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WillLongstick

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Everything posted by WillLongstick

  1. Based on the stream today, I only have 1 wish: Powertechs keep the Pyro name.
  2. I'd like to enter my Coruscant for the best capital strong hold. I'll be online tonight so you can find it publicly listed as Gorthog's Imperial Sanctuary.
  3. On the Assault opener you have (ignoring Shoulder Cannon spam): AP > IR > HIB > SS (should note IP is needed if you dont proc) > HIB That's straightforward and standard. The next block you're losing DPS and aggro though since you're on Adrenal/Battle Focus time. Instead of IP > HS > IP > HIB you should do IP > IP with Thermal Sensor Override > IP > HIB to end up with the same heat and more DPS. Then you continue on with the SS > AP > IP > HIB you have listed and keep using Ion Pulse as filler until you're at high enough heat to use Vent Heat, which will likely set you at 0 heat again. Can't get torparse to load and see the actual time but you can go the first 30-45 seconds without having to Hammer Shot.
  4. Which is a fundamental misunderstanding of DPS. Take a spec like Rage, which most of the time has no dots on the target. If you take 4:15 to do 999,999 damage, then you're sitting at 3922 DPS. If your next hit is for 5883 damage, then you're still at 3922 DPS by doing 1,005,883 damage over 4 minutes and 16.5 seconds. But, going by TTK, you've done 1 mil damage over that time, resulting in 3899 DPS. The amount of damage you do actually do should matter, especially with parse times being so short. Trimming according to this thread's rules results in Damage Done/TTK results in a more accurate assessment of DPS (though to be fair, the differences are about 0.5%).
  5. Blitskrieg is looking for experienced raiders to fill the following openings in our raid groups (all raids run 7-10 server time). Members of these raid teams enjoy unlimited repair funds and bank access for stims and adrenals. Tues/Wed Raid: 4/5 NIM DF, working on DP. Openings: 1 Tank (non-Jugg) or RDPS (any), 1 Healer (any) Requirements: 4/5 NIM DF is a must for this group. DPS need to parse within 5% of the server leaderboards. Tanks and Heals need to have experience in nightmare progression, either in pre-nerf DF or previous tiers. Thurs/Mon Raid: 4/5 NIM DF, working on Brontes, willing to gear people with HM runs. Openings: 2 DPS spots. 1 temporary healer for 2-3 weeks (could turn into a permanent spot). Requirements: Preference for those who are 2/5 NIM DF. 10/10 HM is a must. Recruits should be mostly 180 BIS. Open recruitment: Sunday Guild PUG: This is a weekly run of HM DF/DP for gear, fun, mounts, experience, and mats. We are open to bringing in newer/less experienced raiders on this run. Guild Conquest: We don't know what this does yet. We just know we have enough money to buy a flagship. We're looking for cool people to bolster our numbers in conquest so we can out-zerg any other guild. Please visit us at http://blitskrieg.enjin.com/ to apply for any of these openings (state what opening you're applying for), or contact Gorthog, Amelthea, Arcusic, or Kogas in game.
  6. We have an imminent need for a tank (preferably PT or Sin) or a DPS (preferably ranged) to start running with us Wednesday July 30th from 7-10 server time. Also interested in a top rate healer (any class).
  7. Just saw a perfect example of a ninja change on the PTS forums: http://www.swtor.com/community/showthread.php?t=754255 We don't know every change to the PTS, intentional or unintentional.
  8. 20:06:03.339 Swagnical-swag activates V-7 Pyro Grenade. 20:06:03.518 Swagnical-swag's V-7 Pyro Grenade adds effect Burning (Physical) to Operations Training Dummy. 20:06:03.519 Swagnical-swag's Burning (Physical) hits Operations Training Dummy for 1058 elemental damage, causing 1058 threat.
  9. Out of laziness I'd rather ask than figure it out on my own, does anyone know for certain if Rail Shot/High Impact Bolt works off of Ranged crit chance, or off of Tech crit chance? Edit: Also do you know if Thermal Detonator/Assault Plastique gets the 6% crit increase from Prototype Burn Enhancers/Demolition? (Skill giving crit increase to all fire effects (Imp), or all elemental attacks (Pub))
  10. PTS parses should never be included in the leaderboard. Yes, there are no listed class changes, but this is a test server subject to all sorts of bugs, dev shortcuts, and ninja changes. I doubt Clicks PTS parse ran into any of these issues, but it sets a dangerous precedent. Simply put, if the PTS and live servers actually are identical, then the parse should be doable on the live server. Also, why give the 12 year old kid with syphilis a hard time about getting a mainhand? Have you no concept of charity?
  11. I'm also not sure why you think I wasn't already recruited to my own raid...
  12. Bump. Running a tryout run tonight at 7 server time. Still looking for a RDPS, possibly a healer for tonight's tryout.
