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Afieri

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  1. Because I have an opinion that everyone must hear, and then agree with.
  2. You know it baby . I'll always be your alt's side toon
  3. Hola, After a years hiatus I'm back and looking for a raid team, preferably one that is progressing through SM to HM. I can raid on any night. Heals or DPS, can also tank if need be. Website message or whisper/message Afieri in game. Cheers!
  4. This is a helpful post, and it's annoying that we have gone through 12 pages without someone actually asking for each person's argument in a straight up fashion. That aside: I never really agreed on alacrity for deception, mainly because of the burst damage and the way that alacrity interacts with enemy DCD's. Sustained DPS isn't really a measure of effectiveness in PVP, just like how HPS isn't a useful metric anywhere. It gives you an idea of your ability to apply pressure, however you can hit 8 targets 1 time or 1 target 8 times and still do the same DPS, and they all have their places, but the situation won't be the same every time. Playing deception, it seems pretty clear that your ability set is not designed to be spreading out the damage, instead tunnelling a target with short, high impact combos. However, as Evo said, you cannot just continually repeat these combos one after the other with the same impact, you need to build stacks and prepare, meaning that you get your chance to burst once before requiring down time. Alacrity allows you to get an extra attack in before the 4.5s mark, but the point that Evo is making, is that once your burst combo is gone, the damage you output isn't going to kill anyone who has half a brain or a semi competent healer, if you are by yourself. So basically it doesn't matter if you can get an extra attack in 0.1 seconds before you normally would, neither scenario has you killing someone, so why not go for the higher damage from 3 abilities? Correct me if I'm wrong btw (As I'm sure you will ).
  5. Evo, why do you only care about the first 3 globals? I can only assume that you don't actually stop hitting the target after 3 abilities if you're by yourself, because then that would lend credence to getting enough alacrity to fit a 4th attack into the 4.5s window, because that would undeniably be better damage. So could you explain exactly what you're thinking when it comes to opening? What happens after the first 3 GCDs? And what's so special about them?
  6. Use this one, it is by far the best, most other openers have things like massacre after BA, which is bad because you lose out on the increased chance for Ataru hits on BA, or by prestacking dots like rupture before going into the solid opener (which leads to a decreased dps due to delaying your burst by a GCD). As a side note, the above opener will provide a more consistent burst, however if you have a low latency, hitting Gore at the appropriate time and VT comes up before Ravage ends, hit VT first, then Scream, as the attack animation for VT may cause it to fall outside the Gore window if you hit it too late, whereas Scream has a much shorter animation, (0.2s I think for the projectile). TL;DR, use Beast's opener, is the best out of the openers posted.
  7. What about letting the guilds clear it in whatever composition they want, and recording the number of people inside that run that have already cleared it, and placing that next to their progression? Not an amazing collection of words so I will go with an example. Let's say that <Guild 1> has the first clear of the operation (I say clears because they are what people really care about usually, but it could be up to a certain percentage cleared) and everyone is happy for them, and then the people in <Guild 1> decide that they want to split up and help out other guilds, with 4 of them going to <Guild 2>. <Guild 2> then get a clear with the 4 members from <Guild 1> and next to <Guild 2>'s progression it has a (4/8), signifying the number of people that have already cleared the instance from another guild. So the list would look something like this: #1 <Guild 1> #2 <Guild 2> (4/8) It doesn't stop people from helping out other guilds because they like the game or whatever and it doesn't stop guilds posting progression, however it gives a roughly accurate representation of the team's skill level (for whatever purpose you want). All you have to do to police it is know who's alt is who's, which in all honesty shouldn't be hard for the first 3-4 guilds that clear the instance (which again, is all anyone really cares about in a race). Basically, you get groups killing the instances and reporting it, and as a measure of skill you basically look at the groups that have (0/8) next to their name, and those guys are the guilds that can show they have a good quality team. Anyways, just a thought.
  8. I started this thread because borrrreeeeedddd but out of curiosity, seeing as 8 man mara stuff is actually quite viable, do people want to make a competition out of this? I'm not sure how you would do it, maybe clears for 8 people in each spec or some weird stuff like that? Anyways, seeing as 3.0 hasn't even been announced yet and it will be a fair while before it comes out, we got plenty of time to nut out the deets. Post opinions and more mara vids here!
  9. Using higher crit rating is a very good idea, completely forgot about that. We only had 6 people on for all our runs up until OP IX when we had to gather reinforcements. Myself and another sent only had 97% acc because we switched from combat. Terror poses a few issues though, requires people to actually be on some sort of A game to notice the terror is hitting them and to bail off the platform, as well as not having consistent healing. Definitely doable, just requires more concentration than we put into this run .
  10. 16 man is easier because more sentinels for more healing, cool downs and bodies to soak damage. Oof, Terror sucked because we were pretty tired and couldn't coordinate our "tanks" to deal with the Terror hitting them. As we get more and more time to play around, hopefully moving to HM's and seeing how far we can go. Seeing as there is barely any challenging content out these days, may as well do something fun. Curious to know how you dealt with fall damage in EV? Split up and leap to power sources? We were pretty bad at mechanics so kinda just tried to brute force through everything with sheer dps, hence just the SM runs. SnV should be pretty straightforward apart from warlords we think.
  11. New progression thread for 8 man operations using only Watchman Sents/Anni Maras. But not really, <The Ex-Dalborran Elitists> are tentatively claiming world first clears of 5/5 EC SM 8-man, 5/5 KP SM 8-man and 4/5 TFB SM using only watchman sentinels. Going for a 7/7 SnV SM tomorrow night. Pics to come after we recover. DP NiM? Pfft. Hateful Entity? Pfft. Trying to carry bads through GF OPs? Pfft., 8-man Watchman Sents/Anni Maras is where it's at. Show me what you got.
  12. Did buen buen finally get his 100some offer from Tinder and now he has to go prepare for like at least a year?
  13. Ok, so does that mean that this behaviour is to be expected or does OP need to find the log and upload it?
  14. Bosses also have a chance to dodge or parry which runs off the player's Ranged/Melee acc. This was never actually nailed down to a hard value, but it was thought to be around 8% pre 2.0. When 2.0 dropped Champion and Boss mobs received an additional 10% Force/Tech Defence. But looking at the torhead page for Power Shot, it seems to imply that it is a Special White attack, therefore running off tech accuracy. So I'm at a loss as to why a mainhand attack is missing. OP linked the wrong log. Timestamps don't match.
  15. Yeah just skimmed it, my bad there. Power Shot, from memory, uses ranged accuracy, not tech accuracy.
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