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SwordEmpire

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Posts posted by SwordEmpire

  1. It won't increase level cap, that won't happen again this year and possibly not until late next year if at all ( that new linear progression thing seems to be taking off a bit ).

     

    I dont see why not. There is generally one x-pack that comes with a level cap increase per year. SoR was 2014.

  2. Request: Help me understand, what is it that so many think was such a failure of SoR?

     

    Ravagers exploit, Cortani bugs, 16 man loot issues, Underlurker is still broken, Assualt on Tython boss shields didnt drop, overall lack of communication from the devs for an entire month over the abysmal server lag since launch. Hell, it took them until just recently to fix a known bug for Dread Palace. All of this in the launch for an expansion that had a thorough closed beta and an early access period. Its not that the expansion itself was a failure, but that it was launched broken and the communication and resolving of the issues was poorly handled.

  3. I got a idea for you all that like this imagine you have not gttten a new ops or story line in a year and a half how do you think you would feel about this. If the raod map look like we are doing 5 new warzone with story driven content. sorry pvers we been doing stuff fro you only for 3 year now it the pvpers turn. You would all be pissed. That where were at.

     

    Have you done the latest raids? Cortani is still a dice roll whether she will leave the area as intended or glitch out and attack the escape pod eventually enraging and killing everyone. We pretty much have to relearn the mechanics to Underlurker every update to work around the "fix" they implemented. Some people are still having loot issues in 16 man ravager runs. The last 3 ToS runs my group had invisible force abberations (puddles of death) on Revan . On the other hand if you are happy with content that it is broken, half-assed, and borderline unplayable, then it would look like pve is getting better treatment. The grass isnt really greener on the other side.

  4. ok so OBVIOUSLY you guys havent heard yet that bioware already decided thet snipers so-called "godmode" buff in 2.7 has already been retracted and isnt going live so that means no buff+ another nerf. an i can agree that we shouldnt have a 30 meter range on flashbang but the ability to mezz 4 people at once can mean the diffrence in lif and death when a snipert gets focused in a wz.

     

    the only thing being retracted from the 2.7 changes for snipers/slingers in them adding force/tech immunity to dodge, and go figure too. A 3 second godmode with a purge mechanic? thats better then pre nerf guarded by the force.

  5. Since Juggernauts and Guardians are the only dps class lacking such, still underperform in PvP and are still slightly behind Sentinels in PvE I figured we could do some brainstorming on this topic. Especially because Andrew is likely to ask for it in top 3 questions.

     

    Post your ideas and justification. Mine will be a needed dps boost that will add some Carnage/Combat-like mechanic to the Juggernaut dps and should give Rage/Focus a better burst damage. It's going to be exclusive to Guardians and Juggernauts and also safe to be a general cooldown so all specs can access it. Its side effect might not make it popular for solo-tanks.

     

    Dark Rage / Last Stand:

    Sacrifices your mind and body to temporarily overpower your enemies with Force attacks and speed. Grants 6 stacks of Reckoning for 15 seconds. Increases all Force damage and grants 30% alacrity. Each attack consumes 1 charge. Once all charges of Reckoning are used up you collapse and lose 20% of your current health.

     

    Alt: Sacrifices your mind and body to temporarily overpower your enemies with Force attacks and great speed. All Force damage increased for 10 seconds. Also grants 4 stacks of Reckoning, which increases your alacrity by 30%, for 10 seconds. Each attack consumes 1 charge of Reckoning. When Dark Rage / Last Stand ends you collapse and lose 20% of your current health.

     

    Cooldown : 90 seconds

     

    Pros:

    - Fair damage boost affecting only Force attacks. Vigilance has very weak dots and it's Force Scream's potential will be comparable with Marauder's Combat spec.

    - Extra alacrity for quicker combo execution that will last for 4 stacks (in the alternative version). Meaning you'll be able to do Master Strike -> Plasma brand -> Overhead Slash -> Blade Storm only while having a speed boost.

    - Will encourage team play with healers and tanks.

    - Plenty of "bads" using it will be easily exploited and shut down so they lose health without unleashing the power so it won't make it overpowered.

    - Focus will get needed single damage buff.

    - Might not be desirable to use by tanks without healer's support.

    - Good "oh sh**" ability to give you a final chance once you think it's over.

    - Very lore friendly! "Stolen" from Jedi Knight series where this ability would grant you increased speed and damage but would consume your health. Maybe it could be made that each stack consumes 2% or 3% of your health?