  13. Tired of only seeing APAC guilds running NIM DP on the imp side? Me too. So I'm making my own raid. It's going to be awesome. Goal: This group is all about getting the Deposer of the Dread Masters title. Raid Times: Tentatively Tues/Wed from 7-10. Would like a 3rd day depending on overall availability. Group needs: I will be taking the best possible players at each roll and this will be updated if I need to replace someone. Tanks: Full MDPS: Full, unless you think you can completely amaze me. RDPS: Need 2-3. Healers: 1 spot open, any class. What you need to be: Serious about NIM progression. I'll evaluate applicants based on the content they've cleared and when. 4/5 NIM DF is preferred so we don't waste a lot of time farming gear. Returning players can bypass this requirement if you cleared NIM EC, TFB, or SNV at gear level. You should already be in BIS 180s. All DPS will need to show either a 1mil/armor debuffed dummy parse or a recent NIM raid parse. Edit: I don't care if you play ESO or Wildstar, but I do expect you to be in SWTOR for more than just the minimum raid times, and you damn well better be planning on sticking around through the next content cycle. Contact: /who Blitskrieg and ask for Gorthog/Amelthea, or send me a message here. Looking to start this raid on Tuesday July 22nd so let me know ASAP if you think you're good enough. Blitskrieg is also openly recruiting players for HM runs, PVP regs, backup NIM raiders, and who knows what else. For information on our open recruitment see this thread.
  14. http://www.torparse.com/a/724893/time/1405800754/1405800991/0/Log 4205 DPS. Not 100% confident I trimmed it right since I did 999807 total damage, but it has the enter combat and kills dummy tags. Got a 186 offhand, implants, and relic. Still running Merc 2 piece, and still looking for a NIM DP raid.
  15. Still looking. Cleared NIM Calypusdhspus last night but I'd like to be more than a fill in for a raid. Also I'd like to return Imp side, Trooper resource bar is backwards and doesn't have a counter.
  16. I've been subbing for two raids for the last month and I'm looking for a permanent raid spot with a group that can clear NIM DP before it gets nerfed. I'm 4/5 NIM DF post nerf (wasn't subbed between 2.7 and 2.8), and I've cleared NIM Bestia and wiped at 50k on NIM Tyrans. For those with long memories, I was the main tank for APEX from HM EC through NIM SNV so I have a lot of experience pushing the hardest content. Characters: Amelthea - Powertech. 180+ BIS gear for tank and DPS roles. My preference is to DPS on this character and I have a 4100 parse on the server leader board. Gorthog - Jugg. 180 BIS tank gear. Haven't played it much lately but it was my progression main for over 2 years. Given the choice I prefer tanking on the PT. What I'm looking for: I'd like to find a guild that's 4/5 NIM DF at minimum and feels like it's a few pieces short of pushing Brontes and NIM DP (I have a friend or two that would be interested in resubbing/server transferring to create a full raid group). I'm central time so I prefer raids that start no later than 8 pm. I can not raid on Tuesdays and would prefer to leave Fri/Sat open. Guilds full of drama can be amusing, guilds that bill themselves as no-drama guilds and ramp the drama up to 11 are not amusing.
  17. Amelthea, 4/6/36 Pyro Powertech http://www.torparse.com/a/700251/time/1402877502/1402877745/0/Overview BIS 78s aside from Oriconian Ear and 1 Implant. Merc 2-piece screws me on a 4 minute parse. Yea I'll start playing this game again now.
  18. How do I get a character in the green faction?
  19. I'm really not sure where we're trying to go with the first question about PVP survivability. It meanders about Vengeance having good survivability, while Rage does not, but completely ignores Immortal. I actually think we should model our questions to ask one question for each spec. Fold the second question into the bulk of the first one to get a question about Rage/Focus, which will certainly be the PVP focused question: Focus/Rage PVP: Prior to 2.7 the lack of survivability for Rage Juggs could be justified by classifying the spec as a glass cannon, able to drop up to 40k damage on the enemy team in one global, but without a lot of escape tools or defensive talents. This glass-cannon was still considered less than ideal when comparing the survivability and escape between Rage Juggs and Rage Marauders. Given the nerf to Rage's AOE damage output, which makes its AOE damage nearly the same as Vengeance, Rage Juggs will find themselves with low sustained damage, low AOE damage, good burst damage, but low survivability and an overall perception problem of being too weak of a spec to bring to group ranked. What role do the developers see Rage Juggs filling in PVP? I don't play Vengeance enough to know any real problems with the spec other than the talent bloat. Survivability is not an issue for Vengeance though, and asking about that would get a L2P response in return. Based on how the Powertech questions just went (AP tree was completely ignored in the responses), I feel like the Vengeance players out there would really like a direct question about Vengeance where they will get a direct answer about Vengeance. Tank tree... I've been playing this tree in PVE as my main for close to 2 years now, and my honest opinion is that Immortal is currently too easy to play, and too good in raid. It's almost at the point where we should ask for a nerf (free Enraged Defense heal, really?). I'll come back with some parses at a later date but I feel like there isn't much of an issue with Immortal's threat compared to PTs or Sins. With our tree in good shape, cooldowns that are now making Marauders envious, and an armor debuff that gives us priority for raid spots I think we should look at questions that represent tanks in general. One obvious route we could go is expanding on the Powertech's answer where the developers asked us what could be done to make full tree tanks desirable in PVP. Another route we could go is asking about all 3 classes tank threat compared to DPS threat. It seems that the gap between tanks doing around 1300 DPS (roughly 3000 TPS) and Pyro Mercs and Concealment Ops topping out over 4050 DPS, is a pretty big gap that's only going to get wider with newer tiers of gear (anyone remember the difference in holding aggro pre 2.0 in full 63s compared to post 2.0 with everyone in full 69s and even at 72s?). I know there's an intention to make holding aggro a skill, but the developers have tweaked overall tank aggro before (patch 1.3 changing tank stance from a x1.5 to x2 threat modifier).
