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celsomergulhao

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Posts posted by celsomergulhao

  1. A couple of questions:

    [NEW] Guardian Leap now a baseline ability for all disciplines

    [NEW] Defense Guardians now can choose between two passives or the Thwart utility at level 35

    Guardian Leap / Intercede is now a level 35 choice for Defense discipline only. It replaces Awe from the old PTS build.

     

    Is this third line just a mistake?

    Also, the utility Thwart is indeed available for Defense, but Guardian Leap is not available for any of the 3 disciplines.

     

    Edit - Correction: It is available if you create a new character, but characters created before the update didn't receive the ability even after talking to the droid that grants max level and abilities.

  2. Does this feel like a Jedi Guardian? Please explain why or why not.

    A: Yes for the available content to test. Defense definitely does, with decent damage/threat and survivability. I still haven't gotten a chance to test in PvP.

     

    Is there anything that feels missing or out of place in the combat rotation?

    A: Not for Vig/Focus, both rotations are solid and have excellent focus management. Defense however, there is, particularly in long boss fights in PvE.

    The initial rotation is solid, but as the fight progresses, the lack of cooldown reduction on the core abilities leaves you with a window of 2 to 3 GCDs simply spamming Slash until the core abilities come out of CD, particularly in longer boss fights.

    This is already an issue in the live version. PvP is not a problem because the rotation is much more flexible and reactive, Guardian Leap and Guard swapping are added to the rotation so there's less room for fillers.

     

    What are your initial thoughts with the effectiveness of the Jedi Guardian against enemies?

    A: It's good overall, at least for the current available content, all 3 specs get the job done, however, I don't like how dependent on Focused Defense all 3 specs are for survivability. I am also not accounting for possible class-imbalances as it will depend on parses and more specific data for all classes to have a conclusion.

    The options for root breakers are a bit too limited for a melee class, always offered as a choice in the tree competing with other good perks. This makes me a bit concerned for PvP, but I will need to try it myself before I make up my mind.

     

    How are you enjoying or not enjoying this class?

    A: I enjoy a lot. Guardian has been my main class for 9 years now and I stuck with it through the good and the bad over the years. Though I do have to say that the Defense rotation issues mentioned above has made the spec a tad boring to play in PvE.

    I'm excited with the possibilities that this new system brings for the future.

     

    If you have feedback on the different disciplines and ability paths, please note your feedback accordingly so we can track it.

    A: I have several notes, I will go into details about the Defense spec since it's the one I use the most, but will add some general notes that are relevant to all 3 specs and the new system as a whole.

     

    General notes:

    -The new ability paths are a great way to give some glimpse of customization. While they don't change the core of the specs, they can add some flavor to the gameplay and the flexibility to pick relevant utilities according to the situation, but it will require some work to fine tune.

    -I would like to see more specialization/uniqueness for each discipline amongst the available choices instead of the same utilities for all disciplines (like the Combat Focus option). The way they are now the first 4 tiers of choices are unique (for the most part) to each discipline, but the last 3 tiers are almost the same for all 3 specs.

    -I am totally fine with having to make difficult choices between certain abilities (like the ones at level 70), however, this type of hard choice needs to be consistent across all classes. Operatives and Sorcerers for instance don't get nearly the same difficulty in the choices they have available.

     

    Defense:

    -Not a fan of Guardian Leap being a spec in, although being mostly a PvP skill, it's a core PvP skill and I don't want to have to pick between a core skill and some potentially useful passive.

    -I've been on and off in the past couple of years so I didn't follow closely the development of the PvP scene. I saw that many players are concerned about tanks running in DPS gear outperforming Vig/Focus. I personally don't think it does, the Defense discipline does not have the same damage output potential as Focus or Vigilance, but given the high amount of complaints I saw, I don't discard that there might be some truth to it.

    I don't want Defense Guardians back to where they were in 2.0 and 3.0 either, where we were severely behind the other 2 tanks in pretty much every content. Guardians are in a good spot in PvP now and I want it to stay where they are, but mitigation gear should be a clear choice to a Defense Guardian and maybe the current system doesn't make this obvious to the point where dps gear might be viable.

    I ran some tests in the Spirit of Vengeance flashpoint against the first boss Gorga Brak on PTS to measure TTK in 4 different specs.

     

    The run was done with the current 328 gear available at the fleet, no stat optimization, Solo Mode, with no companion nor support droid (which I believe isn't even available for SoV) and no healing from the kolto tanks.