     

    Cons:

    - Guardian dps have already seriously bad survivability and -20% hp at the end of the effect might not be the best idea to use it early on in PvP combat without a healer around. However, it will be a good ability to use in Rated PvP and Warzones if we're running low on health, no healers around, and we realize that we're gonna die anyway. Might as well use it and turn the tide with extra damage and alacrity.

     

    I like it. I'd use it a lot.

     

    I dont like the fact that it is charge based. if it uses a charge on damage done then it will most likely be wasted on dots. wouldnt justify the health loss for a slight dps gain.

  6. pure dps numbers and considering the 5 min CD of inspiration. If every dps is doing perfectly consistent 3k dps when inspiration is popped inspiration would have have added 27k damage over its duration. In a 5 minute fight the jug would only have to do 90 more dps then the sent to equal the over all dps value of the sent including the dps he added with inspiration.

     

    Granted there are situation when the inpiration is a huge benefit, but then again so the guardians tuant, which everyone seems to ignore and has many a raid from a complete wipe.

     

    except that they are slowly taking away even that. we are already losing one of our 2 taunts because they are too lazy to just give us a new threat drop, hindering our already limited group utility. we used to be unique in that we were pretty much the only class that could give the armor debuff, but now both gunslingers and commandos give that too.

     

    I also dont get all this complaining that vigilance is parsing higher then watchman right now. vigilance was the worst parsing dps spec in the game for a while, and now that we are finally competitive people are having conniptions. where is vigilance parsing higher? training dummies? maybe, but that hardly equates to better parses on boss fights. we are still dependent on a 3 second channel whereas watchman is far more mobile. plus dotsmash still outparses all knight specs on dummy.

     

    so dps wise vigilance is around the same as watchman, watchman has better survivability and dcd's, vigilance has very little group utility which is being cut into even more in the next major patch. Yet people are complaining because there is no longer a 200+ dps disparity between the two? seems legit.

  7. We have a whiles to go. Right now my best parse is barely 3200 (My gear really needs work). I hope to with the patch get to 3300 as I've never had a higher than 15 second per MS.

     

    Is there like a vitamin regiment I can go on to get luckier for rng? I never get 15 second zen procs. I am lucky if I get only 5 instances on a 1.5 million dummy where I have to go off of the hard 30 sec cooldown.

  8.  

    NEver gonna fail another DPS check because of RNG failing.

     

    Whatever you say dudes, this is a very nice buff, that was SORELY NEEDED.

     

    We are, if my projections are correct, gonna reliably do DPS that is comparable to almost all ranged specs.

     

    So I can expect to do slightly over 4k dps like an assault/pyro spec mando/merc? Hell yes, sign me up for that.

  9. Let me elaborate on what the previous poster was saying.

     

    Guardian Tank is one of the best if not THE best tank in the game, if played decently well. Guardian Tanks have AOE almost on par with Shadow Tanks, but not quite the threat generation.

     

    Guardian DPS is somewhere in between Vanguard DPS and Scoundrel DPS, Not Great DPS, but not too shabby, you will probably be wanted more as a Tank than a DPS, though i have seen many raid groups take a Guardian/Jugg DPS. If your absolutely hellbent on being a Guardian DPS, go for Vigilance.

     

    highest vanguard parse is 3800. granted, he was running hybrid spec, which they are making sure you cant run after 2.6. Assualt and tactics vanguards are parsing around 3600, which is a whole 100 dps more then the highest guardian who was getting beyond lucky with their crit frequency and 9-12 second master strikes quite often. as for scoundrel dps, well concealment operatives are currently pulling just shy of 4k on training dummies and are slated to get a "significant dps boost" in 2.6.

     

    I am of the firm belief that no class is terrible, but guardian dps is currently the lowest parsing class in the entire game. however, we are still in good enough shape to clear the current content without problem. We would be borderline for the NiM content of the new ops though. the changes they plan in 2.6 are definitely going to make the spec far more consistent, but overall it does little for actually boosting dps.

  10. PvP is about fight and kill your enemy, thats what REAL men enjoy. I know for you it's comes to you as a surprise. Make sure you don't miss a note.

     

    and real warfare was a battle of wit along with strength. if you cant see how figuring in tactics helps in a fight, then its your loss.

  11. PvP is actually fun before the 55 LvL. That's the proof that all these retarded CCs serve no purpose. Actually the most fun is the lowest lvl PvP, less CC more fun.

