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agsyjuco

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Everything posted by agsyjuco

  1. Name: Qylen Scoundrel (scrapper) Warzone (civil war) Solo Kills: 7 http://i.imgur.com/qGfkCJG.jpg ...
  2. Name: Qylen Scoundrel (scrapper) Warzone (novare coast) 2,318,764 total damage | 2,197.88 DPS http://i.imgur.com/yXL7PUa.jpg?1 ...
  3. Mind = blown... https://www.youtube.com/watch?v=LLpIMRowndg
  4. That's a very generous offer! Too good to pass up! Here you go...
  5. Really nice to see you posting on these forums again! I've arrived at pretty much the same conclusions. My only question is whether 100-120 crit is as high as you should take it given the (huge) +30% multiplier. Is that what the math says? I've been rolling with about 170 crit -- sometimes taking it all the way up to 300-ish. 170 seems about right to me, but that's based purely on high level observation and gut feel. I'd be interested in testing the old PVE set bonus. If only I could find those armorings... I thought I was imagining Quick Shot hitting for harder. Like you, I only ever use it vs. resilience
  6. This. Server transfers happened. ITK moved. Weekly ranked games stopped. A few of us got bored and decided to check out the Bastion. Most leveled alts, either because of involvement in active raid groups, or because they couldn't afford to pay the $20. But alas, we never had enough players to form an 8-man team. I personally quit shortly after server transfers. I picked the game up again not too long ago and found there was nobody from the guild left on the Bastion, and the quality of pvp in general had taken a dive. I grit my teeth, queued for regs and got my gear up-to-date, then transferred back in order to at least be with friends. I think I speak for everybody in the guild when I say we aren't trying to be jerks when we play. Apologies if it comes across that way. A lot of the time (at least in my experience) what's perceived as an "infamous premade" isn't one at all. I'll queue solo, get in a match and find one or 2 other guildies in it. I'm not saying premades are a bad thing, just that (contrary to popular belief) members of Infamous do not derive pleasure out of picking on the under-geared or less-skilled. We do, however, try our darndest to win!
  7. Fleet bands in full costume! (costumes took longer to find than the actual performance...) ...
  8. I'm just happy that the devs finally acknowledge that DPS scoundrels lack something... anything... Thank you, Bioware...
  9. My suggestion would be to add/modify a skill way up in the scrapper tree that lowers the cooldown of pugnacity, and makes it function similar to Force Potency - increasing the critical chance of the next 3 tech attacks (or perhaps within a 6 sec window) by 60% or so. Given that this is something you can only use once every minute or 2, I don't think it will make scrappers unbalanced for PVE content. What it will do is offer more reliable burst in PVP. I get that the spec is supposed to be squishy (...but slippery and "shady"). The fact that my scrapper's burst potential pales in comparison to my infiltration shadow's though (which is a spec with enough survivability to hold the front lines of a fight) is what still bothers me. Just my 2 cents in the hope that some good actually comes out of this thread...
  10. Not sure about Scrapper/Dirty Fighting... I think KeyboardNinja might have meant Sawbones/DF. I've played with 23/0/23. It does well enough if you can get past the harsh energy management issues. What's nice is you get to stack 3 upperhands and hold on to them for longer. I've found that 3 consecutive wounding shots can be painful even w/o putting them behind hemorrhaging blast. 3 sucker punches w/o the flechette buff is kinda 'meh'...
  11. Is it possible I started playing again after a 6 month leave, hoping that DPS scoundrels are in a better place now with the introduction of arenas (which demand better balance), but that things have actually gotten worse for the class? Apparently so...
  12. There have been a lot of posts spread across different threads on the scrapper tree, and its effectiveness in PVP post 2.0. Being a software developer myself, I know how frustrating it can be to not have client feedback consolidated. I created this thread in the hopes of remedying that. Let's try and keep everything in one place, fellow scrappers. Hopefully there are enough of you who are still playing, and haven't completely given up on the class. I sincerely hope that the devs read the feedback on this thread and do something to address our concerns. "The squeaky wheel gets the grease". Squeak for Scrappers!
  13. Personally, I think the scrapper/concealment community should be more vocal about the problems of the spec, hope that it reaches the devs, and that something is done sooner rather than later. "The squeaky wheel gets the grease", as the saying goes... When 2.0 was up on PTS, infiltration shadows bombarded the forums with complaints about their class changes being inadequate. Right before 2.0 went live, the class got buffed to the point where it now offers some of the best burst in game. There were tons of posts about an overpowered vanguard hybrid that blended assault and tactics. Again, right before 2.0 went live, assault got nerfed to the point where people say it just isn't viable in warzones anymore. When it comes to scoundrels, the forums were filled with complaints about scamper, and how a bug allowed players to extend its range with a well-timed jump. Right before 2.0 went live, the devs rushed a fix to address the issue. Last night, I was forced to exit 3 warzones because that same fix left me stuck in place after scampering. Ironically, this is the only time I ever use /stuck in warzones (being actually stuck), and it doesn't resolve anything. I won't even go into the buffs arsenal/gunnery mercs/commandos got after making noise on the forums. Let's just say I don't think they have anything to complain about at this point. So... scrappers and concealment operatives... be squeaky and hope for the best...
