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Larry_Dallas

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Everything posted by Larry_Dallas

  1. Need a little bit more about how you handled double destruction and just, generally, where everyone in the raid was positioned. DD shouldn't one shot the DPS, but I'm confused by the idea that they were running away. Were you getting 1 DD? Or 2? Which side had the healer on the ground? Edit: Wait, just re-read this. Are you saying the dps ran to the (player) tank to get DD instead of the other way around? That's a no-no. Both of these (enemy) tanks do big damage directly in "front" of the turret (that is, the side that faces wall by the entrance, not necessarily the direction the turret is facing at all times). No DPS or healer should ever cross the plane in front of S & F's "noses." Rather, the player tank wants to drag DD over to the dps and it'll get intercepted that way. The player tank can absorb a hit from the frontal attack much more safely than the dps will.
  2. Every 15(?) seconds or so, that boss will drop aggro on the tank and attack something else. The tank needs to taunt him back so he doesn't go clobber some other guy when this happens. With a companion, they won't think to do that automatically. Your choices are to micromanage your companion and use his taunt when that happens (depending on how long the cooldown is, this might not be possible), go in with a real tank or do the flashpoint when you're overleveled and can soak the damage yourself.
  3. On my Op heals, I'm not too fond of Concealment ops or full madness sorcs. On my full madness sorc, I despise carnage marauders. On my Van, I'm not a big fan of tankassins. On my Carnage mara, I can't stand bubblestunners. Jeezy, we're stunned enough. Any class: a rage jugg with points in unstoppable.
  4. 1. Welcome to tier 2 content. That's somewhat common. If you can beat this boss, you're capable of finishing the instance because the last boss has similar mechanics (not saying you'll kill him or savrak on the first try, though). This is, more or less, why people who can complete this use guildies instead of pugging it. This is a group positioning problem, not a healer problem. While it depends on the raid composition (ranged groups and melee groups will do different things here), where the dps and the tank take the boss must be coordinated or there's no way to beat the boss. Two reasons for this. 1. The tank was missing an interrupt or getting it late 2. When he misses the interrupt or gets it late, you need to hit him with a cleanse or it's game over There's a debuff you'll see on his bar that looks like a fire and it stacks. If it gets to three(?) stacks, it ticks for something ridiculous like 12k per second, which a much better geared healer still isn't healing through. This is the type of composition I like the least for this one. prefer all ranged DPS or all melee DPS (but then, I normally heal this with an op). Anyways, the Tank needs to plot out a course he's going to take the boss and make it clear to the group ahead of time. You and the merc should be stacked on top of each other at ~20 m from the tank. When one of you gets the circle, drag it away from the other one until it drops (preferably on the grates and preferably without taking fire damage), then head back to the other ranged/heals. The adds are not your responsibility. The merc needs to stop what he's doing and kill the first two groups. The tank should AoE taunt the third while everyone focuses on the boss. The "not keeping up" bit is a group coordination problem, not a healer problem. The advice I'd give you is to get a guild group or 4 friends together to do a first clear. There's a number of mechanics and strategies in the flashpoint that need to just be learned through repetition. That works best with 3 other reliable peeps on the same page you are. Pugging this is bad unless, by blind luck, you get 3 HM/NiM Ops vets who happen to be doing the rakghoul weekly because they need a couple stabs to buy a mod for an alt or craft something. But with such a group, you probably don't learn what it is you need to know to clear it. My way, the 4 of you will be ready to try your hand at EC HM once you're done.
  5. Don't know about the video in question, but if, for instance, the Tank is a Jugg and 2 or more of the DPS are Pyros, Carnage Maras or another bursty high damage spec, it's nearly impossible to maintain threat with only one guard. Which is why I tank with a Van. So if there was threat loss, might just be a class balance issue. Another problem with 16 mans is that they can sometimes be lag city.
  6. Still don't know see any link to the build anywhere. something like this? http://pts.swtor-spy.com/skill-tree-calculator/powertech/231/?build=000000000000000000000000000000000223120220100212001000000000000003200322021002120230000000000000&ver=20 And what would the priority list be? I'm seeing unload in some of these parses.
  7. There's an inquisitor conversation option in the nar shaddah bonus series that's something like NPC: Do you serve the emperor? I: Until I murder him and take my rightful place as the new emperor.
  8. Meh. Hybrid's too boring. If lightning is busier and has greater damage potential, I'm fine with that. Want to talk annoyingly complicated try out AP PT some time. Trash energy management, and even more complicated rotation and a medium range skill you need to aim while rooted.
