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Luckygunslinger

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Everything posted by Luckygunslinger

  1. In the process of putting all my gear into legacy gear for my Sentinel/Marauder. -_-
  2. I think if 2.6 rolls out and Vengeance is untouched, the Spec is pretty much going to be neglected until 3.0
  3. That's all that was announced on the page. A PVP change and nothing more, looks like RNG issues of Vengeance will have to wait until the new year. Link to 2.5 Class changes
  4. Use the basic comms you would use to buy the relic, use them to buy Isotope 5, use the Isotope and other materials and get someone to craft you an Underworld Relic. 150 comms gets you 4 out of the 5 Isotope required.
  5. Fortunate Redoubt and AFAIK Reactive Warding is now BiS if you get the Obroan/Dread Forged version.
  6. I was wondering if we could get some clarification on this? Especially with the new tier of content and gear just dropping, it's a pain that after 4 whole updates, our set bonus is still broken. For those of you who do not know, the Juggernaut Tank 2 piece stops Blade Turning from activating at all let alone giving it an increase in duration. Meaning Juggernauts lose their rough 3-5 seconds of Melee and Ranged immunity. This can be quite a thorn in the side of many tanks as a lot of mechanics revolving around pretty much a straight insta-kill from melee/ranged damage can be avoided with this.
  7. Yes, people need 2 implants. But the people who need 2 Dread Forged Implants are the tanks, because we're stuck with Accuracy/Absorb, which is stupid. DPS and Healers can grab Oriconian, sure it's not as good as Dread Forged but it's still a heavy upgrade.
  8. I'm one of the many people stuck back at 'Complete the Dread Fortress' with all the bosses killed. So, my two options are, do HM, which I have scratched the surface on. Or wait until next tuesday and run it again. Both options shouldn't really be required of me since I completed the op on Tuesday so, any hope those of us stuck with a finished SM and the quest be pushed up to the 'Return to Ops Mission Terminal' phase?
  9. Depends if you're taking into account: A) Armor reduction from Tracer or Sundering Assult B) Burnout which is the soft execute for the Pyrotech.
  10. So, since Elite comms now give Verpine, I think it's time to stop neglecting my Merc. Now, I love Arsenal, to an extent, but I have always found Pyro enjoyable. Even Pre-2.5, it was possible to pull good numbers with Pyrotech. Now with the added Damage to Railshot and the Offhand being taken into account along with the direct buffs to Pyro, it appears to be even more viable than before. I'm looking to knuckle down onto my Mercenary, however, I do require a bit of help, purely with Rotations, Gearing and Stat priority and the skill tree. Any and all help is greatly appreciated!
  11. I assume you're asking about PVE, because PVP is simply just going Rage and smashing people. Oh god where to start? okay Vengeance! Vengeance: About: Vengeance was and still is designed to be the Juggernaut's single target sustained DPS Tree. It was to allow a consistent amount of damage to flow onto the target while bleeds also nicked at the insides of the Target. It isn't as DoT heavy as Annihilation or Lethality, most of its bleeds are rather silly in damage. Vengeance is supposed to be high sustained damage while using the bleeds as crutch to leech the enemy if for some reason you're pulled from the fight for some mechanics. Vengeance's skill tree, rotation and pretty much everything about it are set in stone purely because its potential max DPS has little wriggle room to work with your imagination with. Pros: If learned correctly, Vengeance can actually perform as one of the best trees in the game. Juggernauts and Guardians a like are breaking 3000DPS without any Kell Dragon pieces which is VERY impressive. Vengeance has become a bit more mobile, now getting a 15% speed increase built into Shien, which also offers a total of 12% damage dealt increase (6% from Saber Form, and 6% for all melee attacks from 'Single Saber Mastery'.) Shien also grants a refund, meaning that if an ability costs 4 Rage, it'll only spend 3, however, this still means you need 4 Rage to actually spend it on, the refund is a refund, not a discount. Vengeance also benefits from having Enraged Defense become a Defensive cooldown, granting 15% DR while active as well as giving you a 4% damage reduction, which outweighs Shii-cho's balance of 3% DR and 3% Damage Increase. Vengeance also benefits from two procs, Rampage and Destroyer. Destroyer allows you to use Vicious Throw on any target of any HP, which is amazing as it can Crit for an insane amount. Rampage finishes the active cooldown on Ravage, allowing you to use it a lot more often than a Marauder or non-Vengeance Juggernaut. Rampage is the back bone of Vengeance as the whole point of Vengeance really is to try and get as many Ravages as possible. Cons: Vengeance is probably the