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jolstar

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Everything posted by jolstar

  1. no need to move charged gauntlets, just make charged gauntlets cylinder specific like rs proc
  2. What is the range of the ball toss? Would be hilarious to do a makeshift football game. Two teams on line of scrimmage, center ball tosses to QB to start play, QB tosses to RB or reciever or runs it himself. When ball carrier dies, thats where the new line of scrimmage is. No laterals or interceptions would be possible, though it would be easier to keep track of ball. Probably not feasible in the least but it does make for a funny image in my head.
  3. I agree with some of the other posters that IM is a good opener and good for burn phases. I only really use it in two other cases. If I know I'm about to be >10m away from a boss (ie berserk toth in nightmare ec), I'll pop it before running out. Another good time to use it is before using a proc'd RS, if the RS could cause you to bottom out. As for DFA/FT, there are the obvious use cases (aoe packs and when you are forced to be >10m of boss). Because they are channeled they can also be nice to use with TSO because you do more damage than RpS, but you're still venting heat as if you were using RpS.
  4. for the character stuff you should check out swtor.askmrrobot.com. im on an ipad atm so its not as easy to compile links, but definitely check out the website for the guild 'cali killed nox.' they apparently worked with the askmrrobot guy to get some really cool embedable gear profile things. i'm not sure the required steps to set something like that up, but maybe somebody from their guild will see this and give you info.
  5. for my character Thermodynamic you have me listed under Advanced Elusive Mod 26 and Advanced Deflecting Mod 26 but I can only craft the Advanced Elusive Mod 26B and Advanced Deflecting Mod 26B versions of those mods.
  6. Toons: Thermodynamic ( cybertech, main contact ) Relativistic ( artifice ) Minimum/Silencia (other toons) Armorings: Advanced Force Wielder Armoring 26 Advanced Resolve Armoring 26 Advanced Skill Armoring 26 Mods: Advanced Aptitude Mod 26 Advanced Artful Mod 26 Advanced Deflecting Mod 26B Advanced Elusive Mod 26B Advanced Nimble Mod 26 Advanced Nimble Mod 26A Advanced Robust Mod 26 Enhancements: Advanced Battle Enhancement 26 Advanced Bastion Enhancement 26
  7. the droid only has 982170hp in story mode. with an enrage timer of 390secs thats only 2518dps to beat enrage. given that i can easily put out 1500+dps on that fight, its not hard to see how it could be done.
  8. some of these ideas seem neat but some of them are kinda farfetched. i hope they alter the set bonuses and make them not suck. the 2 piece pvp is probably the best of the bunch. i wish they would revert 'target acquired' back to its old form. the extra alacrity was really nice for burn phases, plus it made the 2 piece pve set bonus worth getting. i think it would benefit the class if our distraction was changed so that it could be used during the middle of a channel without interupting the channel. given that much of my time is spent casting cull/sos/ambush, it really sucks when i have to cancel a channel to interupt. also, as of right now if im channeling ambush i have to move out of cover to stop the channel before i can cast my interupt, and that sucks. as someone mentioned, i think it would be nice if the shield probe description listed how much damage it would absorb. i also wouldnt mind having something similiar to 'thermal sensor override' that would allow our next energy using attack to be free. as a lethality spec it can really drain your energy when you have to switch targets during a fight. this ability could be limited such that it must be cast in cover. decreased threat generation while in cover would also be pretty sweet. its less required after the patch, but i think it still would be nice. i like the idea of laze targeting being useful for attacks other than snipe. even with laze i almost never use snipe, but if there were something in the leth tree that increased the cooldown of laze while also allowing it to be used for ambush, i would probably spec it. while it would never happen, i'd love for a third cullable dot to be added. it wouldnt be a regular dot like the other two, but a dot with maybe a 1-2min cooldown that lasted long enough to allow for 2 culls to be used during that window. (i apologize if this seems rambly, i started writing this post, would go do something else, come back and add a little, then get distracted again. this happened many times)
  9. thanks for the feedback. ive been quite fond of the free railshot. my question can be rephrased as follows: is there enough of an advantage to the 2 and 4 piece combat medics set bonuses to justify maintaining the extra gear? are they considered "must haves" or are they just "nice"?
  10. what could you have possibly seen in my post that led you to believe i was qqing? all i'm asking is if the 4piece arsenal dps set bonus and 4piece healing set bonus are worth keeping up two sets of gear. if they both are considered really good then ill maintain two sets of gear, if not then it will save me a lot of trouble.
  11. what are peoples thoughts on the importance of the 2 and 4 piece pve set bonuses? for simplicity, lets assume that the individual stats on the gear don't matter. are the set bonuses important enough to justify using two different sets of gear? almost all of my experience is with arsenal dps spec, but i'd really like to experiment with healing (presents a unique challenge and easier to find groups). are the healing set bonuses worth maintaining a second set of gear? i would appreciate any feedback on the bonuses. if either 4 piece set bonus is generally considered "not worth it" then that would save me a lot of hassle (ie if the 4piece healing set bonus is worthless but the eliminators is not i could use 4eliminators items and 1 combat medic item when i am arsenal dps spec and use 3eliminators items and 2 combat medics items when i am heals spec (thus id only need to swap out a single item)).