     

    These were my results:

    Defense in Tank gear: 1'39"

    Defense in DPS gear (shield OH): 1'14"

    Vigilance: 0'50"

    Focus: 0'53"

    ALL four fights needed Focused Defense. As Defense in tank gear, Saber Ward, Warding Call and mitigation stats were not enough for FD to be unnecessary and I could easily do the same battle using only FD.

    I did use Saber Reflect on all four scenarios.

     

    Defense in DPS gear is virtually at the exact middle between tank gear and DPS spec, with a difference of 25 and 24 seconds respectively.

    I would like to see this difference a bit closer to the time it takes to kill in tank gear.

     

     

    Ability paths:

     

     

    Right column passives:

    All I expected to see is there, nothing to add or remove.

     

    Level 15:

    Marked Assault (In Dev): Warding Strike deals 20% more damage to taunted targets (base dmg increased for now)

    Antagonizing Assault: Increases Dmg, Crit Chance and Threat of Warding Strike

    Defensive Assault (In Dev): Warding Strike increases Dmg Reduction by 2%

    As already described in a previous post, Marked Assault is clearly flat out inferior to Antagonizing Assault and is being reviewed apparently.

    Defensive Assault gives a very small buff and flat damage reduction potentially incentivizes the usage of DPS gear.

     

    Level 20:

    Cyclone Slash (Active Skill): Very situational, mostly for trauma spreading in PvP

    Blade Burst: Conal AoE for Blade Storm + slow - Cone angle very small (basically only enemies standing behind the target), does not replace Freezing Force satisfactorily

    Kinetic Barrage: Blade Barrage deals additional Force kinetic damage - potentially good for additional threat+dmg (depending on how much it adds)

     

    Level 30:

    Crushing Mark (in Dev - currently works on all targets): Guardian Slash deals additional damage to taunted targets - Hard to tell atm. Does it mean it's dealing increased damage to any targets regardless of taunt? Is the current base damage how it's gonna look like when it's implemented?)

    Guardian Focus: Guardian Slash grants force barrier to allies in range - Good overall but now the ability requires a target whereas the current Utility in live grants this on Challenging Call (looking at Kephess from TFB)

    Critical Slash: Increases crit chance of Guardian Slash and reduces CD by 1 sec for each target critically hit - Meh for PvE: with the current tedious rotation it's nice to see CD reduction, but not here. Most boss fights will be a single target with no AoE spread, reducing by 1s max and nothing on non-crits.

    Bad for PvP: in arenas it may reduce the CD by 4 seconds if crits all 4 opponents, even more in regs if you potentially hit more targets, further incentivizing the usage of DPS gear. I would rather see CD reductions more meaningful and based off defensive stats.

     

    Level 35:

    Marked Focus: Dealing direct damage to taunted targets generates 1 focus - Ok for boss fights with cast skills that may not hit you every GCD.

    Guardian Leap (active skill): Bad. Skill is mainly for PvP but it's a core PvP ability. Alternatively could be to spec into additional damage reduction, CD reduction and root breaker like it's currently in live. I really think GLeap should be base line for Defense.

    Critical Defense: Reduces CD of CF on crit hits + purge movement impairing. The would be go-to choice in this tier, but for currently sharing the same tier as Guardian Leap I could never pick this in PvP, where root breakers are essential.

     

    Level 50:

    Unyielding Justice: +Blade Storm range to 30m, -Dmg farther than 10m, +Force Push Damage allows Blade Storm full dmg at max range - Meh, feels like a DPS utility shoehorned into Tank spec

    Defiance: Generates 4 focus when stunned - Arguably situational for PvP, mostly useless. Focus management is not a problem for any Guardian spec, I personally never took this utility. It could easily be merged with Stalwart Defense to become relevant.

    Battlefield Command: Getting attacked reduces the CD of Force Leap - Situational, most of the time a tank wants to be close to the target and not jumping around. Helpful in specific encounters.

     

    Level 60:

    Stalwart Defense: -30% to dmg received while stunned - Crucial for a non-stealth class in PvP

    War Master: Unremitting, Force Leap enables Dispatch on target of any health level - Unremitting is great. Dispatch on targets of any level is ok, especially considering the lack of abilities available for defense. Tooltip says it lasts for 4s but it lasts 15s.

    Second Wind: Reduced CD of Resolute + 10% heal on Resolute

     

    Level 70:

    Awe (active skill): 6 seconds CC that breaks on damage

    Saber Reflect (active skill): 5s reflect damage from ranged/force/tech attacks

    Blade Blitz (active skill): Blitzes forward, increasing defense by 100% and dealing unremarkable damage. Purges movement impairing effects.

