish everyone could see this and understand the damage of this Cartel Market. It is a developer detraction from current existing problems! But who cares if subscriber numbers are down so long as they are pulling in 40-80 bucks a pop on each person that buys a set of the latest and greatest gamble packs! WOOHOOO!

     

    Milking the cow dry, and this is the result... server breaking issue with no customer support 4+ hours... beyond confirmed... F.U.B.A.R.!

     

    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. ;)

  8. Pretty sure someone might pay him to walk their lower level through Chapter 2 on a character they don't want to play just so they can get the buff. I'm not quite that lazy...yet.

     

    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.

  9. Vaidin (1893 DPS) http://www.torparse.com/a/134963/time/1361090480/1361090894/0/Overview

    Spec : 4/31/6 Vengeance Juggernaut

     

    This is easily the highest I've sustained over a period of 5 or more minutes and it ended up being over 7 minutes. If I don't trim the first 6 seconds, I only get 1880 DPS (http://www.torparse.com/a/134963/time/1361090474/1361090894/0/Overview) .

     

    My gear hasn't changed so it's still mostly 61s with the only 63s being my mainhand hilt, offhand armoring, 2 other armorings (belt + bracers), and 2 Dread Guard Relics (Boundless Ages + Elemental Transcendence). I did use 3 Exotech Adrenals throughout the parse, which seemed to help quite a bit.

     

    Beyond getting full 63s, a major improvement I could make in my gear is to get the PvP Vindicator shells for the 4 piece set bonus as it's far superior to the PvE Vindicator ones I'm using now. I'm pretty sad that Bioware decided to remove the Battlemaster shells as it was the best way to use PvP set bonuses and now I can't even get them without losing a significant amount of Strength.

     

    Also, I hate to mention it since I'm the only other Operative, but for the OP, it looks like Invinc's parse of 1918 is only a little over 4 minutes long.

     

    Loving that Ravage crit rate.

  10. To be honest it feels like I have to sacrifice too much in other places to get that point in Brutality. Also, watching the damage come across and looking through the parses, with my current crit rating I have never had Vicious Throw not crit when Savagery was up. I use to run with only one point in Battle Cry and two in Decimate, but with the amount of jumping around for some of the fights, the free Scream does help. Either way my damage output is close to the same.

     

    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

  11. http:// http://swtor.askmrrobot.com/character/a3615383-fcd2-4609-a73b-ab29129eb486

     

    This is my current raiding build for HM TFB and NiM EC. I sit even with our similar geared mara. Not the end all but something you can reference.

     

    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).

  12. 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.

  13. Its the same for every craft, RE can only give schematics for end-game stuff added post 1.2, but not everything.

    List of item that can give Schematics:

    -Barrel 26 for armstech

    -Hilt 26 and Campaign Relics for Artifice

    -BoE Armoring 26 from Kephess and Black-Hole Earpiece.

    -Willpower/Strength Campaign pieces for synthweaving

    -Aim/cunning Campaign pieces for Armormech.

    -Black Hole implants for Biochem

     

    You cannot RE pvp gear for schematics.

     

    Cybertech can learn Mods from Black Hole / Campaign gear.

    Artifice can learn Enhancements from Black Hole / Campaign gear.

  14. I would even be happy if they just added exotech weapons, and lvl 25/26 Barrel mods. This wouldnt at all break the game, but would make it a little more even in terms of crafting perks. I can understand the concern dev's might have over balance with powerful weapons in the game, but the schematics and mat's needed for this crafting are hard to get, and rare, and it really shouldnt be gamebreaking. But would make for something to aspire to, and bring me back in for FP's and basic op's. Hope to see it soon. I'm sure it wasnt forgotten about, but merely is taking time to implement properly and fairly. BW has done well withs addon's and patches in my mind, and I'm not ready to drop it all yet, or anytime soon. :)

     

    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.

  15. 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%.

×
×
  • Create New...