most underpowered spec with the most potential. Reason for this is, it relies too much on RNG (Random Number Generator). Rampage is the back bone of Vengeance as I said, but there are only two ways of actually proccing Rampage, both of which suck. Unlike the Mercenary or Sorcerer, our Proc ability has a cooldown and a longer lock out. Shatter and Impale both have lengthy cooldowns and are both only a mere 30% chance to proc Rampage, this number is so low, you can go a near entire parse duration of 5 minutes without proccing once, it has happened. Pretty much, there are two things that contribute to Vengeance in the end, your skill and how much DPS you can push without Ravage + pure luck. Vengeance also has a lot of Rage consumption. Unlike Rage, Vengeance players need to be a bit cautious with their resource as you need to try and proc Rampage, which requires a total of 9 Rage (4 for Shatter, 5 for Impale). This can be gotten in about one or two GCD's, but you want to make sure you're not breaking a chain of powerful attacks by throwing in two assaults and a Sundering assault. To combat this, Vicious Throw (Procced) and Smash are both free and build 1 Rage due to the refund of Shien, though you still need to be wary. If you burn yourself out of Rage and you spam Assault waiting for everything to get off CD? Your DPS will be shot to nothing in that 4 second window. Vengeance's issues will be getting fixed in 2.5, but it's still unknown to us if these fixes will actually help the current state. It requires, skill, patience and understanding that if you go into an Operation, the proc will ultimately decide where you are on the DPS board. Rage: About: Rage is an AOE spec, the whole point of Rage is using Smash. Smash is made into an Auto-crit by the 'Dominate' skill in Rage and then buffed in damage by 'Shockwave'. This allows you to hit a deadly AOE attack every few seconds. Rage has little issues generating rage as of 2.0. There are a lot of skills that give you reduced or free attacks as well as Enrage granting you a buff that gives you more Rage over time while also granting Shock Wave. Rage is VERY mobile, only having a channel every 30 seconds (Ravage) and that's it. Obliterate is a shorter ranged but a lot stronger version of Force Charge, also granting you a free Force Scream upon use. Rage is actually a top competitor against Vengeance even in single target fights because it has no procs or kinks to it. It's predictable damage. You can probably make a guide outlining the order of abilities and you can probably follow that order every single time. Pros: Rage is safe powerful DPS. It helps in boss fights with plenty of adds and also helps out with many mechanics of fights too. Rage is also very bursty but, if you're skilled enough you can sustain steady numbers with it. Force Crush, being a DoT is also very nice as it grants Shockwave while allowing you to throw out a ton of damage while also benefiting from "Cascading Power" A 9% Damage dealt increase after Smash for 6 seconds, where you can usually apply Crush and Ravage back to back in that window. Rage also benefits from induced reduced Cooldown. Assault, Sundering Assault, Vicious Slash (Now a lot stronger because of Force Lash), Force Scream and Vicious Throw all reduce the CD of Smash, Obilterate and Enrage by a second every time one of them are used. As Rage generation isn't an issue? You can spam Vicious Slash pretty much to reduce the CD of Smash to push it out a lot often and use Sundering Assault to generate Rage while also reducing the CD as well as using a free Force Scream also. Rage is a touch tougher to see a sustained DPS, but it's actual damage output is a lot more reliable than Vengeance, it then boils down to, how much damage can you put out between Smashes. Cons: Rage is very easy to mess up, if you don't buff Smash correctly, you've wasted a good amount of time and damage trying to follow your Rotation. Rage also has little benefit from Enraged Defense unlike Vengeance, you'll be a touch more squishy to non-Force attacks as you get a 6% DR from all Force attacks in Rage. Rage is easy to shut down. Knock backs can shoot you away quite easily as you have no immunity from it all, so caution is always advised. As you have to be up close and personal, if your gaps are being increased and your buffs are lingering away, it can be very bad. Really, Rage has no big cons. You need to gear one thing differently which is the Set Bonus. Vengeance takes [2/4] + [2/4] combining Juggernaut and Marauder set bonus. Rage takes [4/4], giving you added Damage to Force Scream purely because you use it a lot more often than Ravage, in Rage spec you don't even take Ravager because you cripple yourself by not taking the Strength and Accuracy from Vengeance. Honestly, it boils down to what you enjoy. Both are a lot of work, Vengeance can cause you to pull your hair out but yield great numbers. Rage is fantastic for huge explosions of damage but... how you can sustain damage between those attacks is up to you.
