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Snarkasms

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Everything posted by Snarkasms

  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?
  16. If I have situations where I click a player, then start moving (using my mouse to look), doesn't that break in mouseover healing? Or does MOH leave the currently-selected target and only heals the hovered target 'temporarily'? I like the fact that my cursor is free to handle other game tasks while I can just trigger instant abilities on the run. Frankly, if it's implemented where you have to hover to heal, that turns healers into more of a turret class than they were previously, which would make PVP... interesting, at least. I'm sorry, but I don't see how reaction time isn't part of the game. This isn't a QOL enhancement, it's a "remove a static amount of time from all abilities" enhancement. I'm not aware of any mice that have a significantly harder-to-activate left-click button than your standard mouse, so that argument's pretty much out the window - everybody's on the same playing field, so even the superl33ts don't have an advantage over people playing with a cheap Dell mouse. Since the "skill" portion of this is still based around reaction time and getting your mouse to the relevant target, I can't see how this isn't just a "we don't wanna click anymore" request. Not saying it shouldn't be done, just saying I personally don't quite see the point yet, and there are plenty of other fixes the game needs a lot more than reducing a heal by a fraction of a second at best.
  17. Clicking the chars in the ops window. (Set your party frames to use ops format as well.) Personally, I use smallish boxes with giant HP and debuff indicators, and all of my main heals are mouse-bound, so it's just click-mouse-click-mouse-click-mouse etc.
  18. My sentinel had the same issue; I submitted an in-game ticket about it. All of my other alts had no problems, though. It was only on that one character, and only at that hangar terminal - she could use transport terminals elsewhere no problem.
  19. I don't know if anybody answered you, but stealth isn't up again in time for the second heat beam, else you could. You have to LOS one of them.
  20. I agree with you on most points, but let's break down what we're talking about. Instant cast self-heal: free, no skill points required Instant-cast force armor: free, no skill points required Knockback: free, no skill points required Stun bonus to force armor: requires minimum 17 points in telekinetics Heal bonus to force armor: requires minimum 22 points in seer Heal bonus to knockback: requires minimum 2 points in seer Root bonus to knockback: requires minimum 27 points in telekinetics Force speed bonus to remove slows/roots: requires minimum 17 points in seer Healing force requirement reductions: 3 points on second tier, all points on third tier, heal bonus on sixth tier, all seer On top of that, let's not forget: the force armor self-heal is only active for as long as the armor is *effective* - as soon as an 8k crit demolishes it, you're down 2k HP, and no more (1% of HP every second) self-heals for the next 20 or 30 seconds due to the debuff. With a cap of 46 points, the best you appear to be able to do is hybrid yourself to 4 of these at once in a 19-27-0 build, and you sacrifice a lot to get there - no turbulence, so no auto-crits; no shield-heal bonus; no heal trance, so the only bonus heal you get is the HoT; no resplendence or heal bonuses; no AOE heal; not even the WP bonus in the balance tree. So yes, you're correct, all of those abilities are *available* to sages, but you can only really get half of them in practical applications, and if you gun for 4, you're hamstringing yourself in other areas. A heal/burst hybrid built for escaping doesn't sound very useful in PVP to me, but admittedly, I don't PVP very much.
  21. Alacrity doesn't just change cast times, it also increases regeneration rate. High alacrity = higher regeneration rate. Whether that's counterbalanced by the energy costs from your heals is the question, but across the board, every second of downtime (not casting abilities) will net you more force/energy/ammo the higher your alacrity is.
  22. Yes, mean mitigation, which has nothing to do with the current sin/shadow complaints. In fact, to correct the issue, many have suggested reducing sin/shadow mean mitigation so they're no longer king of the hill there.
  23. Scoundrel is putting out a lot more DPS than previously, but it sort of depends what you want to do. The game seems to favor ranged DPS more and more, so for my money, I'd go sage (and telekinetics, for me), but it's pretty much a personal preference thing at this point; they're both lots of fun. You can compare the DPS leaderboards on TorParse between the two and see what you think in that respect, if that helps.
  24. That seems like a *lot* of surge. Personally, I don't think I'd go above 300 or so until I'm sure I hit my alacrity target, at least on sage and scoundrel.
  25. Just remember that you'll be a lot more effective if you join in the DPS. You should be healing when you need it, not constantly. Your comp won't have a taunt, so these are the threat rules you need to keep in mind: Damage generates threat equal to the value of the damage on that particular target Healing generates threat equal to half the value of the heal on *all* targets in combat In other words, leave your healing until the end, or do small heals. If you and your comp can nuke down 2 or 3 of a pack of 5 before you need to bust out the heals, then you're in a much better position to handle your threat and keep everything rolling along. My typical flow is to CC something (making sure companion AOE is off), send the companion against the next-strongest target first - then he/she gets aggro on everything, since he/she initiates the encounter - and then I go after the weak ones with shoot first, back blast, etc - the stuns and high single-target damage abilities I can use. This means that at most, I peel one add off my companion, the rest are still focusing them. If your comp is still holding up, move on to the next weakest, and prioritize back and forth like that until everybody's dead. Finally, check which stance your comp is in. If you want them to do more burst damage, give them the armor-penetrating stance; the exsanguination stances will give them DoT damage, which won't generate as much threat as a burstier armor pen hit, I think. Hope this helps along with the stuff above.
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