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Kawabonga

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Everything posted by Kawabonga

  1. That is disturbingly interesting... I'll give this a try myself when i get home and let you know. If this is true it might actually make force management bareable if i'm not mistaken.
  2. WTB highlighted Nightmare modes that drop 228. BiS gear can't come from content everyone can just go and roflstomp. Soa can easily be killed in 16m with 8 players (1h, 1t, 1dd). Just did. On alts. Such an easy boss shouldn't drop the most precious loot.
  3. Huttball wins go to who ever is holding the ball or the last to hold it in case it's neutral. Voidstar wins go to whoever got faster to whichever zone you tied at. Win goes to most kills in case both sides don't make it through the first door
  4. No mention of pvp from OP, actually More than that, I wasn't theorizing, and upon further inspection I actually have to take back what i said in my previous post. The force regen increase is exactly equal to the GCD reduction. We can easily prove that the amount of Lacerates you can use without hitting anything before an "insufficient force" pops up is 9, regardless of the amount of alacrity. Any result you had from your experimenting is just confirmation bias and generally a poor experimental method. Every warzone is a different environment. This fact can't be stressed enough. The reason you get a better feeling is that you're not using a fixed rotation and using abilities exactly on the GCD.
  5. It might be an oversimplification in the sense that increase in regeneration is bigger than time reduction but the benefits are not as great as you believe. Also, you can't really use warzones to prove a point, especially with regards to force management. For a start, you can't factor in ccs, forced downtime (even a second counts in hatred). Secondly, there's a LOT more aoe going on in pvp. Hatred and madness both benefit in terms of force management from that. Lacerate procs lightning charge, which restore force. Each stack of deathmark consumed restores force. Hit enough targets and both abilities become free with any amount of alacrity.
  6. Not helpful for PvE. Madness will run out of force eventually. The standard rotation isn't sustainable in the long run, quite ironically since Madness is the sustained dps spec. Part of the problem i think is carried on from 3.0 and never looked at. In the days of old the 2p set bonus reduced the cost of lightning strike and force lightning, and both abilities were used in both specs. Unfortunately now the cost reduction is on lightning bolt and force lightning. Lightning stopped using FL all together (and even if it did, lightning already is force positive anyway), but Madness gained a costly new ability and lost part of the advantage on the set bonus, throwing resource management into the dirt. You should think 3 times before off healing during downtimes, and even consider using consumption if you know you'll be doing nothing long enough. You should also skip Lightning strike every now and then in favour of a second FL channel. No way around it unfortunately. Alacrity may increase your regeneration but it also speeds the rate at which you use up force so it's only useful when you're doing nothing.
  7. I'd love to hear what BW has to say about this as well...
  8. UNLIMITEEEEEEDDD POWAAAAAAAHHHH is for sorcerers, force empowerment is the wuss version for sages. You mixed those up To complete the list Force lightning = Telekinetic throw Demolish = Vanquish Creeping terror = Sever force Force leech = Force serenity Death field = Force in Balance
  9. You mistake my me. I would never preaume to know what the very best way to play is since i know there are far better players than I. I also know that they don't have any problems with the uptime, and they definitely don't use force speed to proc instant bolts. I also know very well that dummy parsing and pvp are two completely different game modes, and what's best for one doesn't necessarily hold true for the other. In fact, when parsing you really might as well use force speed on cooldown to fluff APM or even better use it to squeeze in an extra bolt inside buffed periods, so your own words play against you here. Increasing the duration of TR is a change that would eat up time from however many minutes a month devs spend on this class. I'd much rather they used their sage allocated time to fix force potency.
  10. Umadbro fight me irl!!!1!1!1!!!!11!1!!1:rak_01: Joking aside, no. It most obviously doesn't. The dynamics of a duel are too far off from the standard used to balance the game (if there even is one). Comparing ***** size won't help with your cause, sorry.
  11. Nope. Explosive fuel "increases critical hit chance" too, and the autocrits benefit from the extra crit chance it grants. Thundering blast should benefit from recklessness the same way autocrit energy burst (for example) benefits from explosive fuel, but it doesn't because one increases crit chance for a certain amount of time, the other for a certain amount of abilities. Needs either a fix or some clarification
  12. He stated in a previous post he deleted the equations to calculate it because that set is no longer obtainable. I tried myself to calculate it and my results say that in 224 the new set is around 1% better for both specs. Not because of the set bonus obviously... only because you'd lose 324 mastery with the old one. The again, i'm not 100% sure so don't trust me on that If what i did is right though we'd be much better off and still not very close to the top if the new 6p were changed into the old 4p interestingly enough. Good thing bw read the set bonus suggestions huh...
