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Snarkasms

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  1. Guy in my guild pulls 6.5k HPS on some short encounters. It's pretty lulzy.
  2. Sins have best average mitigation, the only issue is spikiness. It's not an issue when leveling - the only issue when leveling is that you have light gear, and the worthwhile tanky stats don't start coming in until midlevel. Until you're 30, 35, etc., the lack of secondary and tertiary stats means essentially your entire tankiness comes from your endurance, shield generator, and skills only.
  3. Quick update: last night my sorc, who had never been to Oricon or logged in since the patch, got there and saw the proper symbol over the QT point. Whatever the issue is, it's not account-related, it seems.
  4. For what it's worth, I have not seen a proper hovering light symbol over a single undiscovered quick travel point since the patch - every one of them looks discovered despite not being. Let me know if I can provide any more information.
  5. Use Treek. She'll tank AND heal you. (Treek is so damn overpowered. She's amazing.) Otherwise yes, it's totally personal preference. If you're not a casting ranged spec, it's easier; adds also don't often have a ton of interrupts, so it's not a huge deal. On my marauders/sentinels, I'm essentially invincible with a good healer comp, and I'd just rip aggro off a tank comp in some cases anyway, so... depends. But yeah. Dat Treek. Pretty hard to beat.
  6. I think you might be using Crushing Darkness too much. It's entirely possible I'm doing it wrong, and if so, somebody will come along and correct me, but I only use Crushing Darkness/Mind Crush to open the fight - after that, it's essentially all (pardon if my sorc skill names are wrong) Lightning Strike/Disturbance, Chain Lightning/Telekinetic Wave on proc, Force Lightning/Telekinetic Throw on proc, and refreshing Affliction/Weaken Mind when it's about to fall off so I can use Thundering Blast/Turbulence on cooldown. Crushing Darkness/Mind Crush just takes too much time to cast in a rotation that's already cast-heavy. I believe you'll get better DPS out of simply excluding it from your rotation except in the opener. If I'm wrong, pretty please somebody correct me, because I've been meaning to parse it and haven't gotten the time yet.
  7. I love how everybody's complaining that they're taking away the 'skill tank' aspect of shadows/assassins, but the only mechanisms they can propose to keep things as they were and still avoid the issues involve no skill at all. Yeah, let's provide a cheat death mechanic or a buff that procs on giant incoming hits so that the squishy shadow has to do nothing but still survives for a little bit. In this context, BioWare's actually providing a solution that requires more skill than the proposals, since maintaining the 4% preloaded DR buff at least requires some semblance of work from the shadow.
  8. Most/all fixed today with 2.4.0a patch. 2-day turnaround isn't bad. Yes, it'd be nice if they hadn't shipped this way, but when 98% of the stuff you're delivering works, and 1.5% of the stuff that doesn't is cosmetic or low-impact, I still don't think it's worth holding everything up for it. The broken last boss and the wz comms are the only thing I'd think that might qualify for a delay.
  9. You're right, they should totally hold off releasing a massive update that includes 2 new operations, a new planet, new daily area, new gear, and updated vendors because a quick travel point that it takes a grand total of 3 minutes to get back to might not stay unlocked.
  10. Right now the relics are broken, and relics that should lock each other out don't. In that sense, yes, the best combination for DPS right now is technically Dread Forged SA + KD SA, but any two SA that aren't of the same tier should have the same effect and be BiS for your gear level. Don't expect it to stick around, though.
  11. That's exactly what they're doing. They said in the responses to snipers that they'd be increasing the damage or otherwise making more attractive their other attacks so rollbanging isn't the most effective use of their time now. The effectiveness of rollbanging right now is what's preventing logical evaluation within this leaderboard, that's all.
  12. I'm not sure you're right. The reason they're not on the list atm has more to do with the fact that it's hard to model how their damage works consistently, but some of the highest parses on the boss leaderboards come from rollbanging snipers and slingers. It's also an unintended result from BioWare, who basically indicate hybrids/rollbangers are operating outside of their "intended" parameters: So the reasons they're not here isn't that their DPS is too low, it's that it's hard to model appropriately. A rollbanger can put up incredible numbers on a dummy (because they can rollbang against the wall directly behind it) that they may not be able to put up on a boss due to positioning or lack of solid surfaces nearby.
  13. Yep, as far as I know, there are no issues. You deflect and parry behind your back all the time with your lightsaber, and you can bob and weave hits from any direction on a vanguard.
  14. And I wish they wouldn't use only the PTS as a barometer for success. What percentage of the population actually plays on PTS? What percentage manage to try out stuff like ops in hard and nightmare, 8 and 16-man modes?
  15. I'd have to agree - honestly, this seems like one of those situations where the math supports it, but the reality doesn't. If you're main-tanking and jumping to somebody, the boss turns with you, which is often not a great option. You could perhaps jump to the off-tank, but then you both take (probably small) incidental damage that otherwise only you would take. Can you perhaps do a ballpark to factor that in? Given the boss will probably get anywhere from 1-3 attacks off while you get back in position, does potential cleave/AOE damage to other members of the party negate the fact that you're reducing the damage to yourself?
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