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Snarkasms

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Posts posted by Snarkasms

  1. 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.
  2. 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.

  3. 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.

  4. 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.

  5. Because that was only problem with 2.4 :rolleyes:

    Broken Op, items removed from game, warzone comms not correctly awarded, GTN Preview and links broken...

     

    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.

  6. I personally find this completely unacceptable. You have basically admitted that Bioware release faulty updates rather than delaying these slightly until known issues are fixed. If you have reports from PTS that something isn't worknig why not hold off the rleease of content to the general public on the server we pay to play on until these bugs are fixed? Instead releasing bugged content does nothing other than to add stress to the community and begin to erode our enjoyment of the product.

     

    Considering many of the PTS guides regarding the dread palace final encounter not being able to be completed and here we have the same thing in the final released product this makes me think you all knew this wasn't going to work but decided to release the content anyway in it's bugged state.

     

    I used to have a lot of time and patience for bugs and defended Bioware regarding bugs noting that noone can test everything and sometimes things slip by unnoticed but now based on Amber's post I am beginning to think it's money ahead of quality. If that's the case ... shame on Bioware.

     

    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.

  7. Now the question: does this make Ark-SA+UW-SA the best combination ??

    What do you theorycrafting pros say to this ?

     

    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.

  8. Oh that is exactly the point. If the rollbanger gets a situation where the bombs can be used effectively, they are too high. If they can't use the bombs, the dps is the lowest of all dps builds. Nerf the scatter bombs, raise the single target dps. Make engineering more than just a rollbanger.

     

    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.

  9. While I am sure sniper sympathy is not exactly the top of the priority list, the engineering spec seems to be so situational that it did not even make the list. While the AE ability and scatter bombs (roll bombs) can make the engineer excel in situations, it is so gimped in single target dps they are generally not considered viable for groups and operations in PvE.

     

    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:

     

    We don’t intend for Scatter Bombs to be rotational in any way, shape, or form (for PvE or PvP usage). Scatter Bombs are meant to be a fun bit of extra damage that occurs when you roll into or away from the action.

     

    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.

  10. 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?

  11. 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.

  12. 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.

  13. A free, instant cast ~6k self-heal ; an instant cast ~6k absorb that can be talented to self-heal or mez; a free, instant cast knock-back that can be talented to heal and or root; a free, instant cast speed buff on a short CD that can be talented to remove roots; a free, instant cast 10 second long immunity bubble; and the ability to cast heals without changing stances, resetting resource pool, or negatively affecting yourself at all (save for ability costs) is a whole LOT of defensive abilities.

     

    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.

  14. 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.
  15. 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.
  16. 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.
  17. 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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