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Hatred is definitely on the higher end of dps. But that's fine, it is a melee dot spec after all. Of course you'll parse more than Deception on basically every fight. You have more sustained damage and a dotspread. Deception will be more useful in fights with burst checks and lots of target swapping though. As it should. That's not to say Deception can't use a little loving from the devs, but not just because you parse more on most fights as Hatred.
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AP honestly isn't in that bad a place. Sure its sustained isn't fantastic. But it brings amazing burst and armour debuff which makes it very good on a handful of fights, and viable on most (if not all). That said PPA 100% should be available on a lower level, it coming so late absolutely ruins the leveling experience. The range idea would be nice as well tbh. Having everything on a 10-15m range would be interesting. I think a baseline flying fists would do the job. It would make AP swtor's first mid-range spec and I'm all for it. But I don't think any further buffs are necessary.
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Snipers/Slingers need some Reworks done to them
AdjeYo replied to SentinalMasterWW's topic in Gunslinger / Sniper
That would just make gearing even more annoying, keeping different sets for how much white damage your class deals. Easier to just make the base defense chance everyone gets apply to both white and yellow damage. That would completely equalise white and yellow damage before defensives. As for white defense chance abilities, there are also abilities that specifically target yellow damage (like a Sin tank's Deflection), something like a shroud and abilities that specifically target dots (like Sin and Operative purges and some dot damage reduction passives), which tend to be yellow damage. But overall I don't think the current system even needs changing. Marksmanship is bad in both PvE and PvP, so it surely can stand to gain a bit without breaking PvE. Mostly some burst really, since that is what it should do well. I'd propose something like this: Using Ambush while under the effects of Sniper Volley grants Insert cool name here, resetting the cooldown on Ambush and making your next Ambush activate instantly. Can only occur once every 10 seconds (effectively only once every Sniper Volley). It makes Sniper Volley grant you some actually great burst, without making Marksmanship completely crazy. -
Battle Readiness/Overcharge Saber should be better for Tank specs
AdjeYo replied to Ruchalus's topic in Shadow / Assassin
Not a huge fan of mandatory choices like that either yeah, but there are a few scattered across the specs. Like PTs have Hydraulics as a choice lol, and I doubt anyone have picked the Jugg AoE mezz recently. -
Energized Vambrace will net you the most single target damage. The reason a lot of guides say OVerwhelming Offensive is that Energized Vambrace didn't exist until they redesigned an old tactical in 7.3. So most guides haven't been updated to take that into account. You can also consider Flame Detonation, which is a significant buff to AoE damage, but does nothing for single target damage. Lastly there's Powered Detonator which doesn't increase dps per se, but has some effects that could be useful in PvP (like a 50% slow on Thermal Detonator if you use Magnetic Blast while it's on the target, or some other effects).
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pls fix annihilation mara tactical for pvp
AdjeYo replied to MisterPapaKing's topic in Sentinel / Marauder
Of course it doesn't work against players, it says in the description standard weak enemies. That does not include players. Nor should it work on players, it'd be utterly ridiculous.- 1 reply
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I don't think it is. There's a nice AoE defensive buff you can pick for Warding Strike though. It gives 10% DR to nearby allies for 6 seconds. Given the 12 second cooldown, that's a pretty significant defensive buff, probably better than Guardianship ever was.
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Choosing a talent or not doesn't update the tooltips. That's why Tech Override still just says the next ability. They should probably update the wording somewhat, I believe this particular talent has existed in some form before ability charges were a thing (I believe they introduced that with 6.0?). So back then saying the ability gets an extra charge was pretty unambiguous.
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I've just tested this on my Merc, and it does not work as you describe. It provides two buff charges, not a second ability charge. This exactly how it used to work in 6.0 as well. There doesn't seem to be a difference between Merc and Commando here. For both it's: Click the ability once, gain two charges of the buff, the next two abilities with a cast time activate instantly and the immunity kicks in afterwards.
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Seconded, I'd like to bring PT tank to Apex, but relying on other to cleanse contagion for you is a pain. While we're at it, probably add it to PT dps and Snipers as well.
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But they just don't though. Sins are a little behind in burst dps sure, but damn near the same in AoE as juggs, and only slightly behind PTs in AoE. Their AoE got massively buffed already with Chained Volts. Their AoE damage is very solid. And I do agree tank damage should be brought down, but I feel like that has more to do with tanks running dps stats. In tank gear the damage isn't a problem on any tank. If they ever got bolster to work properly that would be a great way to fix that. On the jugg side, Pooled Hatred probably needs a nerf (or just be straight up removed for tanks) and the burst issue is non-existent as well. Overcharge Saber cd reduction would be nice for pvp, but a little much for pve. Better to give out some self healing, that helps them in pvp with minimal impact in pve where sins are already king.
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No I'm not, I'm arguing that their AoE damage is fine as it is. Sure before 7.0 they used to be the tank far behind the others in AoE damage. But ever since Chained Volts got introduced that just isn't the case anymore. They have plenty of AoE damage with it. Certainly not the area to buff them in for any game mode. Giving them some more sustain in pvp like OP suggests seems like a way more useful buff. As they can struggle with survivability a bit in pvp.
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Not aoe damage lol. Sin tank is broken, but not for damage reasons. You could take away all its AoE damage or buff it into the stratosphere. It doesn't matter for pve. It's their mechanic skipping together with shroud just being crazy versatile cd that makes them op.
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Of course more AoE damage won't make them broken in pve, they already are. Can't break something that's already broken. And who says the playerbase says that sin tanks have poor damage? That's just you saying that. Sin tanks have solid AoE damage, maybe not quite as much as PT, but absolutely competitive. When did I ever say stealthout is Op? It obviously isn't. But is definitely an advantage over not having it. I'm not arguing for the sake of arguing, I disagree. And I'm explaining why, is that not one of the reasons for having a forum at all? To discuss the state of the game with other players?
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What other data do you have on damage except for parses? I get the dislike for dummy parses, but boss parses is the closest we're going to get to how classes can actually perform in combat outside of someone creating a database for pvp parses. You literally said: So presumably you thing the AoE damage is an issue, no? Otherwise why ask for it to be buffed? Well I disagree, Sins have very competitive AoE damage if they opt for AoE Volts. Even their single target damage isn't far behind the others. And with Stealthout in PvP and Shroud still being completely busted in PvE they should be worse in some category than the other two tanks, might as well be having slightly lower single target damage.