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InariOkami

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Posts posted by InariOkami

  1. Blueberryy> we haz cookies

     

    Only takes 1 PT to kill Darc, yet 8 of you.

     

    sorry i think you missed the part where darc jumped psirebral with me around and i let them 1v1 until naena showed up. then we proceeded to overpower them until the rest of ascendency/dragons council showed up, and we still managed to kill both of them. don't play the numbers game, it's pointless.

  2. Looking forward to when Deadweight brings on their A team. You'll eat your words through a Nasogastric tube. :p

     

    And we'll be looking forward to that. But until Deadweight can back up what they're saying, we can say we've beaten them 7v8 and with 1 death. When they beat us, we'll concede the loss with no excuses regardless of how we lost. There's no point in making excuses; a loss is a loss.

  3. Not sure if it's just me, but recklessness has been giving ridiculously low amounts of crit recently. In the last 2 days I've had 5 instances where I'll go the entire duration without having a SINGLE crit (not counting energized shocks) including death fields that 0 out of 3 with recklessness. I have 25% crit buffed, so it should put me at 85%. I can understand not critting once (15% chance), even not critting twice (2.25%) occasionally, but 3 times in a row (0.3%) on a regular basis (at least 2-3 times a warzone) is ridiculous. Not to mention FOUR to FIVE times in a row. It seems to me something is drastically wrong with the numbers. Anybody else getting this issue?
  4. First of all, your video quality is amazing (I can't say the same for my own), and I really like your choice in music for the video.

     

    When it comes to play however, I have a few criticisms. The video was a little too long so I didn't watch all of it, but from what I saw there was no rated footage at all, which is a HUGE difference from regular. You weren't presented any real challenge in the video and when you were, you were shut down, which is a huge flaw in the spec. Personally, anytime I see a voltaic slash spinning around I find the healer he's on and spike, stun him after 2x VS, and he's totally useless. Don't look at numbers as a measure of viability, look at what you're ACTUALLY doing for the team and improve on that. I noticed a lot of running around killing in times where it wasn't necessary and your team would've benefited from having you elsewhere. This loses games in rated, and is the staple of the "lone wolf" idea. Sure, you got a 5k crit, and killed a full war hero sage that wasn't kiting or doing anything right in the first place, but what were you doing to help your team score? In that instance, not much. I'm not saying you're a terrible player, but your judgement and decision making could definitely use improvement (such as casting whirlwind, popping CDs when it's totally unnecessary...) Don't look down on 23/1/17 because it's a stronger spec, especially for rated. By all means, have fun with deception, but don't assume that anyone who uses 23/1/17 is a FOTM reroller that's taking the easy way. That's my two cents.

     

    On another note...what do you use to record, I WANT IT!

  5. Viable and interesting are two totally different things

     

    The most viable build is often the most boring.

     

    I like when people are condescending against people who use a spec that's proven to be by far the best spec for our class.

  6. 1. I honestly don't see what this spec has over 23/1/17. You're sacrificing instant whirlwind, the best utility spell we have, and death field, one of our hardest internal hitters, a 30m AOE and amazing cap stopper, for...more force? Not only that, you're wasting 3 points to grab 30% extra crit damage on maul. Anything this spec can do, 23/1/17 does way better. Adjucation>Induction, Haunted Dreams>everything, Chain Shock and Death Field > Blackout. I'm all for trying out new specs, but saying that something's "been under our noses" the whole time is misleading, especially when there's MUCH better "alternative" specs out there. The fact of the matter is, Darkness Deception hybrids do not perform as well as Darkness Madness because those two trees don't have any synergy.

     

    2. Force lightning in the current meta is just not a good spell to stand still for 3 seconds casting, especially if you don't have 3 HD. Without HD, you're going to get interuppted. Not to mention mobility is the name of the game right now. If you're going to be casting FL in your rotation, at least grab HD. But my overall opinion is that it's not worth it for ranked at all.