     

    saying crowd control abilities are useless in pvp, especially when the match is objective based, seriously makes me doubt your skill. an example of this, your teammate is capping a door or pylon but an enemy is heading towards them to disrupt the cap. cc that guy, objective accomplished.

     

    lowest level pvp is more fun because cc's are less important? Thats arguably when gunslinger/snipers and scoundrels/operatives are at their best, because they have two cc's, one of them being aoe, before most classes have one.

  12. Riivan is right. Too complicated and too over the top changes are being proposed.

     

    They'll never do that kinda rework on a .x numbered patch. That can only happen with a full exp. pack.

     

    So aim for simple and basic increase. Fixed cooldown on MS or MUCH more consistent RNG.

     

    OR

     

    HIGHLY increased DoT damage.

     

    Everything else is simply too much work to do for them in a patch.

     

    lol, if we cant expect much from a .x patch and all we got in a full blown balance patch was a root, i dont even think we should expect an answer for our questions.

  13. Firstly:

    every guardian on this forum wants either a 'fixed cooldown' or a OS/Plasma brand reduce cooldown by X system.

    Noted. To be forwarded to developers me thinks.

     

    Plasma brand: indeed, very costly move. However, instead of lowering the cost: add to vigilance: gives plasma brand a 33-66-100% chance of returning one extra focus. This means you still need to have 5 focus to use the ability in the first place.

     

    Then: Force Rush:

    OS/Plasma Brand and Dispatch have a 50-100% chance to increase crit chance of your next Blade storm or dispatch by 15-30%. Stacks up to two times, each stack lowers the focus cost by 1

    (So, that would be, at 2 stacks, +60% crit chance. But it makes dispatch very usable in execute phases: Suppose I go OS, Plasma brand, dispatch: Dispatch gets -2 focus cost. And one focus is refunded due to Shien (effectively free dispatch). And Dispatch gives +30% crit to my next bladestorm, and -1 focus cost too :-) )

    This is the sort of thing I'd like to see, I do realise it would affect optimum rotation etc.

    Note that you'd be running around with at least 20% crit chance from gear, giving a 80-85% crit.

    For bladestorm, with crit gear, you can get 25 ish crit chance, then 6% crit to force from focus tree, which would give

    a crit chance of 91% at two stacks. But it would not be 'autocrit'.

     

    Keeping crit bonus for one stack at 50% and allowing dispatch to consume and create stacks would lead to a very sick execute phase I suspect.

     

     

    Execute-phase rotation:

    Blade storm: 9s cooldown (specced)

    Dispatch: 6 second

    Overhead slash: 9seconds,

    Plasma brand: 12 seconds

    Master Strike cooldown-to-be: about 15 seconds.

     

    Suppose I go: (build focus, then)

    Masterstrike 1.5-3

    Overhead Slash 4.5

    Plasma brand 6

    Dispatch 7.5

    Blade Storm 9

    Two focus builders, Then overhead slash, dispatch, Masterstrike euh, Blade Storm, Plasma brand..

     

    OS-PB-Dispatch-Blade Storm would cost:

    4-1 + 5-2 +1-1 +3-1 = 8 focus.

    At the moment, it costs 4-1 5-1 3-1 4-1= 12 focus. Hmmpf, maybe leave plasma brand cost as is.

    Basically, 'force rush' would become a much better talent when below 30% due to Dispatch becoming available often at reduced cost, increased crit chance, and in turn reducing cost and increasing crit chance of Blade storm.

    This would replace any silly 'your bleeds do 30% more damage when target is below 30% health'.

    Guardian HAS an execute. I say we use it in the execute phase.

    Focus' execute technically still might hit harder due to +15% surge and 30% armor pen.

     

    While I personally love this idea, it does strike me as being very similar to the pre 2.0 force rush mechanic. something I have always heard, and correct me if I am wrong, is that it is easier to get something changed then reverted back. what is the ballpark melee crit chance most vigilance guardians run at? Just as an estimate I am gonna say anywhere between 20-25%. at two stacks of force rush we would have anywhere between an 80-85% crit chance on dispatch, at a reduced cost, and have the possibility to work with keening to be able to be used before execute phase. seeing as how they took auto crit dispatches away from us, I dont think they would go for this, and if they did, most other classes would be crying nerf within the week.maybe it will have a better chance seeing as it would be charged based instead of time based, but idk. again, I personally like the idea, I just dont think they would go for it.

  14. You are going to survive much longer in any spec with tank gear.

     

    It's really up to preference for PVP.