  12. Did that on my Jugg. 5 Accuracy Enhancements, ranging from 30's to 31's, one Accuracy Aug. With the 3% Accuracy increase in Vengeance I'm sitting at 99.82%. Worth it for the trade off of Surge I find. I'm still running the low power surge 72 enhancements so hopefully when I iron out all the issues in my gear, a bigger push will be made.
  13. It probably will parse better when I try it out for real XD I honestly was bored on my ship waiting for our Raid to begin so I made a Derp hybrid. There weren't actually much issues TBH and it kind of linked in well. The Ruin buff from Vengeance makes Smash free and the Dominate buff in Rage makes it Auto Crit. Use Impale as you would off CD to Proc a finished CD Ravage and Scream with 1 stack of Savagery Rather than 2 for the auto crit and just repeat, Rage gen is pretty much the same as Vengeance, bit tough but manageable. I was parsing in Shien form but I may do it again in Shii-cho and put the 3 points from Rampage into Shockwave and have the SUPER Smash on top of the Damage of Impale, but I dunno. The issue really was, not getting as much high of a burst from Rage but not getting the sustained high Damage from Vengeance either. Honestly it would be better as a PVP spec, 600DPS behind my best parse, so yeah, won't be bringing it into many raids.
  14. Artorias - Jugg Hybrid- 2200DPS exactly Parse Skill Tree
  15. They shifted servers, some logs are ON TORParse but are blank.
  16. Just a heads up to people. Some logs were removed from TORParse, just check, you may need to reupload.
  17. May not be in the top 3 but I thought I'd post this to show I'm getting close. Artorias - Sith Juggernaut - Vengeance - 4/36/6 2818DPS 34DPS behind Antonica Log Clipped Log Unclipped AMR
  18. First Sages and Sorcs need to ask better questions. They Asked Why can't we have more defensive cooldowns on top of our own heals? Why are we shut down so easily? Force Cost is crappy To which the dev's gave straight answers. Sorc's have heals and should use them, not doing so is your own death warrant. You have Unnatural Preservation, which has a 30 sec cooldown and no force cost and on my Sorc who's 66's and 69's can crit for 10k quite often. Every class can be shut down in one regard or another. How you combat that shutting down is up to you and your skill, not an issue that should be catered to make your life easy. Force Cost is a resource, learn to manage it better. If a fight goes on for 10 minutes, sure the strain will get to you as it does a Mercenary's Heat, Sniper/Operative's Energy and even Rage generation can come into play in the later parts of a fight. Again, how you manage yourself and plan ahead, is skill, not an issue.
  19. DPS barely shifted when I did as you suggested. As you can tell, Shatter and Impale were used more, I ignored the Rate Limit because honestly, I just wanted to see what would happen if If they were used on cooldown. Parse I too am not the best Jugg DPS in the world, I actually tank more so than anything else, I gave up DPS'ing purely with the state of Vengeance at the moment so yeah, I'll be a lot....shakier than other people. Irregardless! We're here to fix dejvidke, because if his parse and my parse have the same theoretical DPS sustained over the fight, something is wrong since he's an entire tier and a bit a head of me.
