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WillLongstick

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Posts posted by WillLongstick

  1. Wow, double whammy of a way to debunk that it was:

     

    1) Impossible

    2) possible but only with a specific comp, or specific buffs

     

    I am far from convinced on #2. Very interesting that they did it without a Marauder for Bloodthirst. But, they still had a Sorc healer, didn't have a Powertech or Assassin DPS, and were very light on melee DPS.

     

    Nonetheless, it's a very impressive kill and congrats to those guys.

  2. Warzone training dummy? LOL! Didn't even notice that. Nevertheless this was clearly not an unintentional 'mistake.' My highest parse, while not amazing, is a sufficient comparison to his. My parse is a bit longer, yet he has around 40 more Assaults and hardly any Dual Saber Throws. Additionally, his average Annihilate damage is 600 more than mine, while his crit chance is 6% lower. The fact that both of his miss stats are in the tenths place bugs me too, though I'm not really sure what it shows...

     

    I catch the wrong dummy 9 times out of 10, thanks everyone for pointing out that miss. I'm not going to call fake on the parse though, the wrong dummy is about a 1.33x gain over the correct one, and each of B'eezle's attacks is about 1.3-1.4 times more than Idnewton's.

  3. So here's my rant about the Dread Guards.

     

    The healing, tanks are taking ~2000 DPS during the Heirad phase. Everyone else in the raid is taking significant damage from the Lightning Field as well as random damage from Heirad. You can't get through the first phase in good shape for the second without a Sorc puddle.

     

    Our Sorc healer's logs showed 7 ticks of 1649 damage during the Lightning Field, and 15203 damage from its explosion with no one near him. That's 26,746 damage he has no way of avoiding during the second Lightning Field. Now our Sin tank takes 4-5 ticks and Force Shrouds every explosion. Our Sniper takes all 7 ticks and avoids every explosion with a well timed roll. To get to the point, some classes are a complete liability during the Lightning Field whereas other classes take minimal damage.

     

    Our first few pulls we were going into the first Lightning Field with Heirad at 55%. Except our Annihilation Marauder, Vengeance Jugg, and Hybrid Sniper kept killing themselves with DoTs left on Heirad when Ciphas jumps in to bubble him. So our Sniper respecced Marksman, our Marauder respecced Carnage, and our Jugg had no viable respec option. Rest of the pulls after that respec we hit the first Lightning Field at 65%. Our Sniper still died once after due to a Corrosive Dart left on Heirad.

     

    And the hard enrage. My 72/69 Powertech can't break 2400 DPS in a pure spec, and can't break 2600 DPS in the Hybrid spec. Even if I got the rest of my gear up to 72s I'd still prefer to take my full 69s Sniper into the fight. That's how far Powertechs are behind the rest of the DPS. Then you have to consider that Snipers, Maras, and Operatives are pulling a bit more than other classes and could make the difference between a clear and an enrage.

     

    Basically, you can **** yourself too hard with raid composition before you go into the instance. I enjoy a fight that's actually requiring more than a night of pulls to clear. I enjoy a fight where the mindless DPS have to be on top of their game with a tight enrage. I enjoy the mechanic where I'm getting slammed hard by a boss that I can't damage back. But no, I do not accept a fight where good and viable classes have to be bypassed for nothing but the most ideal raid composition.

     

    Oh, and the fact that we're (as in the collective community) supposed to have this instance cleared before NiM S&V drops in 3.5 weeks. I believe Bioware has been silent about the fight's tuning because they simply want to see if it's doable by the best. And similar to 16 man NIM Tanks and Kephess, once the previously though impossible is downed, the fight will be nerfed to manageable levels. And I'm fine with the Dread Guards being treated that way. Except they're dropping NIM S&V on us in 3.5 weeks.

