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ThomasCool

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Everything posted by ThomasCool

  1. Is this meant to say: reducing the cost of next Massacre/Blade rush because otherwise...
  2. Giving Hatred a 30% buff would be obscene, giving even deception a 10% buff would make it the top damaging spec in the game...
  3. I have 3 characters who are all gunslinger/powertech. Two of them received loot without any issues but the 3rd one has not been getting any loot from MM FPs (this includes the bosses and when opening the boxes, there is nothing in there). Wondering if anyone else has the same thing? and if there is a workaround? Thanks T.
  4. Anyone else have the issue that everytime they zone on a character, their keybinds reset? How do you stop that from happening? It doesn't happen to all my characters (all my gunslingers though)
  5. as i said. I went and actually went there to check. parsed both at 75 and 70 (modifier). good changes for white damage. white damage potential == yellow damage potential -> skill will be more important
  6. I replied to your other post. As far as i can tell, there has been no nerf anywhere. If anything, there was a small buff to white damage in sub-75 content
  7. I admit. I am very confused by what you mean when you say "equalizing" In 75 content (Mek-Sha, Onderon, Dxun, Meridian). The stats don't seem to have changed at all and seems to be exactly the same as before. in sub-75 content, white damage seems to have been buffed a little bringing it much closer in line with yellow damage. From my limited tests. sustained specs are still higher than burst specs. It's just that in sub 75 MM ops, weapon based classes don't fall so far behind yellow damage based classes
  8. Has anyone been able to figure out if it relates to just the weak dots? Taking parses http://parsely.io/parser/view/274043/0 and http://parsely.io/parser/view/273322/0 They both use Hemo/weakening 14x per kill. Getting rid of offhand hits means the slinger has 337 hits and the sniper 408. Now some of this may be due to some slight differences in rotation (dirty blast more here or there 63 vs 68). Assuming that every other hemo has a wounding shots during weak dots, that represents 4*2*7 hemo ticks or 56 ticks which would bring it much closer to that expected value...
  9. Interesting. While i don't have any more information on it, that would be almost 200 dps loss for nothing.
  10. It has been mentioned around a couple of times and is annoying for sure. It would be more interesting to know if this was on purpose making weaker against defense CDs such as deflect/saber ward and stronger against resilience (much rarer situation), effectively making it a nerf T.
  11. yea you have to clip at 0.1 or 0.0s left... It requires some practice to get the timing down
  12. Nice! http://www.swtor.com/community/showthread.php?t=847112 those are stats for pve, for pvp you typically want almost no accuracy, high crit, ala can be slightly lower and some more power (or mastery) I'd argue it's the worst slinger spec for pvp. SS brings burst to the table and Sab brings lots of aoe damage, an aoe 70% root(!!!) and just overall point capping. DF damage is relatively easy for healers to outheal Hope that helped ~Lunagazer
  13. oh i know but you can click once during the channel and the second time right as it ends = micro gains ftw
  14. Basically yes, the three stacks are always provided by SoS and they last just not long enough to keep 3 stacks up between SoS so as long as you use SoS on CD, EMP will always benefit from the 3 stacks. On the other hands, grenade and snipe can refresh it. This means that on a single target rotation, elecrified should at most fall off once per 18s. The location on PP in the rotation isn't that important as long as you regularly use it once every 9s. It just lets you gain fractions of a second selecting the ability and aiming the ground circle while SoS is channeling. If you're PvPing you want PP -> IP -> EMP to get an additional stun off ~Lunagazer
  15. Frankly, the core rotation of Engi is pretty easy SoS->PP->IP->EMP-> Filler -> SoS -> PP -> Filler -> Filler -> EP One of the fillers will be Fragmentation grenade. One of the others will be orbital or corrosive dart (you can use both if you combine with an energy CD). Finally the last filler will be rifle shot or covered escape (again unless you have an energy CD) Opener is Laze Target ~10s before fight starts Orbital -> Snipe -> EP -> rotation that's it ~lunagazer (hope i translated to Engi from sab properly)
  16. For leveling Sharpshooter dominates everything -> sweeping gunfire ftw End game DF and sab both high much higher sutained dps in pve. For Regs (pvp) you can used whichever spec you want but should look at different targets depending on the spec (if possible)... Force the love of everything holy, don't forget to use flourish shot
  17. no. If you lower the damage of dirty blast... DF would be getting a replacer ability that's WORSE! than it's baseline ability it's replacing (charged burst). Such a drastic change in the rotation is very difficult to do and would require pretty much a full rebalancing. It would also pretty much make a dot spec a normal burst spec (as you would never need to manage anything) T.
  18. In addition, if they're not already doing it, tell your healers to dot up the bosses . That being said... sents will pretty much always be doing more damage than you currently on the tanks. That fight has never been great for slingers. The tanks are just really good for melee in raw dps numbers. As tyrlen said, make sure to count each return to the boss as a burst phase. More hints: Activate smuggler's luck under the shield as soon as it's off cooldown (don't use WS on adds after that) Pre cast XS on the tank before jumping back on (timed so it falls when shield drops off) Double dotting should give you extra energy ... use it on dirty blasts
  19. couple of questions and hints a) are you have a combat sent on each tank so both sides get an armor debuff? (a couple of % easy) b) remember the slinger knockback does not do damage... careful use of it under the shield can group mobs up easily c) double dot double dot double dot.... you can dot both storm and firebrand for a relatively large amount of extra damage d) pre dot... once the adds are down dot up the bosses before jumping back on Hope that helps T.
  20. You'd basically mix the best parts of both the 2 and 3 wounding shot rotations... Now if only they increased the radius of the shrap bomb explosion or made it a ground target aoe to make it easier to dotspread (you know, like balance and vigilance...)
  21. Actually, it would dramatically change the spec and improve sustained DPS: a) dot application energy would go from 25 energy to 0 b) it frees up 2 additional GCDs per rotation: 1 speed shot or 2 dirty blasts or whatever - all huge dps gains but yes it would improve burst... a lot ~Lunagazer
  22. 2x DB + SS is 50 energy over 6s (- alacrity) 3X DB is 45 energy over 4.5s basically, it depends where your energy is at. and what you plan to do with that last GCD T.
  23. As a general rule, every spec that does not have an armor debuff benefits hugely from having one... all the other ones are more minor since most of those classes provide the other ones they need... Basically when making a group, make sure to have an armor debuff and the rest will take care of itself
  24. a) when hemo blast is up -> dirty blast > QD (unless you're capping energy) b) the free filler will move around since your strongest free filler is hightail it
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