  12. i believe cull does benefit from the extra 12% crit chance of lethal doses. im not near my computer atm so i cant check my logs, but iirc according to parsed logs my cull % crit is always greater than either of my poison % crit. i havent averaged everything over many bosses fights, but in every individual boss fight cull seems to be higher.
  13. somebody has to be on the ground else the lightning orbs will land on top of the tank and damage everybody. because of double destruction usually everybody in the right (stormcaller) group will stand on its platform the left (firebrand) group can be done a w different ways. atleast one person in the firebrand group must stay on the ground. having multiple people on the ground can be nice bc its easier for each individual person to stay alive (due to lower frequency of orb targeting them). it can also be done with the healer being the only one that stays on the ground. this allows the dps to focus solely on killing firebrand. this could cause issues, however, if the healer gets an orb while channeling a heal. if you are a sniper you may ask him about standing on the tank because then you can use ballistic shield to help reduce damage after firebrand has cast incinerate on the tank (tank in this case being the person holding aggro on boss)
  14. im gonna guess from context that the snipers you mentioned are not lethality. are they marksmen? one thing you may want to look at if you have access to combat logs is the %dmg done by each player. raw dps can sometimes be misleading due to boss mechanics that force a decrease in dps compared to, say, a dummy. you should be able to compare dps to dps on the same boss fight, but between boss fights that number could vary so i like to use the %dmg. one thing about that fight in particular is the defensive systems and movement/adds can cause a big drop in dps. for lethality spec, i can do 300ish dps (wo WB and not counting crit/surge just tooltip numbers) as long as i keep my dots up on the boss, even while im in the bubble killing the adds. a marksmen isnt goin to be able continue damage on the boss while he is killing adds. of course, lethality has its downsides. if i cant aoe i cant use corrosive grenade and so my cull damage is greatly reduced. also if i have to switch targets there is a little bit of a 'setup' where i have to throw on my dots (though for stuff like mindtraps and such i can just use SoS/ambush/ep/takedown and its not an issue.
  15. i disagree. cull and WB both have a range of 35m. aside from my dots, OS and explosive probe are the only abilities i really use with a range of less than 35 (against boss fights, anyway). im not saying a change to distance is required or anything, but it would be nice to bring it in line with the other attacks i use (cull/WB/SoS/ambush). in most boss fights i never get anywhere near melee range, and usually prefer to stay as far away as possible.
  16. yea the 48/37 cunning/power are alot better than the 61/11 cunning/crit thats found in a good bit of our rakata gear. id take the 48/37 over even a 61/11 cunning/power cunning adds .2 bonus dmg per unit while power adds .23, however with the +9% cunning talent and the +5% buff from inquisitors, each point of cunning on a piece of gear provides roughly the same bonus dmg increase as power given this, as a rough estimate of a piece of gear you can do cunning+power (so 85 for 48/37 vs 61 or 72 for the other mods)
  17. i dont think it makes a huge difference but i usually do grenade>dart simply because grenade lasts longer and has a cooldown also for pve you should consider throwing in OS whenever it is up. its really nice to use w target acquired. also, since damage is calculated with ur stats at the time of the damage, pop your adrenal right after OS finishes casting and pop out cull/sos especially nice if you get the 2 piece pvp set bonus (just put ur pve mods in them), because the extra tick of OS is really nice
  18. also worth noting is that you should consider using the 48/37 cunning/power mods over the 61/11 cunning/crit mods (those are the rakata-level numbers but even with columi id def take the cunning/power over the cunning/crit mods) if you like pvp then the BM field tech gloves (it may be the boots idr) are a relatively cheap source of the 48/37 mods. there is a 48/37 cunning/crit mod on some pvp gear but id still use the cunning/power) also the BM implants with crit/surge are fairly nice for pve until you get rakata/BH implants (the columi implants have acc/crit which is ok, but the base rakata gear is so full of acc and there isnt a cheap way to get the rakata-level crit/surge or power/surge enhancements)
  19. i think you misunderstood. if i have 4/5 rakata pieces i get the full rakata set bonus. if i take two BM pieces and put the rakata armoring in them, i have 2/5 rakata and 2/5 bm, so i'd get both partial set bonuses. im putting the rakata armoring in the BM gear because it has more end/cunning than the bm armoring
  20. So get to the meat of the question: Is an extra tick of OS (from BM gear) worth giving up the reduced energy cost of takedown? I've been thinking of getting BM pieces and putting in my rakata armoring. Given how easy lethality energy management seems after 1.2 (atleast, compared to pre 1.2), I think it is worth it because of the course of a boss fight I might use OS 5-6times.
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