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Malluvian

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  1. Ah good point, I keep referring to it as a DoT but really it's an AoE. This has the potential to be pretty useful then, assuming it ticks the first dmg right away and not 3 seconds later as some have said it does.
  2. Given the expected improvements in 1.2, I'll be extending my Eng spec all the way up to Plasma Probe. Just out of curiosity before I get a chance to check myself, can anyone answer the following based on current experience pre-1.2: Since it affects 3 people within 5 meters, is that 3 per tick or 3 in total? In other words, as it's a long lasting DoT at 18 seconds, once the first 3 people have moved on will it still hit the next 3 that happen to pass through? I'm thinking in terms of PvP choke points here, although with similar PvE applications. Previous posts emphasized its ability to deny capping points by ticking dmg. I'm assuming that is no longer the case since last patch where DoTs no longer interrupt capping. Is that confirmed?
  3. Yea it looks like we really are debating the same side of the issue. Anyway, that's the end of this thread hijack!
  4. Actually I didn't say Tibbel was wrong, that was another poster, I think you confused us. But anyway, that poster was commenting on one specific line: "There is no "diminishing return point" -- the relation between surge rating and critical damage bonus is a smooth curve all the way from 0 to infinity." There is a diminishing return, noted both in the Patch notes and the responder's comment. So his point is valid. Not a big deal, just making sure people understand that Surge doesn't scale forever anymore. EDIT: I agree with what you are saying that there is not a single POINT at which this happens, although the OP was asking about stacking Surge rating up, and there is an increasing point at which it no longer has enough benefit to be worth stacking.
  5. That's basically the definition of Diminishing Returns (less and less of benefit). See also: Patch Notes: 1.1.3: Surge rating has been re-balanced. It now reaches diminishing returns the same way as other damage ratings, and its per point damage contribution has been reduced by approximately 10%.
  6. I'd be ok with 35 meters if everything that normally is 30m was instead 35m. As it is, I usually start a PvE fight from 29.99 meters anyway since immediately after the initial opening hit I want to DOT and Slow the mob, or use some other ability that is max 30m. I know I could stick to other 35m abilities while they start running at me, but that messes up my rotation so I don't even bother with 35. If they don't run at me due to the tank taunting, I would have to move up anyway to use the full suite of abilities.
  7. My sniper alt is still in his 30s so feel free to correct me if I misunderstood this, but wasn't the OP referring to difficulty winning 1v1 against any geared opponents? It seems your response revolves around saying the Sniper can win as long as its 2v1, with the heals or dps assisting him. The same could be said of any class really as long as the players are worth their salt, it's 2v1 after all. I'm loving the PvE aspect of the Sniper so will be playing him much more than my PT, but from everything I hear about Level 50 PVP, it seems much more challenging to compete with other classes, including other ranged. I hope that view is mistaken!
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