  4. Amelthea, 2576 DPS in the same hybrid as before, now with 72 MH and OH. I've tried to stand by my favorite class but it's just too gimped to keep dumping money and comms into. I'm retiring it as a DPS but still very much enjoy how the class tanks in 2.0. I'll be getting my Marauder, named Theynerfdmypyro, up to 55 as yet another Marauder FOTM reroll. Sigh.

     

    http://www.torparse.com/a/284994/time/1371154005/1371154339/0/Overview

  5. Updated all of the above. I'm setting July 1st as the date where I remove any double-set bonus or Serendipitous Assault proc exploiting parses. That should be enough time for the people with asterisked parses to get some shiney Kell Dragon gear to get their parses back up to a high level.
  6. Damage wise it was pretty good (i.e. worthy of being NiM) but incredibly badly balanced. Shadow tanks just made it much easier. Spent month and a half running into a wall, recruited a Shadow and cleared in 2 weeks.

     

    NiM Kephess was fantastically balanced between tank classes. Each tank had its invaluable uses, and its faceplant moments. Your Assassin that was Force Shrouding bleeds and pumping out fantastic AOE threat got melted by Kephess under 60%. The Jugg with the fantastic mitigation, cooldowns, and Intercede on bomb carriers had no grapple and 0 AOE threat on the trenchcutters. The Powertech had the best mitigation for this fight, and a grapple and AOE threat, but it lacked any godlike cooldowns to eat the bleed with. At least from a tanking view point, NiM Kephess has been miles above any other boss in terms of challenge, fun, and cleverness required.

     

    It's also nice to see that 1 person's achievement/lockout screenshot doesn't count for a "full guild" kill anymore.

  7. I am very much convinced that Powertechs are lagging in comparison to all the other DPS classes (including Sins, who gain a lot more from an armor debuff and execute talents in a raid). However, looking at the top 10 parses for each fight has a problem in only showing what classes are OP or performing very well. I went through all the 8/16 man HM leaderboards and tallied the top 10 parses by class. Here's what I have:

     

    Format: HM S&V -- HM TFB -- HM GF == Total

     

    Sniper: 89 -- 43 -- 3 == 135

    Marauder: 17 -- 17 -- 14 == 48

    Operative: 11 -- 18 -- 1 ==30

    Merc: 11 -- 5 -- 0 == 16

    Sorc: 4 -- 11 -- 0 == 15

    Jugg: 5 -- 2 -- 1 == 8

    Sin: 2 -- 1 -- 1 == 4

    PT: 1 -- 3 -- 0 == 4

    Total: 140 -- 100 -- 20 == 260

     

    There's something to looking at the lower end, but you can only really draw conclusions from the higher end.

  8. This week on The Harbinger:

     

    Sammul (2605 DPS) http://www.torparse.com/a/262440/time/1370077637/1370077944/0/Overview

    Spec: 5/36/5 Deception Assassin

     

    Carlenix (2948 DPS) http://www.torparse.com/a/259240/time/1369946810/1369947116/0/Overview

    Spec: 36/8/2 Marksman Sniper

     

    Lordbazuka (2845 DPS) http://www.torparse.com/a/262806/time/1370100698/1370101004/0/Damage+Dealt

    Spec: 3/36/7 Lightning Sorcerer

     

    Juzzie (2809 DPS) http://www.torparse.com/a/264982/time/1370203144/1370203460/0/Damage+Dealt

    Spec: 3/7/36 Lethality Operative

     

    Twi-yunfat (2983 DPS) http://www.torparse.com/a/264561/time/1370186388/1370186762/0/Overview

    Spec: 5/36/5 Combat Sentinel

  9. Interesting to see that, after 2 pages, opinions about what takes down the shields are stil split.

     

    So far we have 3 versions that seems to work for some and not for others:

    1. Roar

    2. Melee hitting snipers (seen a youtube clip in which this was offered as the solution and also heard it from some people in-game)

    3. Tank's AOE Taunt

     

    My personal opinion is that Trasher's Roar (pushback) is simply a mechanism to get people up to the snipers and it is not the actual cause for the shields dissapearing.