  14. Thanks, man. I appreciate the advice, and find myself leaning more and more towards what you suggest.
  15. I currently have 192 alacrity. This gets you 0.2 energy regen / second, and reduces the GCD by about 2.70%. Crit chance is at about 22.50% -- with only 25 crit rating. The rest of my crit chance comes from cunning. Crit multiplier is about 72.3% with 440 surge. Bonus tech damage is at 1265 outside of warzones. This increases to just under 1350 in warzones. This combination seems to work out best for me. Crits don't hit as hard as they could with some points in surge being sacrificed for alacrity, but energy regen becomes less of an issue. The lower GCD (theoretically) also increases DPS. When you think about it, the 2.7% crit multiplier that you lose from not maxing surge only applies to 1 in every 5 attacks. It's just difficult to make use of the shorter GCD when you're constantly being knocked back, stunned, rooted, etc. I don't see a way to match the burst of force potency, project, force breach and shadowstrike. When you look at the set bonuses made available to shadows, the discrepancy gets even bigger. 15 seconds off force potency cooldown, and 1 extra stack... Even the old PVE enforcer set (no longer available) can't compete with this.
  16. Perhaps "reliable" was a better word to use, yes. "Predictable" tends to get thrown around a lot at work in assessing project maturity, and other boring things like that.
  17. I've been having good experience with the matrix cube + conqueror serendipitous assault relics. My total damage in warzones seems to have increased at least. My issue with scrapper at the moment is the predictability of its burst. I've tried all sorts of stat combinations - playing with min-maxed power, crit, surge and alacrity. In fact, I have so many extra mods and enhancements that I was able to gear my gunslinger with some of them recently. I started leveling a shadow to better understand what the class has at its disposal. Good infiltration shadows have been the toughest fight for me ever since 2.0. What I learned is that Infiltration burst is completely predictable with the 60% crit boost given by force potency coupled with infiltration tactics procs. The fact that force potency pretty much resets when combat ends seems too good to be true. The spec also has an execute ability, and increased damage to targets below 30% health. I hate for this to sound like qq, but scrapper burst seems to pale in comparison for pvp. We rely on crits. Crit chance was nerfed hard in 2.0, and nothing was added to the skill tree to compensate. Give the spec more predictable burst (something like force potency) and I'll be happy. Survivability doesn't even bother me at this point, despite the fact every other class seems to have better defensive CDs. I'll stop now. I feel like I'm derailing this thread.
  18. Funny that you should mention the matrix cube. I started using one just last night. Here's the thing though... Based on my old parses on the dummy (pre-patch), the elemental proc relic accounts for about 1.5% of my total damage. Looking at the matrix cube, the static stat boost you get increases damage by about 1%. I'm not convinced it's that much better. I did see a thread in the PVP forums about bottom-slotted relics not proc'ing. If that's the case, then the matrix cube may be hands-down the better choice. I need to run some tests today.
  19. I always enjoy reading your input, Wainamoinen. I remember us having the crit vs power discussion on PTS. Quick question... At around what point would that be? I've taken bonus tech damage all the way up to 1250 and wonder if the last 100 points of power give a % increase so small that crit rating would actually win.
  20. Name: Kylen Screenshot Link: http://imageshack.us/a/img197/166/kylen1mil.png Record Broken: DPS Value: 1253.8 Type of Match: Unranked Name: Kylen Screenshot Link: http://imageshack.us/a/img197/166/kylen1mil.png Record Broken: Highest Damage Value: 1,133,236 Type of Match: Unranked
  21. Scrappers are very late bloomers. In my opinion, the spec doesn't feel right until level 40. That's when you get flechette round. When you finally have that, your Shoot First and Back Blast will apply a DOT to the target, as well as grant 30% armor penetration. At level 28, I would use vital shot to make the most of sucker punch. As long as you remember to keep pugnacity up, and use vital shot early in your rotation, energy should be manageable. Make sure to throw in your sabotage charge as well. That's probably your highest burst attack next to back blast. My basic opening rotation would be... Backblast Blaster Whip + Pugnacity Sabotage Charge Vital Shot Flurry Blaster Whip Sucker Punch
  22. As of this morning, warzones are alive and well again on PTS... I'm struggling a bit with figuring out how much crit is ideal given the changes to stats in 2.0. When I try to do the numbers, power always seems to win - and a scrapper would be best served maximizing primary stat, then taking power, and completely forgetting about crit rating. In warzones though (and I'm not sure if I'm just imagining), I seem to have better success with crit rating at about 172 - giving a total of 24.33 tech crit chance. Any thoughts on this from the community would be very much appreciated...
  23. More on 2.0 gearing... The new PVE gear (arkanian) no longer offers a +15% crit chance to backblast. Instead, it offers a +15% crit chance to blaster whip. The campaign set still has the old set bonus, but ripping / replacing the armoring removes the bonus from the shell. Unless there's something I don't know, the only way to keep the set bonus is to retain 2 pieces of EWH armoring that already have the set bonus. This will cause you to lose a ton of cunning though. It may also be possible to buy 2 enforcer pieces on live and pull out the armorings before 2.0 goes live. You'll then be able to put in 2 (crafted?) armorings that aren't restricted to a specific piece. Hoping I'm wrong, but I really don't see any other way around this.
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