     

    3. Wasting 3 points to grab 30% extra crit damage just isn't worth it. At best you're using mauls once every 7-10 GCDs. With a 40% crit chance with Exploitive Strikes, you're essentially only increasing your damage output by roughly 600 every 25 seconds. Why grab that when you can get death field for an equally hard hitting AOE 30m cap stopping wonderboy? And don't make me mention instant whirlwind again...

  7. Damage in warzones is not indicative of how well a class is in a given WZ.

     

    Anyone can put up huge numbers in a Voidstar stalemate on the first or second door. Same with a huttball match where the team just runs around and kills and doesn't try and score.

     

    Success in WZ is about objectives and damage. Being able to kill the other team to cap a node or rest an area node like NC. Huttball takes mobility and lots of protection and taunts not so much big damage.

     

     

    While big damage will pwn weak under geared teams with bad or no healers. Big DPS won't get it done against a team of similar gear and comp.

     

    Except big DPS is how you take objectives. Voidstar, Civil War, to a certain degree Novare. All of those require you to sweep the other team quickly. If you don't have the damage to kill them, you won't take anything.

  8. I hope I'm not necro-ing here, but I really need to say something...

    Survivality really doesn't go up that much for putting more points in the tank tree. Slow Time helps if you've something like a turret control to LoS while you snare the entire team but if you're talking about open ground there's no signficant differences in survivality.

     

    31/0/10 really isn't about putting up crazy numbers or crazy defense but that powered TK absolutely destroys enemy CDs and lowers their DPS indirectly when they waste time trying to deal with it (assuming your enemy is unable to know the exact stack you used when you fired your TK and must treat everyone of them like it's 3 stacks, which is a reasonable assumption). For example you fire off a 2 stack TK on a Marauder, who reads it perfectly and avoids it perfectly with a Force Camo. This costs you 3500 tooltip damage but that's a very small price to pay to get rid of Force Camo, one of the most devastating powerful CDs in the game. There are certainly many ways you can use a Force Camo that gets you far more than 3500 tooltip damage avoided. Realistically you probably give up only 2000 tooltip damage (nobody's going to be able read it completely perfectly every time) and this puts your team ahead by being way ahead in the CD management game.

     

    Bear in mind, everything I say is about ranked. I couldn't care less about regular frankly...

     

    Okay so it seems a lot of your argument is based around "indirect dps loss" by interuppting your TKT. I'll explain it this way. I think it's been established that 31/0/10 IS a TKT spec. The entire rotation is based on building stacks. TKT is your hard hitter. Slow time's damage is relatively low, project without particle acceleration is also relatively low. I'll use your argument here of "indirect DPS loss". You spend 3 GCDs of low DPS attacks building up for your TKT. Meanwhile, they use those 3 GCDs however they want. All they have to do is interuppt your TKT. You also mentioned that you don't have to use 3 HS TKT. Sure, but that means using it on a 2 HS or god forbid 1 HS stack, both of which any class can use their off-GCD interuppt on (correct me if I'm wrong). You also mentioned that "nobody is going to be watching your HS counter". Actually, anytime I'm targeting a KC, I am constantly, constantly watching their HS. One big thing about shadows is that we have no casting moves. An interuppt really has no use on a shadow, unless they're casting crushing darkness, which in that case they should instantly uninstall. But my first instinct upon any class casting is to check what spell and if it can be interuppted. If I see you casting non 3HS TKT, I guarantee you I will interuppt it within 1-2 ticks and **** up your rotation. If I see it's a 3 HS, I'll just move out of range/LoS/CC you out of it. It's really simple, and even simpler when I know you have 3 HS prior to you casting TKT. The key to becoming a good player in PvP is mastering how to counter ACs. If people aren't watching your HS stacks when they have you targeted, they're not doin' it right.

     

    And to your point about kiting...I have a few points on that too. First of all, a good marauder in MOST circumstances will not open with leap, especially on a melee class. I know I don't on my sent. Second, I don't see why a marauder is on you in the first place when they should be on a healer. Your slows are moot, because cauterize/leg slash apply an equal slow. They'll save their leap for your speed, and then proceed to wail on you. And they always have the smarter option of switching targets, unless they're on dedicated anti-peel duty which is pretty rare nowadays.

