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Murmurrr

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Posts posted by Murmurrr

  1. 1: Force attacks are mitigated by armor.

     

    2: Bleeds from the anni tree are force attacks (at least pre 1.2, I am not sure if it is the same after 1.2) meaning they gain crit from the Malice talent, but they deal internal damage, which ignores armor.

     

    3: Force scream is mitigated by armor, and will do a lot more damage if you have gore on. You can check it yourself :)

  2. That would be 32-45k in a 9-11 minute run. I do it everyday.

     

    You can make that much just as quickly by doing dailies, plus you get commendations (you will need 200 daily commendations to buy the new relics they are adding in 1.2)

     

    I farmed boarding party a little bit when I was really grinding for cash for my white crystals, but only after already completing every daily quest.

  3. Don't forget to use Sweeping Slash when out of combat to build 4 fury for 1 rage! Enjoy this while you can because it will be 4 fury for 3 rage after 1.2 T_T You can really dish out the berserk heals with all of the fury you can generate with SS.
  4. Since they are 2.5 million credits per crystal, I would suggest getting the crystals that would benefit you the most for everything. I personally got 2 of the +41 power crystals simply because they would be good for PVP and good for PVE as well. Even though the +41 Expertise may be better than +41 power, it will still be useless in PVE.

     

    Unless you are planning on spending 10 million credits on 2 +41 Expertise crystals and 2 +41 Power crystals, I would suggest grabbing the power.

     

    Or if you literally never PVE and aren't planning on doing PVE at all, grab the expertise lol xD

  5. Two cent relics would be the first things I picked up. Save the champ tokens for weapons. From there I'd just replace whatever provided the biggest stat upgrades in order.

     

    I'm going to put my two cents in here and say that you shouldn't get two cent relics since getting the matrix cube relic is pretty easy and is essentially free, and I personally consider it to be stronger.

  6. Thanks for the info! Yeah, I wouldn't use DWM if I was doing a Rage spec since most of their DPS comes from abilities that don't use both sabers (I should have clarified my opinion on that in my original post, I suppose).

     

    A 1% DPS increase is very significant when you are min/maxing for PVE. I know I could gather the data and calculate it myself, but I am too lazy ㅡ.ㅡ

  7. I have seen threads where people are saying, "Oh, I don't have dual wield mastery" and pretty much all of the responses are essentially, "You're terribad, l2p." That being said, I am currently an avid supporter of always having 3/3 in DWM because there isn't really anything else that you could take that would be more beneficial (but 1.2 is coming with new talents so who knows?! :D).

     

    I know a dps increase is still a dps increase, but I haven't really seen anyone discussing how your accuracy influences this talent.

     

    I really think that until we get combat logs and can see what percentage of our DPS comes from offhand hits, we can't be sure how useful this talent really is in practice.

     

    Also, if we were to take the points out of this, where else would they be spent? There would have to be a damn good talent to take to replace this...

     

    I just wanted to post and get people thinking that yes, while it is raising your offhand damage, if you are at cap accuracy for pvp (110% with special attacks) you will have 77% accuracy with off hand strikes on your special attacks (I think, I'm not able to sign on right now to check)

     

    This means all of your special attacks that use both weapons have a 28% miss chance on enemy players (with 5% defenses) in pvp. Idk about you guys, but I miss my off hand swings all the time which is really annoying lol...

     

    Thoughts?

  8. I am actually curious about the dual wield mastery talent due to the fact that your off hand hits are really lame anyway (yes yes, I know, a dps increase is still a dps increase) and that you miss a lot..

     

    The main reason that I am reconsidering dual wield mastery (and I am currently an avid believer in ALWAYS having 3/3 in dual wield mastery no matter what your spec is) is due to the accuracy...

     

    okay, I get 36% more damage on my off hand hits, that's lovely and all, but how many off hand hits do I really actually land with a 75% hit chance on my off hand specials?

     

    IDK about you guys but I miss my off hand swings all day, which should significantly reduce the effectiveness of that talent.

     

    I cant wait for combat logs so we can actually calculate what percentage of our DPS comes from off hand hits and we can see how useful that talent really is

  9. I knew we needed love, not nerfs, but I really didnt expect to see all this. I'm really excited! The dropping of rage to those few skills is a huge help. I don't see why other classes complain, because on my server you have to work your *** off to be a viable Marauder. We could use the help since we rely too heavily on gear mostly. The newer 50s doing pvp will definitley benefit from this.

     

    Only thing I dont understand is this...

     

    "Gravity now specifically affects Crippling Slash and Force Crush."

     

    what does that mean?

     

    It just clarifies rupture's snare with seeping wound not having the rage cost reduced by the gravity talent.

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