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Mythicrose

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Posts posted by Mythicrose

  1. I don't know if that is actually faster or if it just appears faster. Personally I have tried both and I would rather have the constant and steady rate of having the healer than having to summon/unsummon every fight and still have to use consumables to stay topped off.

     

    It's up to the player, both ways work. WIth how mindless pve questing is I prefer to go info zombie mode and let my companion keep me up while I mow down things.

     

    I tried to compare using a dps companion (Temple) versus using Loken on repeatable daily quests a couple months back against someone that swore up and down "loken was best". I chose the dailies as you coudl natrually benchmark yourself against them repeatedly unlike general questing. The main reason I chose Temple vs Loken was the fact that they can wear the exact same equipment except for weapons.

     

    My general finding was that I could complete the quests much faster Temple than I could with Loken. Summoning Temple and/or using my out of combat heal was faster for me than being continually topped off by Loken. There are certainly specific mob encounters when leveling that it is more beneficial to use Kaliyo, Loken, etc over another companion. As you said, it's really up to the individual player who to use.

  2. I think the only major problem with it is the loot. If you do 16 man Ops, you will get 4 loot pieces, but this only drops 2. We have yet to try it, but I wonder if it is possible for other guilds or just people in general to grief you on a PvP server while trying to kill it.

     

    You're in an open world environment on Voss. If a raid group of the other faction wants to interfere, they're going to.

  3. Ok. Our tanks were doing that I believe. I was hoping Touch would be a mechanic that would reduce the Warlords damage done (I mean in a way it is, but not the way I was thinking). The mount is a smaller, darker version of a mount already in the game. It resembles one of the speeder analogs that has a triangular head with two fins (or I think it looked like that). Choren zoomed around fast enough that it was hard to get a good look at it.
  4. Just to give you all an idea of where snipers stand, my guild completed 8 man hard mode EC last night. By the Mox parsing tool we finished the fight as following in Damage done:

     

    1. Sniper (marks) 685k damage

    2. Marauder (carnage) 675k damage

    3. Sniper (marks) 630k damage

    4. Merc (arsenal) 580k damage

    5. Juggernat (immortal) 200k (can't remember tank damage)

    6. Powertech (tank spec) 200k (again can't remember tank damage)

     

    The marauder actually did the most single target damage. The #1 sniper out did the #3 sniper mostly on AoE damage done on certain aspects of the fight, very close in single target damage. Everyone is in Rakata gear, stimmed, etc. The two snipers are nearly identical in all stats (cunning, power, crit, crit multiplier) and have collected all datacrons.

  5. I've only seen level 49 "green" patterns received from slicing missions. I could be completely incorrect, but the "blue" and "purple" schematics learned from reverse engineering the level 49 "green" augment may be level 50 (but may not be level 50 either).
  6. I ended up ( without actually choosing to ) giving all the info to Jaedus, and he didn't even thanks me, QQ. I would like to be able to kill him for being unappreciative. The other thing that bugged me, is where is this elite sith assasin team i'm supposed to be in charge of o _O ...

     

    You can view that in one of two ways. The first is that your elite sith assassin team is actually your current crew. Of the companions, only Kaliyo doesn't have some sort of....abnormality to enhance her abilities over "normal" people. Lokin can be a monster, Vector has creepy bug enhanced powers, Temple has undeveloped Force potential, and Scorpio is the femenine version of HK-47.

     

    The second way you could look at this is a teaser in to future content where you will be tasked to find and recruit individuals into an elite assassin team. "Elite Sith assassin team" could simply mean you have an elite assassin team beloning to the Sith Empire (or possibly a particular Sith like Jadus). It could also mean you might get to recruit a true, trained Force weilder at some point.

     

    But I dunno...just speculation the line is a tidbit for future content the way ME2 has Sheperd build a new crew even though his old is mostly around.

  7. No people don't have the opportunity to get it, I camped four hours for it yesterday, someone logged in 2mins before it spawned and beat me to it by about 1 second which could easily have been latency difference.

