Jump to content

Panzerfire

Members
  • Posts

    218
  • Joined

Everything posted by Panzerfire

  1. Getting a group of two people to have fun with Assassin Madness in pvp takes ~ 1 hour, making an ops group means you need to wait 20-25 mins for a person to get their invite and then wait 20-25 mins for the "accept invite" to be processed, barring disconnects/more server crap. Getting into DP NiM takes the same amount, after every wipe you need to sometimes wait those 20 mins for the "revive at instance start" to become usable.
  2. Bolstering story modes and increasing their rewards is a very good thing! We want to have it more accesible and have more players trying out these operations so hopefully we have more people entering the HM/NiM scene. Don't listen to people who think that "difficult" sm content shouldn't be bolstered. Having more people queue into sm ops through groupfinder and learning them will never be a bad thing.
  3. Disciples of Babylon timed run + server first. http://imgur.com/j4WSWU7 http://imgur.com/thCsxjN Good job all, got it with seconds to spare.
  4. Really? This NiM -> live contamination again? All pugs must die !
  5. Thank you and good luck to your guild and all other guilds who are pushing it hard to down her. Timed runs anyone?
  6. After about 30-35 hours and an epic amount of force shroud fails: http://imgur.com/zkDIizN Video whenever it's done, but can be found here: https://www.youtube.com/watch?v=5gWMjLPtxTk&feature=youtu.be
  7. There were various iterations of DF NiM on the PTS. First one Draxus and Grobthok were easier than now and Nefra and Brontes were the same, Zero was more difficult without bugging. Second they added the Bulwark mechanic on Draxus and Increased damage on adds for Grob'thok, dont remember if the magnet was always speedy gonzalez but I think? And they nerfed Zero once or twice. But I think most people spend under 10-15 hours on bosses before Brontes, total time. The problem is that even if guilds didnt do any PTS, once you have the mechanics the fights are over, there is no real "challenge" or pushing limits aside from Brontes final phase, which is what people are complaining about.
  8. Good to know Bioware really didnt change anything from pts. Gives us more to complain about.
  9. Disciples of Babylon - EU - The Red Eclipse Nefra: http://imgur.com/C5yH8UT Draxus: http://imgur.com/S5kh1GB Grob'Thok: http://imgur.com/992lYba Zero: http://imgur.com/T9aBkqm Achievements: http://imgur.com/bfp0v3G
  10. Once you have the rotation of pipe smash/scream and pipe slam it's doable on everything, good improvement compared to what it was where you could solo tank it. That said we run double assassin and I imagine it being a bit harder on a jugg although you get two leaps and with powertech you get the hydraulic override. Tank leaderboard would be something along the lines of "least damage taken from adds" and "least amount of pipe slam hits". Changes to make it harder: Keep the shield being removed on adds and their damaged lower but remove the dot so you have to keep them in fire or aoe them down. Direction change for magnet? But too harsh if it coincides with pipe slam.
  11. First of all I'm biased towards assassin tanks since I am one. Well thinking about what the other tanks can do in this fight I'd say that guardians can do the least, assassins can force speed after/before every pull depending on pull -> circle order, powertechs can ignore every 2nd pull, but besides two points in the fight I see little point in the guardian jumping to a friendly or the boss, maybe to escape death when at low health but generally the raid will be in melee range of the entity anyway. And I'm not sure but I wonder if saber reflect works on anything which the boss does, since it does defendable melee attacks combined with aoe pulses and red circles, although saber ward is the best cooldown out of all three tanks for this boss. Go with whoever is the most comfortable tanking this from your group.
  12. I would also recommend this as the preferred way, although it's best with an assassin/shadow as Force Pull + Force Speed is a good combo on the spawning kephess and will most of the times keep you aggro while the ranged kill it, with juggs/powertechs this may be more difficult to do. The solo tanking shadow on Brontes "wastes" a Resilience/Force Shroud which is better used on the last orb(s).
  13. Verone - Assassin- Madness- 8/2/36 - 4'59.35s. Log:http://www.torparse.com/a/533696/1/0/Overview AMR:http://swtor.askmrrobot.com/character/9ebc6854-157a-4f1c-a954-84c8b2fd3414 Be mindful that it's an offspec and I have hand-me-downs like kell dragon implants and even a 61 armoring Oh and does anyone know how to fix the dummy not dying in the log? It got killed by deathfield but the last damage doesn't show up.
  14. Seems like a big difference, sin is easier due to not having so many issues with their resource compared to juggs/guardians. Sin dps can go up to 1300 on a single target with high crit %'s and around 1.8-2k on fights like grobthok, I do think that other tanks can get 1300 but they have less chances for high hits. It might be that the cause of sins having higher dps are the auto-crit procs and recklessness. But having 200 dps higher on all fights is likely due to a difference in APM.
  15. Hmm fair enough, I'll see if I can do something with Ruby after downloading it but it's probably difficult. It was more of a brainstorm as how to measure how "good" a healer/tank combination performed in a specific fight.