  13. "Target the healer first" ... "jump in 3, 2, 1..." Hardly suspicious. It's the power of comms.
  14. There is such a thing as an optimal playstyle. You can dance around it and stray off course as much as you want, whether to make it more fun or whether a slight variation suits you better. If you get to the point where you can't play the class to its full potential, you should probably get back in line though, and revisit your playstyle.
  15. Your goal is 815 Alacrity. You take 7 augments. 73*7=511 alacrity from augments 815-511=304 alacrity from enhancements 304/152=2 Enhancements needed Simple enough?
  16. How could you not have enough time to keep it up? There aren't more than 4 abilities (6 seconds with no alacrity) you can put in between bursts, and it's highly unlikely you'll have to use all 4 of them in a row in the first place. Just don't use project unless you absolutely can't stand still and definitely never use TKT like you mentioned in the OP. With good positioning you don't have to fear standing still to cast.
  17. The discussion here is for the dps set bonus. As a healer you'll want the new one
  18. Unfortunately i don't have access to swtor, but a quick glance at parsely show that Avvg crit for tkt is around 2k, with max crit being 2.5k give or take. Avg crit on FiB is 11.5k, max 13,5k. Not even 4 max ticks of tkt reach the damage an average FiB hits for. That's not even taking into account the fact that tkt is a 2 second channel (before alacrity), meaning that to compare dps we'd have to compare 3 ticks instead of 4
  19. What i meant was that FiB under FP will crit on all the target it hits, regardless of whether you have 1 or 3 stacks, even though it will consume one stack per target. What's your reasoning behind that? Tkt deals just over half the DPS of FiB
  20. If i remember correctly once upon a time Recklessness would cause all of Death Field's targets to receive a critical hit, regardless of the stacks. Same with Chain Lightning. Same as how all the targets of a force storm receive critical hits (though Recklessness tooltip actually states force storm will only consume one stack). Normally i would check myself, but i don't have a pc with swtor installed available...
  21. I did mean in Live in fact. Set bonus still sucks for Madness though... I really want Demolish/Crushing Darkness to fully benefit from Recklessness
  22. It probably is a bug (i sure damn hope it is), but if you want a proper answer try opening a ticket in game or go over at the bug reports forums. Haven't seen many devs active in the Classes forums lately
  23. This post gets into the exact specifics about gearing. In a nutshell, the most important thing is to get as close to 110% Accuracy as possible. This ensures that you never miss with your abilities. Once you've done that, you can focus on the other tertiary stats. In general prefer Critical over Alacrity, but you'll always want a little bit of both. As for power, mastery and endurance, you should be using the Armorings and Mods you get from unassembled gear if you can. Armorings provide the Set Bonus (which sucks, but i digress), and mods provide power and mastery. Armorings are easy, go with the ones that provide you a set bonus. An armoring of inferior level that grants you a set bonus is superior to an armoring of higher level without it. If you want to look at the names of the mods, they are referred to as "lettered" and "unlettered", for example there is an "Advanced Lethal Mod 42A" and an "Advanced Lethal Mod 42". The final A or lack thereof is what defines them as such, and the number refers to the level of the mod. Unlettered mods are superior to the lettered of the same level and of those 1 level higher (eg. Mod40 > Mod40A and Mod41A but Mod42A>Mod40) Enhancements are come in many more shapes and sizes. As of 4.0 though, all of them provide Endurance and Power, and a third stat which is Critical, Alacrity or Accuracy. I forget the names, but you will want to use the ones that provide more power than endurance, and more Crit/Alac/Acc than power. Enhancements, along with augments, will be what you play around with the most. Try to get close to a 4 critical to 3 alacrity ratio. Also, critical crystals are the best choice as of 4.0 (PS: defense, shield and absorption are tank stats. Don't bother with them at all)
  24. You had an 81% proc rate for Forked Lightning. That is officially the luckiest parse i have ever seen, congratulations doctor
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