     

    Both 60 and 70 choices are at the moment very unbalanced compared to other classes. For a non-stealth melee class, having to choose between Stalwart Defense and War Master hurts a lot.

     

    Level 80:

    Purifying Sweep: Applies slow to all targets hit by Force Sweep

    Gather Strength: Whenever movement is impaired, adds 10% dmg increase to next ability that uses focus. Stacks up to 5. - Has been a staple for all 3 disciplines, I'd like to see it be more designed around Defense and leave as is for Vig/Focus.

    Through Peace: Reduces CD of Focused Defense by 30s

     

    I would expect that the choices at max level would be the most impactful, but these all are very weak for their level, exception being Through Peace (arguably).

    Purifying Sweep is a weak passive for all 3 specs and could easily be merged into another more relevant utility. Definitely not a lvl 80 choice.

     

    To sum up, Defense seems solid and viable as it currently is, but the choices in some tiers are not well balanced, some tiers have useless utilities while others have hard choices and even a core skill.

    I would like to see a bit more meaningful CD reduction on core skills or the addition of a brand new skill.

    If damage output is a concern, I would suggest toning down/removing some damage buffs and add a utility somewhere in the ability path that increases your damage based on your defense or shield chance or reducing your own flat damage reduction (putting more emphasis on the need of high mitigation values) for 2-3 GCDs.

    Lore rant: Blade Barrage is an acrobatic attack and doesn't belong in Soresu.

     

     

    Focus:

    +I really like the addition of the bubble on Zealous Leap. Took me longer to need FD compared to Vigilance, but I wonder if it will be enough in PvP.

    -Blade Burst (Blade Storm conal AoE very small angle)

    +Focused Burst AoE is good and brings Focus back to high AoE damage potential, but renders Force Sweep useless to be used with the Clarity buff, making it a potentially good follow up to keep AoE pressure instead.

     

    Vigilance:

    -Seemingly squishier than Focus

    +Sustained DPS seems to be at a good spot.

  3. 7k-8k Gslash are crits for tanks. If they're using dps gear, they're not only missing def stats but are also not benefitting from ANY of the bonus sets, since they're tied to specific disciplines skills. Also, don't let reg WZs fool you, where you have a lot of people running in PVE lvling gear. While my tank was hitting for insane 9k Gslash on regs, during my first 10 ranked matches against properly geared players, the biggest hit wouldn't be higher than 6.5k.

     

    Back to topic, the tooltips are indeed showing a 20% reduction, but the actual damage is correct. On dummies (where you don't benefit from Gather Strength utility), Gslash hits for 4.5k (no stance) and 4.1k in Soresu (both as defense discipline, just switching Soresu On/Off). All other skills show the same 10% damage loss, not 20% as the tooltip indicates.

  4. I've seen some valid points in here, and though I too am having issues with abandoning my old rotation and adjusting it to the new one, I don't want it to go back as it was. BW said that their intention was to make Riposte/Retaliation do more damage than Slash/VS - it does. Not only the base damage, but the +40% crit chance (plus approx 17% base from buffs/str) that makes it around 65% crit chance. It IS good.

    Riposte is hitting for slightly less than 2k normal hit to nearly 3k crit (in 186 PVE MH and 176 PvP MH). Slash is hitting for less than 1.5k.

    As for rotation, I think it's more a matter of adjusting a NEW rotation. We were used to open with Force Leap > Combat Focus > Force Sweep. Now Force Sweep is no longer a priority for the armor debuff (and GSlash cleave), and as far as boss fights go, I don't have any threat issue with Force Leap > Warding Strike > GSlash as opener. I even liked using Hilt Bash before Warding Strike, and threat wouldn't be a problem at all (I can find and post my parses with that opener later). Get used that Force Sweep/Smash is no longer required EARLY in the rotation, and now can be placed. Right now, we do have a consistant rotation when it comes to buff/debuffing.

    Warding Strike (DR buff) > GSlash (F/T dmg debuff) > Riposte (Def buff) > Force Sweep (Acc debuff) in the first 5 GCDs (counting leap as the opener), with the latter 2 being a personal choice of priority (you can FS before riposting). On top of that, we have a riposte critting much more often, and GSlash is hitting like a truck. You can't have threat issues when you're hitting for 5k AoE in the first 3 GCDs (7-8k if you crit). And to end it, the biggest issue we had with threat in the opener, was the case that GSlash would miss. They fixed that by giving us 100% accuracy. You'll be very unfortunate to miss a GSlash (though it's still possible, but rare), and that's why we used Force Sweep instead of Sundering Strike before it. Our main threat generation issues would be due missing our highest threat gen skill. Now, we're just fine in this subject.