  16. DPS would be a nice option but you need "DPS done while doing optimal rotations to minimize DtPS", since a DPS leaderboard would encourage tanks to maximize damage at all costs I don't think that that would be popular. An interesting thing to do would be to group DtPS and total damage of both tanks in a raid group per fight. This may cancel out concerns of tank switching but would be hard to check and would make another barrier to overcome for people who want to contribute. Honestly I don't know if we can objectively compare "tanking stats" per fight between tanks. The "most impressive" would be to manage to stay at the highest % of your health pool using KBN's graph and analyzing tool, but that uses a (as far as I understood) mac software, and I forgot to make it work. What determines tanking stats is a product of tanks and healers with occasional dps positioning or cooldowns, the job we have is to stay alive and execute mechanics as good as possible, the closest measure to this is lowest damage taken or lowest health % over the course of a fight. Of course this is all my opinion, I'll look up KBN's post because it seems to have been forgotten.
  17. The only places where Tyrans will not pull the Bestia tank is on the outside part of those square platforms leading to the thrones. On 16 HM Bestia's buff is very significant and I would not advice Calphayus have a chance of getting it for even 5 s. Hope it helps,
  18. When my group failed was when people slacked ^^ keep at it since it's a fun fight
  19. I think that you and Nala are talking about a solo Assassin/Shadow taking a consistent dps and mitigating/healing a percentage of that and thus healing will increase your TTK (time to (get) killed)? The thing is that mitigating an extra 300 dps is the same as healing for 300 hps. The problem you're examining is where the buffs we got mitigate an additional dps which is lower than our previous hps, right? Which would be in favor of pre - 2.5 tanks. If the Assassin/Shadow is in a group then I must assume that they have a healer making mitigation always better since it scales with damage and improves the heals of your healer. I'm not sure when we got nerfed the most, I think before EC SM/HM or maybe EC NiM. But I remember the constant 1v3's in pvp as a full tank spec.
  20. If the proactive mitigation is the same as the healing then it's true, cheers. And the entire point is that the combined mitigation of passive and active buffs we got is better than the self healing (past a certain DtPS point), a point which is easily surpassed in pvp and only not surpassed in dailies and flashpoints.
  21. I once proposed that taking damage through guard would give you a stack every 8 seconds without any additional requirements. It was correctly noted as being too easy to generate stacks since you only had to start from stealth and guard someone. Would it be better if taking damage through guard would give you a Harnessed Darkness stack (max = 3) which will allow you to use Force Lightning/Telekinetic Throw more often/faster in pvp and get those Dark Protection (max = 4) up? I'm using guard as the way to gain stacks here to make it a pvp-only change, and since Bioware does not have differences between abilities in pvp and pve this is the only way to do so, as far as I know. It's clear that the stacks cannot be maintained in pvp, whether this is a major problem for the duration of an arena is unknown to me as I have no experience. Or whether the hybrid with 30% less AoE damage and the extra cooldown is straight up better in all pvp scenarios is also unknown since the 5% damage reduction on enemy dps does help but not noticable.
  22. There is a difference in comparable gain of reduced dtps as a percentage of total dtps and the increase in damage of their stacks as a precentage of their damage without. As many have said before, our 4 stacks do not have to be maintained 100% or the raid will wipe, contrary to the necessity of marauders to keep their stacks up or suffer a big decrease in dps right away and then a slow increase of dps due to them not building all stacks in one move. (so yeah, apples - oranges yada yada) Some bosses have too much movement and knockbacks/stuns on tanks during critical phases where it won't be possible to keep them up (old Styrak, Brontes) at least those seem like a concern to me but increasing the duration will not solve it because you're stunned when tanking (although you do have time to restack when the other tank is tanking for 6-8 seconds so you still retain some uptime, just not 100%)
  23. The only good argument which I can think of why post 2.5 would be worse than pre 2.5 is that you mitigate less incoming dps at low dps values such as solo flashpoints and champion bosses. Which sucks a bit but I'd take more reliable mitigation at high dtps values. And when starting on a boss with 0 stacks you're equally screwed as before when you had no good self heal for 10 seconds.
  24. Sure thing, damage starts at around 2k per tick on an assassin tank (27% to internal) www.torparse.com/a/510961 That's the link to the entire log, can't get the link to the specific fight because Torparse is being slow right now, should be at the bottom of boss fights. Well, looks like it's the same so I guess people were slacking
×
×
  • Create New...