     

    1) Roar. This isn't opinion, this is 100% if Thrasher is facing the snipers the Roar knocks the shield off.

    2) Melee DPS. This is the easiest method by far, to quote Dulfy's guildy when we pugged 3 of them, "Holy **** this is so easy it feels like we're cheating." It takes a lot of damage on the Snipers to knock the shield off, simply hitting them once doesn't pop it off. Still, 1 tank and 2 DPS (our kill group is Jugg (sometimes PT) tank, Marauder, and DPS Jugg) jumping up and hitting them in melee range burns them down fast, and 2 DPS sitting on Thrasher the whole time is more than enough to kill him in time, without any ranged DPS ever needing to help.

    3) Tank's AOE taunt only knocks off the shields if it's AOE taunt + Saber Reflect, and again the Saber Reflect has to do a certain amount of damage to the Snipers for the shield to fall off.

     

    I've been in the Sniper kill group in all but 1 clear of the boss on either my Jugg or PT tank. Some days I jump to every Demolitionist, other days I just stay up after jumping to the first one. The trick is standing about 28-30 meters from the Demolitionist and jumping up when you hit your charge. Juggs can also Intercede to one of the others who managed to get up, but again you need to be 25+ meters out or the ledge will cause LOS issues. If you don't have the Warrior heavy composition we do, you can still send Sin Tanks or DPS up with a knockback and just have them sprint around the circle. If you're 4 Ranged DPS, then sucks to be you, welcome to a mechanic that punishes RDPS heavy groups. If you only have 1 melee DPS you can still send tank plus MDPS up as long as your MDPS is decently geared and you don't make mistakes. But, I always recommend sending 2 DPS plus Tank up to the Snipers as it allows more room for jump/run around the circle error.

  10. That's unbelievably strange. Harpoon has a threat modifier of 1.6 * <std health>, which is exactly the same as Force Pull (which verifiably generates 8592 threat). It appears that there is a bug here. I assume you tested this in Ion Cell? If it really isn't generating threat as it should, then you should definitely cut it from your opener.

     

    It's been exactly 2784 on my Powertech since it hit 50 back in November. Log dated December 19th with 2784 grapple. I have also always assumed its low threat compared to Sin pull is because DPS Powertechs/Vanguards wouldn't want to drop 9k threat on an enemy just to use your utility.

  11. Killing the Demo guy definitely doesn't remove the shield.

     

    This is fact. Also read the text on Sniper's shield buff. It says it only shields against ranged attacks. Send a jumping tank and 2 jumping DPS up to the Demolitionist and those three can kill the adds in any order you want. No tank swaps, no Roar, no raid cleaving. So easy our Sin tank is playing Minesweeper the whole time he's on Thrasher.

  12. From the Harbinger leader boards. All of these are without the Serendipitous Assault exploit. I'm also indicating Snipers who have 5 ticks of Orbital and Mercs I suspect have 30% Tracer Missile crit as I'm not sure how you wish to handle them.

     

    Aeralos (3425 DPS) http://www.torparse.com/a/236380/time/1368916078/1368916426/0/Overview

    Spec: 5/36/5 Saboteur Gunslinger ***5 ticks of Orbital Strike

     

    Sammul (2504 DPS) http://www.torparse.com/a/242975

    Spec: 5/36/5 Deception Assassin

     

    Kevers (2473 DPS) http://www.torparse.com/a/248578/time/1369464698/1369465081/0/Overview

    Spec: 5/8/33 Pyro Powertech

     

    Fascinate (2889 DPS) http://www.torparse.com/a/238652/time/1369010180/1369010482/0/Overview

    Spec: 6/36/4 Arsenal Merc ***Suspected 30% TM Crit

     

    Andilus(2878 DPS) http://www.torparse.com/a/237583/time/1368978248/1368978558/0/Overview

    Spec: 6/36/4 Gunnery Commando ***Suspected 30% TM Crit

     