  9. Thinking behind using recklessness during polarity shift (instead of waiting for conduction) is the skill called chaos nexus which doubles the proc rate of forked lightning. Added crit damage to a skill that crits for 30% of what CL crits for > 3% damage bonus I'm thinking. Unfortunately, I can't say for certain that they've fixed the bug where double-strike skills like that and chain shock don't apply recklessness to the second charge (or apply it and eat an additional charge), but I'm parsing higher this way, so I'll stick with it until I see evidence that something different is better or that the second charge does not apply recklessness. Edit: and yeah, the fact that chain shock more or less must be taken now is the only reason I would use it at all, apart from needing to move. Edit #2: I used to use barrage before Chain lightning for the same reason you did, but it procs so seldom now I switched it up. I'll have to pay closer attention to whether or not CL is eating both charges or if one is applying to both skills. Was more focused on not losing casts to fleet lag and may have missed that. I'll take a look later today and report back.
  10. I dropped crit to around 150-ish, put the rest in power and parsed a solid (and more or less exact) 2200 on the fleet ops dummy today (this is with no relics, no stim and no adrenal). This was a 350 dps gain vs what I saw in stock gear using lightning. If I had an on-use relic and a stim, I'm sure I'd have seen 2300. Rest of my itemization was, more or less, the same as yours. I may even drop crit to zero. Thinking that with how little crit "crit" adds, classes with auto-crit abilities might be able to just stack power and come out ahead. But I'll have to do more testing. My pyro's the one I can't get a good parse out of (~1900 with no on-use relic in the default gear). Have no idea how to manage crit and power tradeoff or the surge/accuracy budget on him now. Edit: I used this http://pts.swtor-spy.com/skill-tree-calculator/sorcerer/236/?build=230000000000000000000000000000000323 rotation is pretty much affliction->thundering blast->if lightning storm procs, I use polarity shift, if not lightning strike until I get it-->polarity shift-->CD-->recklessness-->CL-->barrage if it's up-->shock if it's not--> then the following in priority as they proc or come off cooldown affliction TB Lightning storm CL Barrage (procs a lot less often, though) CD Lightning strike
  11. Lightning does feel even busier (which is a good thing, imo) and madness seems to have just added occasional lightning strikes, but I was getting a solid 100 more DPS with the latter (~1950 vs 1850, no armor debuff, only the inquisitor buff...hybrid was even lower because barrage procced way less than it does on live). Might be the (strange) default optimization in the gear though. Used to 9%-ish activation speed not 2%. Although, maybe it's just that without enough accuracy lightning's attacks are missing and madness' dots and (now) bleeds aren't? Because Lightning "feels" and looks more powerful when the numbers are popping.
  12. What did you do for itemization, if you don't mind my asking? Not looking for an AMR profile, just a quick and dirty summary.
  13. http://pts.swtor-spy.com/skill-tree-calculator/sorcerer/236/?build=020000000000000000000000000000000323020002000000000000000000000003022322013100010122032002000000&ver=20 I don't see how something like this is that dissimilar to the current build. The rotation won't be the same (lightning strike can hit pretty hard now). As for if it can match lightning spec in single target? Not really knowing the new rotation and when to use lightning strike or shock, I have no idea, but I doubt it. Lightning spec seems to have gotten a monstrous damage increase (thundering blast used to burst for 4.6 k like clockwork...and now it can hit twice...crushing darkness doubleticks...polarity shift is available more often). Even the filler skill hits 25% harder. Lightning may very well outdamage powertechs at this point. Possibly snipers. The only sorc skill that didn't get a buff is force lightning, so it might be that barrage is a lot less valuable than going full madness or full lightning.
  14. You and I are of the same mind. The turrety aspect of this class drives me nuts but the ability to switch to doing a number of other things (off healing, kiting, covering a lot of ground, rooting mobs that get loose from a tank so he's got 5 seconds to recover aggro) on the fly without running out of resources (which can happen when you try to do this stuff specced madness) is the entire reason I like the spec. I also don't like that tumult is gone. Loved that skill
  15. Still installing the pte, but from what I can tell from the patch notes, they upped damage and whacked resource management, taking the rotation from force positive to, possibly, strongly force negative. I'll have a better idea when I can get log in and get to a dummy with an active parser.
  16. If by "perfectly fine," you mean the mob pulled outside aggro range and the group managed to recover, good for you, but you're still doing it wrong. No reason to stealth by droids and make the flashpoint harder than it needs to be.