  20. I'm going to have a detailed read of this. Not to brag but, I'm pulling the same numbers if not better in full 69's with some 72's. I'll get back to you soon. EDIT: First of all, Accuracy to 100%, if you don't have full affection with Broonmark, then get working on that, he gives you a 1% bonus accuracy across all toons. This is my Parse with Mostly 69's with 72's here and there. I'm aware it's not 300 seconds but, it's all I got until I install SWTOR back onto my Desktop. Comparing my Parse to yours, your spike damage is WAY low at the start in the 5m 22 sec Parse, if you compare your chart to mine, you'll see I have this GIANT spike at the start where I sustain 3000 to 2700 for a good while before the proc becomes a pain in my butt. Here are my stats for reference. Your ramp up time at the start is coming too late or not at all. I noticed in this This Parse, you're not activating your Adrenal at the start, thus you're a lot of burst. I saber throw, pop my Adrenal and Relic mid Force Charge and then Ravage. You should be doing the same. Also keep in mind Ravage's last hit is not on the 3.0 second mark, I believe it's at about 0.3 seconds left in the channel, it just gives you more time to react but, I wouldn't go tricking Ravage just yet before we iron everything out. From what I can tell, you might be using Impale and Shatter too much quickly right after Ravage, you're probably running into the issue of you're still trying to proc Ravage during the rate limit, so you're effectively not getting Ravage proccing more than it should. I'm merely spit balling to be honest, reading the logs with little to no sleep doesn't help
  21. Hey there Everyone! I'm hoping you can begin to point me in the right direction for the beginning of my progression in gearing. Now. My Sniper has a bit of kinks to be worked out in his gear, a relic here, a barrel there, but he's mostly (69)'s with 99.97% Accuracy (Insultingly close) :/ To start off. I was wondering, if I could get the following from you Skill Tree An AMR Profile for 69 tier and 72 tier I have been aiming to get the 4 piece set bonus, purely because of the use of Takedown so much. It would more beneficial to me to use that, rather than the Extra Tick of Orbital Strike you get from the PVP Vendor. I am currently running 169 Crit. Purely because of Lethal Purpose. I'm not sure how much Crit is too much for Lethality, but since I'll be more than likely not be reach full 75's any time soon. A simple number, again, for (69) tier and (72) tier. I'm working on augmenting my gear. I have the augments in my cargo hold, just need the kits! Currently as it stands the following is my rotation at the start of a fight. Orbital Strike -> Corrosive Grenade -> Corrosive Dart -> Weakening Blast -> Cull -> Take Down -> Series of Shots -> Rifle Shot (GCD) -> Cull -> Take Down -> Reapply DoT's -> Repeat I was wondering where I would proceed to put Orbital when it is off Cooldown. I know Lethality is the one that neglects OS the most and do I save Target Acquired's Set Bonus Energy Boost for OS after the channel finishes? I usually wait for Weakening blast to be off CD, Channel OS, Use Target Acquired, Weakening Blast then Cull. Which seems to be working out fairly well for me. Also, I realize Corrosive Mine is just a bit of added damage, not really made Viable. Do you go out of your way to use it in an Op? Run towards the enemy, roll away then begin to DPS? I'm not sure if the mere damage it deals is worth the actual time wasted heading to the boss. I read most of the Lethality post found here and took a fair amount of info from it but the 'Full Lethality' start seems to be a bit of a W.I.P. Anyways. That's all I can really think of at the moment. I hope this isn't too much of a burden for you. Below you'll find an AMR of my current gear (Got rid of the straight up 113+ Power relic for DG BA), A rotation log (This was at 4 in the morning so, it won't be amazing.) and my Skill tree. Thank you for your help. AMR Profile Rotation log: 5:23 Long Skill Tree
  22. Vicious Slash, Sweeping Slash, Shatter, Vicious Throw, Impale, Retaliation, We have plenty of abilities that cost rage, and boy do they cost rage. Big issue of Vengeance is Rage management. Sure the refund is nice but still.
  23. I'm a Jugg Tank. All 72's with the exception of an Armoring and an implant. Anyways. I have little to no threat generation issues. You want to first of all make sure you're guarding your highest Sustained DPS or highest out of the box DPS. Ours is an Operative, so that's the best bet. Anyways. You want to start rolling taunt into your rotation a bit more. There's no reason not to. If you're the main tank and you're taunting, it's not a big deal since effectively multiplying your own Aggro. I do this. Saber Throw -> Force Charge -> Smash -> Crushing Blow -> Retaliation -> Backhand -> Taunt -> Force Choke Ravage. You're fitting Backhand in between two Actions with no GCD's. So you should be able to activate Backhand on top of Retaliation, then follow up with taunt. You need to be quick. If for some reason you get pulled off of before you get to the taunt part. AOE taunt instead. Also you're right not to use reflect as a passive ability. Because 1) You NEED it in NiM fights purely because it's 5 seconds of partial or full immunity. Wasting it for threat gen is idiotic. As well, AFAIK Aggro generated from Reflect only occurs when you're actually "Reflecting". I'm not sure. The wording of Intimidating Presence leads me to believe it's a mere passive small AOE taunt. But the aggro it does without 'Reflecting' has never been one to pull off of a DPS at the start of the fight. I have noticed it does securely place my Aggro fairly high in a mob if I AOE taunt, reflect and they all reflect at themselves.
  24. "Jugg DPS is right where we think it should be." Entire Jugg Community: then
  25. Our pleasure Eric, counting the minutes before we hear back from you.
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