    Stomach (2855 DPS) http://www.torparse.com/a/248619/time/1369467102/1369467416/0/Overview

    Spec: 3/36/7 Lightning Sorcerer

     

    Invinc (2957 DPS) http://www.torparse.com/a/235460/time/1368873800/1368874136/0/Overview

    Spec: Lethality Operative

     

    Cercerea (2613 DPS) http://www.torparse.com/a/246918/time/1369376169/1369376471/0/Overview

    Spec: 3/36/7 Concealment Operative

     

    Beastfury (3025 DPS) http://www.torparse.com/a/238605/time/1369007928/1369008229/0/Overview

    Spec: 5/36/5 Carnage Marauder

     

    Laetius (2688 DPS) http://www.torparse.com/a/249021/time/1369513485/1369513812/0/Overview

    Spec: 4/36/6 Vengeance Jugg

  13. Update to the OP:

     

    Parses done before Patch 2.1.1 on May 30th: Patch 2.1.1 removed the ability to gain more than 1 Serendipitous Assault relic proc within the stated 20 second lockout window. The patch also removed the ability to stack two of the same 2 piece set bonuses. Both of these could result in an additional 100-200 DPS increase depending on the spec. Parses that were submitted before the patch date have been searched through for either exploit and marked accordingly. I ask that players with a marked parse request its removal in favor of a parse done after patch 2.1.1. Any parse submitted May 30th or afterwards using either exploit will not be included on the boards, and I will receive their only warning about using those exploits before I blacklist them from this thread.

     

    I've marked all the Serendipitous Assault double proc parses, as well as all Sniper and Operative parses with 5 ticks of Orbital/XS. I don't know what to look for on Merc parses to tell if someone's Tracer Missile has the 30% crit increase instead of 15%, I need someone to look through those parses for me (or the parsers to mention their gear). I don't think there were any other double 2 piece set bonuses that people liked to take.

     

    If you have an asterisked parse I ask that you submit a clean one to replace it. I will not remove any asterisked parses (at least for a while) as some of the leader boards coughsniperscough will be ghost towns if I did so. Still, you shouldn't want an asterisk next to your name.

  14. "PvP Relics will no longer stack procs if a character is wearing both the Partisan and Conqueror versions."

     

    Expected in the patch. It seems like this note goes even further where no 2 Serendipitous Assault relics work together, and you can't proc the same one with a heal and damage. I'll be searching through the current parses and marking any that have the Power Surge proc appearing two or more times within a 20 second window.

     

    "Pre-Game Update 2.0 gear that had the same set bonuses (or affected the same abilities) as Post-2.0 gear no longer stacks the bonus effects. The first set bonus placed on the character will take affect but the second one will not."

     

    That was unexpected. Certainly hits Snipers hard. Mercs and Operatives appear to be the only other classes with a current 2 piece bonus that could have a similar effect. No clue how to look for it on Mercs and Operatives, but I'll be marking Snipers with 5 Orbital Strike ticks.

  15. Here's my infiltration shadow Jimmyslade (5/36/5) doing 2549 over 5 minutes. There is a lot of room for improvement in terms of gear and probably hitting cooldowns on time:

     

    http://www.torparse.com/a/253422/4/0/Overview

     

    Wrong dummy, you'll parse several hundred lower on the correct Operations dummy.

     

    And Id, as you brought it up before, I don't consider submitting a wrong dummy parse as cheating/faking/etc. It's very easy to spot and most of the time it's an honest mistake.

  16. I just tested Flamethrower vs Rocket Punch/Rail Shot combo on the ops dummy, and it is worthwhile to channel even a 3s FT.

     

    RP+RS (full puncture) (no crit) = ~3-3.2k

    FT (no crit) = ~3.6k

     

    If you, like me, take the extra crit chance on fire effects from AP tree, then FT has, obviously, a better chance to crit as well.

     

    Interesting. I'll keep that in mind. Also on the subject of crit chance, you should mention popping Explosive Fuel right when you jump in on the pull.

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