  17. Sorry champ. Those droids pull on stealth at 25 meters. Anybody who wants to can verify this. There's one in the first room of Hammer station. Juggs marauders, sins and powertechs don't have droid CC at 22, mercs don't have any CC at 16. Anyone can confirm this. Heals don't pull dormant mobs. Anyone can verify this. And mercs spam the gun so they can heal better, not "for no reason." Any merc healer can verify this. You wiped a group, were a jerk to them, blamed them on the forums, got kicked, and got exactly nothing right in terms of what they could have been doing wrong and everything wrong in terms of why it couldn't have been your fault. Cheers.
  18. This anecdotal "I've never had stealth pull a robot" stuff is pointless, so I went into hammer station with a level 20 shadow. There are robots called "boarder suppression droid" in this flashpoint. There are two at the location the thread creator is talking about. "Boarder suppression droid" aggros stealthed characters at as far away as 25 meters if you're in their line of sight. It does not drop stealth scan. It just puts a target on you and pulls about 3 seconds later. Running further away does not help. Unstealthing did the one time I tried it. If TC was stealthed at the intersection in question, the entrance of which is about 15 meters from the closest "boarder suppression droid," he pulled the mobs, not the healer. End of story. Moral? Don't stealth near droids. And don't be a jerk about it when you cause a wipe or you might get kicked.
  19. There are droids with the same passive stealth detection as bosses. As to which have this and which don't, I can't say, because there's no reason for me or anyone to stealth around elite droids in flashpoints to try and find out which is which. There's no benefit. Nothing to gain by being stealthed around a droid, might pull them, can't out of combat CC...what's the point of risking it unless you're a concealment op or a middle tree sin? However, I'm pretty sure the beefgate mob in hammer station has them because I've seen that mob get pulled by shadows and/or smuggs in stealth from long range when I was leveling a Van tank.
  20. Yeah, you're wrong. See below. The bold is exactly correct, despite you saying "no way." Stealthing near a droid further away than a healer who is near an enemy but outside aggro range will pull them every time. And since mercs are always charging superheated ion gas(? think that's what it's called), their heal aggro will overtake pull aggro in one global. If you're stealthing near droids all the time in hammer station, you're doing it wrong and probably making a mess with unexpected pulls. Please note that you should never stealth around bosses either. Some of them will pull at FAR outside aggro range. Off the top of my head, there's a spot in Battle of Ilum between a strong mob and a bunch of boss trash, where you will wipe the group by stealthing. This is not correct. If the 2 DPS were powertechs or juggs, they have no CC. If they were marauders, they get CC at 28. And, incidentally, mind maze doesn't work on droids. They'll pull before you get there and it doesn't do anything against them anyway. The merc isn't spamming his gun heal for "no reason." He's charging up a skill so it's easier for him to heal. From what I can tell, you've been told multiple times, by multiple people, what you may have done wrong and respond by, essentially blaming everyone else, making incorrect statements about how the game works and bragging about how good you are at jugg tanking. If your behavior in the flashpoint was anything like your responses in this thread--telling classes without CC to CC things, stealthing around robots, blaming the healer for "pulling with a heal" when it was your stealth that got the group, failing to recover aggro after the pull, telling the healer that his rotation is "annoying," then, despite all these mistakes, go into a sweet brag about how good you think you are with a jugg--it's no surprise you were kicked, and you should expect more of this as long as this behavior persists.
  21. Based on the bolded, I don't think you were votekicked. That flashpoint's bugged. On some rigs the end of the flashpoint boots you to character select. Easy way to figure out if you're one of those is to step into the foundry. Will be booted during the first convo. Edit: then again, you ran it a second time successfully? Dunno. That's a really, really weird reason to votekick someone and a weird time to do it.
  22. This story doesn't make sense to me. First problem is that a raid member can't pull a dormant mob by healing someone. Second problem is that groups will generally not kick a tank under almost any circumstances because replacement q times are really long. If memory serves, these are groups of robots, are they not? You weren't, by chance, stealthed, were you? Because if you're stealthed near robots, even outside of normal aggro range, that pulls them. If I saw a tank stealth and pull two mobs of robots multiple times at the start of a flashpoint, lecture the healer and someone instituted a kick, I might vote yes, though more than likely, I'd have told you to quit stealthing near robots. Also, I'm not certain mercs even have a cc at 16.
  23. Yeah, this is wrong. The repair bills for some people right now are, like, 48k per death. It was never, ever that high. For comparison, the same damage used to cost about 8k last week to erase. How do I know this? Because it's a bug. Right now two people at the same gear level can both die in the same raid. One pays one price, the other pays the other.
  24. You're probably not a progression raider. This doesn't matter if you're doing weekly sm ops runs with your guild, but sorting out how you're going to drop Zorn and Toth on NMM, if your group hasn't already, just got prohibitively expensive.
  25. Yep. If would be like putting a huge tax on Milk to balance a budget.
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