  9. This thread got me thinking, so I spent some time experimenting today.

     

    I specced 3 points into the stealth level talent, and 2 points into the blackout/force-cloak cd reduction. Instead of my usual all out healer-killing frenzy, I walked near the battle, and cast my aoe taunt, which does not break stealth. Moving past the main group, I waited past the main group, towards the enemy spawn point. As the enemy came down, I mindtrapped. If they broke their CC, I did it again. It filled their resolve, but they had a ways yet to get to the objective, and it would be most of the way down by the time they got there.

     

    Now mindtrap has a key limitation. It can only be applied to one target at once. However, I found that if I was careful, I was able to stagger 2 players. I mind trap the first, the other one keeps moving ahead... after 5-6 seconds, I mind trap the second. The first one is free (but the duration is over anyway), and so I while the second mindtrap counts down, I wait, then I remintrap the first. Then the second once more. 3 or more becomes very difficult, but if 3 or more are respawning, I figure maybe your group doesn't need your help after all. If I saw that my team needed my dps, or if a squishy target was vulnerable, I'd pop out, taunt, kill something, and vanish back into stealth and go back to my post.

     

    It seems to be fairly effective at delaying the enemy. The question is whether or not it would be more useful if I had been DPSing or taunting. I guess it depends on who I mind trap, and how fast my team is killing. I notice that in many cases, where I am delaying just 1 guy that it is a relative stalemate. Both my team and the enemy are short 1 player. When I am waiting for a spawn, it's probably worse for my team.

     

    Anyway I'm going to continue experimenting with this. If anyone has ideas please feel free to contribute.

     

    It's a pretty common tactic, but with better opponents it gets harder, as they'll just start spamming aoes to ensure you can't stop the cap wihtout getting interuppted. Usually I just do it to stall them until my team can get there, or stall for as long as possible then survive as long as possible.

  10. Im like alot of ppl who lvled the shadow class we lvled as Infiltration and loved it and when we hit 50 we found out the dps was not as good as balance spec so we either respeced, rerolled another class or stayed true to the spec, so ive gotten an idea of how to kind of increase our dps in pve and pvp some.

     

    Inflitration needs a damage over time (dot) ablilty We could have something like the mind crush spell/first strike perk in balance tree where whenever we use force breach or project it has a chance to deal some damage over a few seconds.

     

    Shadow Strike. At times on some fights we cant be behind out target and and we just see infiltration tatics proc and we cant shadow strike the boss or mob cuz we cant be behind the target so i would say make a talent or add to a talent so we could use maul even if we are not behind our target. Also from like i said above u could make it so that when we shadow strike our target it could make the target bleed for a few secs for some damage.

     

    Last is our last talent point. You could up the damage from it.

     

    I know ther are some ppl who say infiltration doesnt need a buff cuz of how it can be in pvp with its burst but we all know if u dont kill your target within a few secs u might as well be dead but o well i hope someone from bioware gives this some thought and im looking forward to the future of this class and the game.

     

    DOT wouldn't fit with the playstyle of infil. The problem isn't with the damage, it's with the whole tree. Survivability and predictability are the biggest issues right now. Something needs to be done about the setup process, throw in a defensive buff (move mind over matter into infiltration), and we'll be fine.

  11. Thoughts on recommended crit for Balance/Madness - the numbers cited are before the +3% crit Talent for our Stance or include the Talent bonus?

     

    Really curious here since I haven't been under 30% crit (including Talent, excluding Agent/Smuggler buff) in quite a long time. My gear is currently is too high on Crit but not much I can do about that in the short term (Full time Long Commute internship boosting my resume but killing my summer).

     

    Would it be too much of a hamstring to throw in some +power BM mod/enh to replace +crit WH mod/enh? Or should I just take a deep breath and ride out the Rated PUGs?

     

    After. To be honest though, anything less than 27% and you'll be fine. I would reslot with BM power mods yeah, especially if you're over the crit soft cap (30% untalented, unbuffed). Madness just doesn't need that much crit.

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