    Now for the focus management, it is indeed overabundant. Maybe KEEPING the damage profile of riposte as it currently is and making it cost 1 focus? OR, Smash/FS costing 2 instead of 1? Maybe both? Idk, though to be honest, it only feels like overabundant resources in pve, while pvp it can fit fine DEPENDING on the situation.

    I say that because, in PvP specially, Slash and Cyclone Slash have another utility, which is the Trauma debuff. This is a powerful resource (specially in ranked arenas), and when you have to use 2 in a row, the resource generation might become short, and something you'll have to watch, but I'm not saying it is hard as it currently is.

     

    Sorry for the long post, but I think there's much more to this than just "get it back as it was".

  5. From a PVE tank POV but PvP in Focus/Rage and for alts SM runs:

    I play with parse a lot, and after dozens of 5 min + rotations I noted every time I started it with Leap > Combat Focus > Force Sweep, after 45 - 60 sec my dps would fall behind about roughly 100 that if I had started with Force Exhaustion > Sundering Strike > Force Sweep. Not much but is something.

    You only lose Exhaustion on Heightened Power for the first one which I use for Master Strike/Blade Storm.

    Also, starting up with a 8k+ hit risks stealing aggro from the tank who is (probably) using the exact same opener (Leap > Combat Focus > FS), but hitting for roughly 2k.

    Resuming, I'd probably go with Saber Throw > Leap > Exhaustion > Sundering Strike > Focused Burst. If you're worried about waiting 3 GCDs before applying your raid utility, remove Saber Throw (since Sundering Strike/Assault will be building 7 focus for both the dps disciplines now), but I think 3 globals are just fine and your Focused Burst will benefit from de armor debuff from the start.

    Save the Charge + Enrage opener for PvP.

  6. Thing is he is messing up with other people's game by forcing his team to play 7v8. He can hate pubs, imps or even his mother, I don't care, but we'd definitely appreciate any action from the staff to end this behaviour, not only automatic responses upon reporting him with clearly no actions taken.
  7. Biggest Single Hit: 11031

    Celos, <Republic Elite Squadron>, Guardian

    Screenshot: http://postimg.org/image/a7jvhdvt9/

     

    Found these from Season 1, a bit old but might fill in the open spots for protection:

     

    Total Protection: 700366

    A'ryah, <Rage Elite Squadron>, Assassin

    Screenshot: http://postimg.org/image/5f48mblj1/

     

    Total Protection: 698802

    Celos, <Republic Elite Squadron>, Guardian

    Screenshot: http://postimg.org/image/ub9gtas0d/

     

    Individual Round Protection: 316807

    Celos, <Republic Elite Squadron>, Guardian

    Screenshot: http://postimg.org/image/dsc2pmgjj/

  8. So Season 2 is up, this map keeps popping and the problem isn't fixed yet. I understand it's not everyone who has this problem, yet there's a lot of people who does. If there's no intention of doing anything about it, at least take the map out of ranked.
  9. In the first place, let's make it clear once and for all that damage through guard CAN be parried/deflected as long as they are melee/ranged weapon (white) damage. Force/Tech (yellow damage) can not. This question has been up for way too long and still confuses many players.

    Also, critical hits cannot be shielded, regardless being white or yellow damage, whereas a white hit still have a chance of being parried/deflected before it becomes a crit.

    Note that not only melee classes have weapon damage, like someone stated. Ranged classes, with the exception of sages/sorcs, also have many important skills doing weapon damage that can be deflected:

     

    Commando / Mercenary

    -Full Auto/Unload

    -High Impact Bolt/Rail Shot

    -Charged Bolt/Power Shot

    -Hail of Bolts/Sweeping Blasters

     

    Gunslinger / Sniper

    -Speed Shot/Series of Shots

    -Aimed Shot/Ambush

    -Quick Draw/Takedown

    -Sweeping Gunfire/Suppressive Fire

    -Trickshot/Followthrough

     

    Basically, depends on which class and spec you're going against, but since you don't choose your opponents and having 2 sets of pvp gear to switch accordingly can take a lot of time, I'd say try to balance your stats. At least 15% of defense chance (20% with riposte/retaliation buff), 37~40% shield chance and 25~30% absorption are quite decent stats for a guardian/jugg tank. Most of pvp tanks go with Fortitude (Endurance) augments, but that's not a must, it's just one option. I went with all defense/shield augments and I don't regret a bit.

