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Eraoc

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Posts posted by Eraoc

  1. Respectfully, I'd have to disagree with Omafo.

     

    From what I can see, you're not doing anything wrong. You must remember that Lightning can be very RNG oriented simply judging from the procs you get. For instance, from when I was in min/max 72s here is a parse that I did for just over 2700 dps: http://www.torparse.com/a/302812/time/1371925961/1371926261/0/Overview

     

    When you compare them, the only major difference is that I casted more Force Lightning and Chain Lightning, our 2 proc'd abilities. Those parses that are significantly higher are from hours of sitting in front of a dummy. It is also worth noting that our crit percentages are nearly identical.

     

    The only major change would be to upgrade that dread guard relic to at least underworld level. Additionally the on use power has great synergy with lightning and polarity shift, so the dps increase *can* be much greater then a damage proc. As to which one will depend upon play style and each individual fight.

     

    As to whether you're doing something wrong, you should really look at your dps in raids compared to the other DPS in your raid. If your raid is not hitting DPS checks, and you're near the top of your raid, you're doing everything right. As a lightning sorcerer, you should be able to consistently be one of the top dps in your raid. Additionally, Torparse rankings for boss fights can be useful, but great disparities should not be considered the end-all-be-all. As each raid is unique (such as the number of bloodthirsts, positioning of adds for chain lightning, whether you're chosen for mechanics, etc.).

     

    The hardest part about mastering lightning dps in a raid situation, is being able to continue your dps while moving. This means you must learn each boss fight's mechanics and plan ahead. Usually when you're moving you want to cast chain lightning, re-apply affliction, or shock. If this accomplished, you should not notice any significant loss in DPS due to movement.

  2. Added <Starsider> to the main page. Anyone aware of who might be the Ranked POC's for <Dark Eclipse> or <Jawa Stole My Bike>?

     

    I'm glad to see a wide range of guilds interested. It seems a few (mine included) are short in a few spots but maybe Kickball can serve as a recruiting / training mechanism (as well as just being a lot of fun :D).

     

    I can be the Point of Contact for <Dark Eclipse>. We don't have a set time for doing Ranked. It will most likely be Friday and Sunday evenings after we finish raiding.

     

    Empire: Eraoc / Nyaxe

    Republic: Monkfish

  3. Pro-Sages... question:

     

    for current NiM, which spec performs better? Tk or Balance?

     

    i'm Always been a balance sage, or hybrid. You can find me top5 sages anywhere on Torparse.

     

    my guildies insist that TK is better... i cant find any evidence on that.

     

    do you?

     

    In my experience it's more the player than the spec when choosing between TK and Balance. Certain fights in theory should favor one spec or the other, however in actual practice I haven't found this to be the case.

     

    I currently run TK in our 16 man NiM and am usually top dps in our raids. However when I switch to balance my dps is average at best, simply because the playstyle seems awkward to me.

  4. If you end up transferring to this server, the only 16 man imperial guild currently progressing through Nightmare Terror From Beyond is <Dark Eclipse>.

     

    Here is the link to our recruiting thread for info concerning our guild: http://www.swtor.com/community/showthread.php?t=655317

     

    Alternately you can check us out at http://darkeclipserawr.enjin.com/ or set up a time to chat on team speak.

     

    Hopefully you'll consider us so we can truly see if your effective damage in raids matches those claims ;)

  5. Ty for the tips, I made some major gear changes... just wanted to add I have full set bonus I just don't know how to add that on AskMrRobot.

     

    Also for my opener i use FP with Mindcrush then a Disturbance because Turbulence will be an autocrit just after and if I cast it first (just after weaken mind) I usually pull threat off the boss as it will often hit for 8500 + weaken mind tick. So my modified opener looks something like this:

     

    Buffs

    Mindcrush (auto crit)

    Disturbance (auto crit)

    Weaken Mind

    Turbulence (auto crit)

     

    If you're worried about threat here's the secret: wait 5 seconds before you do anything. I've learned this from being the naughty threat monkey in a 16 man raid with spiteful tanks. There is no content in the game where you can't afford to wait (except maybe Nightmare TFB/EC but even then I'd doubt it would be neccessary).

     

    Your opening should look like this:

     

    Wait 3-4 seconds.

    Mind Crush

    Weaken Mind

    All cooldowns (Adrenal, Mental Alacrity, On-Use Power Relic)

    Turbulence (Auto Crit)

    Disturbance Spam

     

    Note your DPS will not start until the Mind Crush lands, thus you've waited the Magical 5 seconds.

     

    Then you start into your normal rotation. I usually wait until I have at least the instant TK Wave proc before popping the Auto-Crit ability. You should also dump your threat about 20-25 seconds in and then every time it comes off cooldown. Remember the threat dump is not on the gcd so you don't have to worry about it messing with your rotation.

     

    If you're still pulling threat, bribe the tank for their guard (it's what I do, haha).

