Jump to content

Kawabonga

Members
  • Posts

    542
  • Joined

Reputation

10 Good
  1. I added to each ability activation a vaule of 0.05*15/20*0.7 (I've been generous with the uptime), then lowered the mastery value of the 224 pieces to take into account the 186 armorings and removed the crit bonus to LB
  2. I was just pointing out that this statement in the guide is wrong. By how much? Well your own parse says it's about 21% difference. Any chance you could expand on how you tested for your set bonus? I've given a go at modifying Bant's spreadsheet to simulate it and I'm getting a small difference in favor of the new 6p
  3. I'm failing to see the logic in that statement. Rotations are designed to be as efficient as possible. If you don't do it right, you are less efficient and you mess up your resources earlier, not later. Unless you're not using abilities on the GCD. And still, dummy parse. There's no way you're going to use only 2 LS every 90s in, say, Dread Guards... in NiM that's a 7+ minutes fight and it's pretty easy to run out of force by the end of it.
  4. Small note on Recklessness: Crushing darkness is the worst possible candidate for it because the DoT portion doesn't benefit from it. It's probably not worth delaying CrD if it happens to come off cooldown during Recklessness, but you should be doing your best to use Flash, Chain and Bolt.
  5. On dummy parse sure, but realistically you can't not use lightning strike unless you're prepared to refresh your DoTs early, use shock (which is even worse), or do nothing. That's not even taking into account that you might have to pull someone, barrier yourself or someone else, combat rez, etc etc. Removing lightning strike from your general static rotation only marginally improves force management in a good deal of boss fights. Running completely out of force to the point you can't continue dpsing is rare, but not impossible. You certainly reach the uncomfortable zone towards the ends.
  6. You still don't have me convinced to be honest... Of course DoT spreading is easier on Sorcerers, Madness is by design a sustained AoE spec. Single target burst is low, predictable and easy to shut down. Spreading DoTs on warriors is more difficult, but still easy and with the added bonus of powerful DCDs and burst damage. I understand it gets frustrating on a rough day when you find yourself with and against teams that abuse random knockbacks, but that is really it. This by the way is all coming from an Annihilation marauder. I play Madness only in PvE I maintain that the problem with Sorcerers is class stacking. The radius of an ability isn't the cause of it, and reducing it will do nothing to prevent it. By the way, abilities already behave differently in PvE and PvP. I'll just drop here Guard, Sleeps and Smash. Spreaded DoTs being either a weaker version or non stackable on player targets would be more effective i think.
  7. The rotation without Lightning Strike isn't force positive, it's just less negative. You're still going to run out of force eventually in long fights with little downtime.
  8. I just don't see a radius change doing any good. Spreading with Death Field is just as easy as spreading with Vengful Slam, and the DoTs themselves don't pack the same punch as Warrior DoTs. If a jugg wanted to play the game of numbers, he could go much higher than sorcs. One lonely sorcerer behind the front lines isn't going to do much other than getting uselessly high numbers. Problems arise when it's not one lonely sorcerer, but the Happy Magic Farmers Inc., but class stacking has always and will always be a problem. You should fear the day when Juggs become the main attraction, and cry out for proper matchmaking instead.
  9. Death Field's radius could be 2 meters, you'd still see the same problems. People just love to gang up, that's why lolsmash was nerfed into oblivion and then simply removed from the game.
  10. No, it's because force lightning deals more dps than lightning strike when you take lightning burns into account
  11. Hey, since you listen to the feedback of us faithful players on the forums, can we safely assume you have notified whomever it may concern about the vast amount of negative feedback your other post spawned, and that they are hastily reconsidering their decision about it?
  12. SWTOR is my first and only MMO, so I have no frame of reference with regards to difficulty. Maybe it's because throughout the game's life my group wasn't one that would clear everything twice on a Tuesday, but I have always found Nightmare modes to be entertainingly difficult, and if the content became trivial and face-roll easy, or boring, I switched to a different class/role. So yes, raiding (and habit i guess) is the reason I keep my subscription. Maybe other MMOs have harder and better raids but I no longer have the time to invest into creating an empire of characters, find a proper group and create a nice network of friends on another game. And where do i get a lightsaber on another MMO? That logic you see, from my point of view, is flawed. If Highlighted HM drops 224 gear, and NiM is tuned to require 224 gear, what's the point of having NiM drop any sort of gear at all? What's the point of the existence of gear in the first place? Might as well turn us into companions. My main concern about NiM not dropping 224 loot isn't because I need 224 loot. All of us here complaining are probably BiS already after mindlessly farming HHMs for 4 weeks. It's the principle of the thing. BW itself has been going on and on about how important rewards are to players, and it is true. The hardest content available, no matter how easy you perceive it to be, should provide the better rewards. Mounts and titles are a one time reward, which thanks to the lack of foresight of the original devs are trivial. Non BiS gear is not a reward, it almost feels like a punishment even. A percentage based chance to get BiS gear is absurd. People will still pick doing HHMs a million times over, unless that percentage is very, very high. If i didn't know how the market worked I'd at the very least be asking for NiM to drop unique cool armor shells that are more than reskins with shiny lights, but obviously that amount of resources are not going to be dedicated to such a small percentage of players. A second, just as silly idea would be to reward cartel coins. Economically not viable obviously, so it's off the table. All we can realistically expect as a proper reward is proper gear, and we're not getting that anymore it seems.
  13. I've been around since April 2012. I've always stayed a sub, but now I am seriously considering pulling the plug. Ignoring the hardcore players in an MMO demonstrates a tremendous lack of foresight, and with the focus of SWTOR being shifted to single player i honestly don't see a reason to continue. Paying the equivalent of a new game every 6 months for 6 chapters of story/2 hours of game is just not worth it. What makes an MMO is group content and replayability, and both are severely lacking.
  14. Playing the highlighted hard modes would be the best way to gear up regardless, because they are so much easier than Nightmare modes. You're leaving your players with no incentive at all to play Nightmare modes. Titles and mounts are one time only rewards. You've been going on about how important rewarding your players is. Nightmare raiders want nightmare loot as a reward. I'd go as far as saying it's not even fair that you have such a thing as highlighted hard modes, and only nightmare should drop BiS, but i digress. That's the reward we care about, mounts and titles are a nice bonus, but nobody cares about those anymore since everyone and their grandmothers farmed the hell out of them in the 3.x cycle, when they were pretty much as easy as story modes.
  15. Mmmmmm mathematically impossible :Q_ If you're a NiM raider that's the way you should like it.
×
×
  • Create New...