     

    For those that played WoW....this is like the time-lost protodrake all over except the egg doesn't move. You'll get lucky sooner or later especially once the "new" factor wears off. If someone simply must have it now, take a few days off school/work and have a second personal able to play your character and camp the spawn location when sleeping.....or pony up and pay who ever has it (assuming the egg can be traded).

  8. What is BiS?

     

    BiS means best in slot.

     

    As the other guy stated, an augmented sniper rifle will be best in slot once you've put the "top" crystal, barrell, enhancement, and augment in to it.

     

     

    For instance, if I had the new campaign sniper rifle I could remove its barrell, crystal, and enhancement. Then I could transfer all those to an augmented sniper rifle an armstech made. At this point there should theoretically be no difference between the two rifles. However, the augment slot can be filled to create a slightly stronger weapon than I would've had sticking with the campaign sniper rifle. Hope that clarifies things a bit for you.

  9. Hey,

     

    Since 1.2 my sniper volley buff never proc. I notice the descriptions says "blaster damage" so I must give up my usual sniper and use blasters from now on to make it proc?

     

    (lvl 32 sniper)

     

    You'll be able to get the proc using sniper rifles. It's a chance proc with a cooldown. It's duration isn't long so you could easily miss the proc buff if you're homed in on your character's buff/debuff bar.

  10. @ Sophistiz

     

    What parsing tool were you using? I'm curious because in the 16 man raid my guild ran last night, no one was getting close to 1500 dps. I believe we were using the MOX parser. A couple of guildies said to use a different parser that was more accurate but the name eludes me right now.

     

    We have eveyone in Rakata gear as we've been farming nightmare mode EV/KP for a while now. Only a few people have much armor (for instance) with augment slots in use.

  11. Ran a 31/7/3 build last night. Here's what I averaged in multiple fights

     

    Nightmare Guy/dog (Voss world boss) : 1200 dps just about every attempt

    My guild probably did this a dozen times. Quite a bit of movement in this fight. Each of the two bosses has a mechanic that can result in your death if using a channeled ability, DoT, or orbital thus slowing what damage can be done until those mechanics pass.

     

    Zorn/Torn : 1300 dps on our kill attempt

    Only had three attempts on this boss fight. I mainly focused on Zorn. Not as movement instensive as the Voss world Boss

     

    Stormcaller/Firebrand : 1100 dps - 1300 dps (largest variance between attempts)

    Did about 6 attemtps before I had to go. One attempt required very little movement for me, one had quite a bit of movement. The rest were in between. RNG on various effects can make or break MM dps on this fight.

     

    I had to log after that. Generally on top of my guild's charts were sniper, sniper, marauder, sniper, marauder, merc, merc, assassin (we were running 16 man and I didn't have the dps meter window open large enough to show everyone). The snipers were generally in top 5 damage done. The percentile of damage done between the "top" dps and 5th "best" dps varied by 2% on most attempts that I was in.

     

    Edit : All of our "best" were in the 16 man raids. Everyone geared in pretty much Rakata gear or crit crafted gear with augment slots (and enhancements/mods from rakata gear).

  12. The new talent gives you more uses of Cull (terms of being able to use it every time it's off CD due to higher energy gains (if you play more conservative)). I'm seeing it this way:

     

    1. Get good energy gains from going a hybrid spec, or

    2. Get good energy gains from going full Leth, which will allow Weakening Blast to make your Cull damage even higher than it currently is.

     

     

    Edit: this is just my knee-jerk reaction. I'm not saying it's OP, I just wanted to see if the community thought it was. It seems so far that it isn't.

     

    I must've misread the PTR notes on the ability. For whatever reason, I was thinking the weaker DoTs were only applied if Corrosive Grenade and Dart effects were ended prematurely.

     

    This would definately be an overall boost to lethality dps coupled with weakening blast costing no energy. This will help lethality in pre-50 pvp and leveling where there's not much crit gear as well.