  6. Some slight tweaking to your setup would be:

     

    1. Swap 1 accuracy Enhancement for a Power/Surge Enhancement. This should put you at 109.5% accuracy.

    2. Swap 1 Alacrity Enhancement for a Power/Surge Enhancement. Best in slot according to theorycrafting says that lightning only needs 1 alacrity enhancement and rest power/surge. Since you're getting the alacrity on your implant, it's easier to swap out the enhancement in your gear.

    3. For raiding purposes, drop 3 points from Kinetic Collapse and Cascading force and pick up Upheavel.

    4. Your opening rotation should be to cast Turbulence before Mind Crush and Disturbance spam.

    5. Pick up the 4 set bonus, it does make a difference.

     

    However these tweaks will not result in any drastic changes. Your main rotation is correct as well. The only real rule to follow is to always be casting, don't reapply Weaken Mind until it falls off, and don't cast Turbulence without Weaken Mind up. The general rule is you will need to reapply Weaken Mind every other Turbulence cast. The last portion is to ensure you're popping your cooldowns as soon as they are available.

  7. grats I still havent personally tried the upgraded lvl 55 version, but I know other guilds on server did it. Unfortunately they didn't seem to update this for nightmare mode though we havent killed it in nightmare we did a hp check on it and its the same as the lvl 55 HM version.

     

    We killed him on Nightmare last night. There were no different mechanics or loot from the hard mode version.

     

    Also to clarify, once you kill the entity you must zone out and reset the instance before spawning him again, if you wipe, this step is not necessary.

  8. I know :/ its gonna be tough and I guess all I can say is hopefully in 2 weeks noone will be /saying stupid ****. I wish you guys luck to and hope to see you in ranked sometime.

     

    I'd like to thank Totherkins for helping Dark Eclipse out in ranked warzones last night. He was kind enough to help us fill out our team and explain some basic strategies to us.

     

    Eraoc / Monkfish

  9. What should my crit rating be at then? When does it start hitting DR?

     

    DR starts really coming into effect around 450 crit rating.

     

    The Diminishing Returns is based off the rating, not the % of crit you currently have. Healing sorcs get 6% of crit from talents so their crit gets fairly high without stacking crit rating. Here is a quick comparison for you:

     

    150 crit rating: 6.07%

    200 crit rating: 7.81%

    250 crit rating: 9.42%

    300 crit rating: 10.91%

    350 crit rating: 12.30%

     

    For calculating your final crit percentage there are 4 factors, willpower, base crit percentage (5%), crit rating, and buffs/talents.

     

    think I'm at 120-125, the dr will start to hit u at 30%, at my rating I'm at about 34% mostly from wp bonus (2190 wp)

     

    so you're nearly 100 difference in rating, is probably only netting u maybe 1% boost in actual percentage? I dunno u didnt post your %

     

    point being u must have a bunch of crit mods/enhancements that would be better served to switch to power/surge, since your surge is rather low at 222

     

    Incorrect, as you can see above his 100 difference in crit rating is netting over a 3% points difference.

  10. Eraoc (Imperial) / Monkfish (Republic) can craft the following recipes:

     

    Level 27 Hilts:

    Resolve 27: +72 Willpower / +52 Endurance

     

    Level 27 Earpieces:

    Boltblaster's MK-2 Device: +89 Aim, +128 Endurance, +52 Power, +60 Surge

    Bulwark's MK-2 Module: +99 Strength, +114 Endurance, +60 Shield, +60 Absorb

     

    Level 27 Armorings:

    Skill: 72 Cunning / 52 Endurance

    Resolve: 72 Willpower / 52 Endurance

    Might: 72 Strength / 52 Endurance

    Reflex: 72 Aim / 52 Endurance

    Force Wielder: 64 Endurance / 60 Willpower

     

     

    Q63 Mods:

    Agile 27: +56 Aim, +34 Endurance, +44 Power

    Aptitude 27: +56 Willpower, +34 Endurance, +44 Power

    Artful 27: +56 Cunning, +34 Endurance, +44 Power

    Deft 27: +56 Strength, +34 Endurance, +44 Power

     

    Potent 27A: +72 Strength, +44 Endurance, +13 Critical

     

    Resilient 27B: +44 Strength, +56 Endurance, +34 Absorb

    Agile 27B: +44 Aim, +56 Endurance, +34 Power

    Reinforced Mod 27B: +44 Willpower, +56 Endurance, +34 Defense

     

    Q63 Enhancements:

    Adept 27: +29 Endurance, +44 Power, +60 Surge

    Quick Savant 27: +29 Endurance, +44 Power, +60 Alacrity

    Initiative 27: +29 Endurance, +44 Power, +60 Accuracy

     

    Vigilant 27: +60 Endurance, +56 Shield, +13 Absorb

     

    Savant 27: +48 Endurance, +24 Power, +60 Alacrity

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