  20. I'm reading through everyone else's answers, and I keep having the thought of "Oh god, I don't want time to kill to be going up even more for a healer-tank combo." So here's my thought without thinking through all of the implications: Give pure tank specs access to some form of Trauma debuff. That lets tanks help kill stuff, without increasing there damage. It could be a function of how the 36 point abilities work (Heat Blast, Wither, Crushing Blow), or it could be tied into the taunt function (likely single target only), or it could be an entirely new skill.
  21. This is the right approach to answering class questions! Please continue to show us your hard data when you disagree with our perception of a class' performance. You can still show more data (solo and group win percent breakdowns), but I think everyone can agree that this is the right direction to go in for your answers.
  22. You can't look only at a tank class' performance against one damage type. PT's fall behind Juggs and Sins on internal/elemental damage, but PT's vastly outperform Juggs and Sins on fights heavy on Force/Tech attacks that are Kinetic/Energy damage. As for the cooldowns, PT's are fine with what they have. What's getting out of line is how many Jugg tanks are getting with the addition of a free Enraged Defense heal. In 2.7 the balance will be that Juggs have too many cooldowns compared to both Sins and PTs (to the point where I think Jugg's class questions should ask for a nerf to their cooldowns).
  23. Tanks need to assume their DPS are going to be aggro whores at the start of the fight. At the same time, DPS need to show some intelligence in reading the situation, knowing their class, and knowing their tank's capabilities. Easier fights, yes, DPS should unload at the start as this is the only way to push a tank to get better. But, fights like Dashroode - The whole raid needs to be on the same page. Either the ranged DPS are building aggro for the tank to taunt off, or the DPS take it slow while the tank is positioning the boss. Titan -Not hard to keep aggro on, but it's really funny when a DPS eats the kick and doesn't know what to do. Thrasher - If the tank blows his AOE taunt, your group probably wiped. Another fun thing I've seen is when I have to turn and run to the snipers, ranged DPS keep unloading and pull off in the window where I can't attack. Kephess - DPS should be lining their burst up for the first pillar anyways. I also had a very annoying time with this fight in progression because I had a sniper continuously landing his Ambush at 1 on the 3-2-1 count I was doing. TFB Tentacle - If you know you're going to pull, pop a cooldown and point the cleave away from everyone else. Also, Jugg tanks should be in the habit of Saber Throwing and Jumping at the Terror (Jump leaves you in place) to start with full Rage. Corrupter 0 - The way I was taught this fight, we kite him to one of the corners. This always leads to 1 DPS being a complete moron and unloading while we're kiting him. Tyrans - If ranged pull, he will teleport all over the place and this can cause big issues, especially if the ranged taunts were used already. Simply because of the teleport mechanic ranged should start slow. Calyphus - Bad things happen if DPS rips, but that first cast comes fast enough that a tank can taunt after 1 or 2 attacks. Raptus - If I were a DPS, I'd be hiding in the corner anytime we come out of portals. The biggest problems are the DPS usually aren't aware of what can happen if they pull, or they don't know a situation where the tank can't use his best threat opener. Some of the time though, it's just a stupid choice of openers. I had a pre-2.0 Rage Jugg that kept pulling off of me because he lead with Jump > 8k Smash. Mercs who open with Tracer Missile > 12k Heatseeker Crit are also terrible people. Most specs have the capability of pulling off the best tanks (especially if it isn't a Sin tank) if they burst open. Tanks should do everything they can to hold aggro (including taunting in rotation if the fight allows it), but there is an equal burden on the DPS to understand their opening rotation and its possible consequences.
  24. I stopped skimming at this part. AOE taunts hit ALL enemies within 15 meters. Also, single target taunts always have a 15 second cooldown. Anyways, I'll leave my general guide to tanking: Step 1: Eliminate as much work and as many mechanics as possible from the DPS and Healers in your raid.
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