  13. Originally, when the ability was announced, I thought "oh yay! A way to help protect us from dispel mechanics. This is great!" This was back when there was a "chance" it would be re-applied if it ends normally, and always be re-applied if it was dispelled.

     

    The ability reads 100% chance to re-apply when it ends, which would be in either situation. This does a few things:

     

    1. Helps make Cull damage consistent against our DoTs being dispelled.

     

    2. Keeps the damage on for 0 energy cost for 9 extra seconds (more uses of Cull, not dipping below 60% for things like OS due to re-application of DoTs, minor damage if you lose LoS on the taget).

     

    3. Effectively extends the usefulness of Lethal Purpose by 9 extra seconds for 0 energy.

     

     

    The only downsides to keeping these DoTs ticking for 9 seconds are:

     

    1. DoT damage lowered by 85%.

     

    2. For full Leth, these ticks eat into Weakening Blast procs.

     

    3. No extra application of slow from Adhesive Corrosives (speculation).

     

     

    So in PvP:

    DoT up every unique target you can

    Use Adrenaline Probe

    Don't worry about energy issues for the next minute

    Re-apply DoTs

    Reuse Adrenaline Probe

    Repeat

     

    Unless I missed something?

     

    Can you clarify what you're wanting to know? You could've done the exact same thing in PvP prior to 1.2 (DoT everyone up, adrenaline probe, re-DoT). The only difference is that the new talent makes sure at least something exists to protect cull's damage and you'll have a little bit of continued damage from the cleansed DoTs.

  14. Ya the thread in the PTS forum which they deleted covered all that man ... the main concern was if we were low when dummies didnt evade, imagine how low we'd be when they (or bosses) did evade! Moreso, the parses the Dev replied to came from Snipers in Ops against real live targets comparative to the other classes they were lower then. So ya ... covered.

     

    You could be miscontruing things that were said (perhaps I am as well). Snipers stacking accuracy (versus power as an example) were lower on training dummies because the snipers weren't missing. Other classes favoring power were thus hitting harder on the same training dummies because they weren't missing the target either.

     

    Once the dummies are modified to correctly account for dodges, misses, and parries we should theoretically see snipers stay about the same (those with accuracy). We should theoretically see the classes stacking power doing worse as their attacks are subject to misses/doges/parries that the sniper's accuracy rating over comes.

  15. Seen 600-0 victory twice since launch. Both times happened against fewer Republic players in the zone (8 imps vs 4-6 pubs). And of course as Republic players continued to join the game, they'd leave seeing the three cap. The warzone shutdown for imbalanced teams never got a chance to reach zero as a result.
  16. that is because a large portion of the better Imperial players are older and cannot log in until later in the evening.

     

    the average republic player > average imperial player. at least on the fatman, and based on my experience

     

    Or....

     

     

    ...more people with 40 hour+ jobs play the Empire whereas more college students, part time job workers, etc play Republic.

  17. Level 50 sniper, 50 juggernaut, 35 assassin, 37 scoundrel (beta), 48 commando...

     

     

    So far the agent's act 1 boss remains on my list of "most difficult" bosses. Didn't have an issue with any boss in the SW story line. No issues with the Trooper, Inquisitor, or Smuggler story lines either (so far).

  18. Ive seen this thread a few times now and i think the range advantage should get buffed.

     

    Range in practice is 30m or less due to many of the abilities you need not being 35m and because of the long cast times you need a time buffer where the target isn't going to run out of range, which is likely if you're sitting at 35m. An increase to 40m would be a good idea then we can fully operate at 35m.

     

    Fully operational at 35m still puts us safely out of range of anyone and anything but another sniper/gs. Now consider the mobility Lethality and Engineering specs (even Marksman can be) are. You could effectively be untouchable to anything but a stealthed character.

  19. All I hate about tankassins is their healing potential. That makes them so darn annoying, I rather root them, mez them, or stun them to run to an ally rather than duke it out. The heal is what? 10% of their max health or so? Just annoying...move on. You know it's a tankassassin if they open up on you and you don't see the volcanic strike (large and flashy).
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