     

    If it was PVE I would instant /leavegroup

     

    The root is just dumb. We never wanted it. We wanted a better and more reliable master strike, and maybe a smidge more unremitting. A Root was a crappy ripoff of combat spec. Nothing more.

     

    I sometimes wonder if the bioware devs gave us this root just to appease the pvp player base or because they are just out of touch with the entire player base. after all, almost everyone was complaining "targets can just walk out of master strike, which hurts our damage." and they just gave us the root thinking it would fix everything because they didnt even consider we were including raid content in that scenario. kind of blows my mind just thinking they either knew and didnt care or just didn't even consider that we do pve content on guardian dps.

  15. yeah, fluff for the most part. I will agree with you on the majority of it, but all the crystals in downtime of Calphayus brings nothing productive to the fight which basically defines what fluff dps is.

     

    As for the ugnaughts in Grob'thok, its not even necessary to dps these if you have an off tank who knows what they should be doing. mining droid is far more then enough to deal with the adds and pulling off boss to quickly pad your dps with some irrelevant damage is again, fluff.

     

    Depending on your strat for Bestia aoe damage might not give you huge gains like you think it might. if two monsters are close enough to hit them both with aoe then they are going to be buffed enough that you might as well separate them out and burn them down individually.

  16. Now i am full 78, and i think that crit stat is very usefull. In fact, with the same critical rate on a dummy test , a full power will always be above because his hits will be more powerfull.

     

    But there is a thing in full power : it's irregular !!!

     

    I put some crit on my stuff to make a mor regular dps. Maybe taht my top dps will be under a full power ( maybe 20 less ...) but my AVERAGE dps is a way higher !

     

    So i prefer to do a bit less damage but have a better average dps. When you are raiding you can't say" oh yes it was not a good try, sorry, maybe next week" , you must do a lot of dps everytime and with crit it is , for me, a way better than full power !

     

    Its kind of the opposite. power is a constant boost to overall damage and heals. crit on the other hand is rng dependent (which is one of the problems with vigilance, being so heavily rng dependent) which means that power is going to offer a more consistent parse, but crit will give your dps a more extreme outlier.

  17. Awesome guide. Rolled my guardian a couple months prior to 1.2 and was vigilance for the longest time until shortly before 2.0 when I went to focus spec. not ashamed to say I was a bit jealous of the parses being put out by vigilance spec (mostly from trying to compete with noobi-wan on my server) and just switched back a couple of days ago. this guide has really helped me a lot. Any tips on focus management for longer fights? I can hold consistent numbers until about a minute and a half in but then it seems like my major resource gatherers are always on cooldown when I need them, and if I even try to fit slash in my rotation at all it stalls and I have to compensate with strike to get back on track (which doesn't help my numbers). idk, maybe I am just trying to put blade storm in too much. also, do you tend to have issues with phantom casting? I have noticed that over a long enough time it can really start to hurt your numbers.
  18. That parse does not count.

     

    The reason is, it is Sabatuer spec. The majority of that damage comes from scatter bombs. Scatterbombs is a trail aoe that comes from the slinger roll. Basically, when rolling, 5 meters behind you are all covered with scatter bombs. Because the dummy is right in front of a wall, when you roll you leave a trail of bombs RIGHT ON TOP of the dummy. This leads to artificially inflated dps.

     

    When people think that a certain class or spec is OP, please consider and actually learn about the spec. I'm a firm believer in you cannot say a class is truly overpowered unless you have played the class yourself. Simple as that.

     

    oh, I fully well know that. fact of the matter was that you asked for the parse someone else mentioned and I linked it. also, the whole thing with the scatter bomb rolls is also viable in fights where the boss has a large hit box. heck, the slingers/snipers who parsed over 4k dps on the boss fights in hm dp and df have scatter bombs and flyby accounting for 40-50% of their overall damage. just look at all the ones pewpewthethird of hatred is leading on.

  19. If there is a slinger that is doing 4.4, link it.

     

    This isn't my first time playing vigi. Kisheksun had a 15 second master strike. If we had a standard cooldown on Ms, that would be basically what we would be getting, more or less. THAT IS AMAZING.

     

    All best parses are a combination of lucky crits and procs, its just we get the ****** end of the stick with having to deal with more than just crits for rng.

     

    The solution to class balance is not nerf other classes. Its buff everyone up to the top.

     

    http://www.torparse.com/a/514435/27

    Kuroyukihime who pulled 4385 dps.

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