  10. I second that for guardians too. I play mainly as tank (which makes BS/FS top priority for the barrier) and in a situation when your target runs behind you, it's ridiculous how my juggernaut instantly casts and gets the barrier while my guardian oftenly gets the cast interrupted during the animation.
  11. Hello, I'm bringing this from a thread in the tanking forums after other players confirmed having the same problem.

    The Obroan Relic of Shield Amplification is not proccing a single time INSIDE PvP Areas such as Arenas, WZs and Outlaw's Den. However it does work in common areas of any planet and inside PvE phases (like FPs and OPS). Lots of tests were made before posting it in this session.

     

    Couldn't find any related thread and already submitted an in-game /bug (ticket). Also couldn't find this in the known-issues list (which is a little bit outdated).

     

    Thanks!

  12. Thank you all for the feedback. I got 2 other tanks from my server testing it and they also confirmed their relics aren't proccing either. I filed a ticket and I'm gonna start a new thread on the bug reports forum. Hope there we have some feedback from Devs if they are at least aware and looking into this matter.

     

    Interesting, on my VG tank it procs but quite rarely, I have the Conq version though so, maybe that's why? I love the proc relics, makes my job less hazardus but if they don't proc consistently enough I cant get their benefts.

    As I said previously, the conqueror version of the relic seems to be working ok, but since I didn't buy another one I couldn't confirm it. Remember that the Shield Amplification relic should proc on the very first shielded attack. It's not like the Defense one that says "Incoming attacks has 30% chance" to proc.

     

    I've noticed the same, but i think it was on the UW version.

     

    I was healing a sin tank on corruptor zero hm, and even though i was putting out a total of 1.5 mill healing with 3.2k ehps he was going splat. He once went from 45-50 % to 0 % during the duration of a GCD and the activation of kolto infusion (with stim boost). I dont if thats sin tanks in general, but he mentioned that his shield didn't proc.

     

    I wish I could help more in there, but my PvE relics are still Arkanian, so, until I can actually test an UW SA I'm in the dark here. Are you guys sure he wasn't caught in the relic's CD? Or even an unlucky unmitigated hit... It happens.

    Anyway, ask your tank friend to run tests, duels, or even during the raid, while clearing trash, save that last mob, let him tank and check for the proc buff. If it is a Shield Amplification relic, it should proc in the very first successful shielded attack (for a sin tank odds that will happen in the first hit are good).

  13. Lucky I found this thread. Happened the same to me with scalene armors, but in my case the items missing are blue and red ones. More specifically, both chests, legs, helms and gloves. Only scalene pieces that didn't vanish were belts, wrists and boots, maybe because I had mods on them, I don't know. And yes, I also looked into all my toons, all my toons' companions and cargo holds.
  14. Hi all, I'm posting first in here to check with other tanks if they are having the same problem before pointing it as a bug. I did look for threads on this subject and couldn't find it, so if it has already been pointed out and someone could link, I appreciate it, and I apologize in advance.

    I noticed I was taking more damage than usual in WZs and got the feeling something was wrong. Then I've done several matches paying extra attention to my buffs and the Shield Overcharge buff (from relic proc - it is the same icon as Blade Barrier) was not poping at all while the Focused Defense buff (from fortunate redoubt relic) was popping normally. I ran some more matches, this time with my character sheet open, and while my defense chance % would increase now and then with the proccing from the relic, the absorption % would not. Not convinced yet I brought some friends to Outlaw's Den to test it out of WZs and after several minutes getting attacked, the relic would not proc a single time. However, for my surprise, we went outside of Outlaw's Den for some duels and the relic would finally start proccing. So, the relic works for Open World PvP but does not in the areas where it was first designed to work (WZs and Arenas)?

    I even checked on Parse's combat logs to confirm the procs. I tried it on my guardian and my assassin, same results. Important to say, the Conqueror version of the relic is working fine.

    So, if any tank out there is willing to test and confirm it, I appreciate it.

  15. Processor AMD FX-8150

    MB ASUS Sabertooth 990FX

    16 Gb Ram

    Graphics Radeon HD 6850

     

    Problem are really bad when I go up the bridge, or underneath it. Never had problems in any other Warzone matches. In fact, even Makeb Arena was running fine when it was first released, the frame rate issue started in the first patch after.

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