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Rahizm

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Everything posted by Rahizm

  1. http://www.twitch.tv/malakaiblue/c/3421660 ^ Your twitch channel, *looks at the character* oh look it's Linkæs. Falver has been maintaining this thread properly, and people have been working along. And you're calling a whole guild out on the forums, against the rules. Need to say more?
  2. Been reading a bit here. You pretty much mention non-instanced PVE things in a lot of your previous posts. Those things can all be kited around a corner in a way to position yourself with your back against a wall, thus keeping you in range, thus, making sure you maintain your stacks. Kite, position, tank away. Second, you've mentioned that you feel as if 2.5 makes you take more spike damage. Self-heals will not fix spike damage, it hasn't pre-2.5, it will not fix it now. The damage reduction that was given has actually reduced the damage we take as shadow tanks. You do not want your healers to fall asleep. But it can all be interrupted. In fact if you run with healers, they can interrupt as well. Keeps your stacks up. From quote 1 and this one, I can't really tell if you or anyone in your group interrupts bosses/npcs at all. So far I think you don't. Hasn't it always been that way, well, not the buff. Just getting to the self heal part then finding yourself stunned/knocked back/pulled when you're getting the first tick? Also who was it that mentioned something about only using project with the particle acceleration and not without it? Never should've done that, never should do that. Getting those stacks up was always priority number 1 for a shadow tank, because it made self heals possible. Now it's for extra damage reduction. There's no counter argument for it. Take this from someone who used his shadow in HM/NIM Ops pre 2.5 and after. I miss the self-heals a bit, but I like my survivability better.
  3. Now, world's first parsing without a mainhand equipped: Nae'palm - Commando - spec doesn't matter as nothing boosts unarmed stuff - 22m 17.797s Torparse: http://www.torparse.com/a/528445/time/1387678168/1387679505/0/Overview AMR: does it matter? It was unarmed PS: never ever doing that again. Ever. Not even for a luck parse. Ever.
  4. He actually tanks for my guild as well as DPS. And so do I. Healers generate minimal threat. DPS generate moderate threat. Tanks generate high threat. This is basically the order of threat generation. Every healer has threat reducing talents and gets them pretty early in-game. It's also usually accompanied by a healing bonus or reduced knock-back while casting a healing ability. Which is another major reason why a tank should not guard a healer in these circumstances. A reason to guard a healer: when you're already in combat (and mostly with boss fights) where the mechanics will spawn adds who will go directly for the healer. Then again, in flashpoints there aren't any fights (maybe the dog in Athiss but dps can easily handle them). So basically there's no real reason to guard a healer. And if you're struggling with threat, it gives you more reason to guard a DPS. There's a reason why the Guard tool tip states that the threat generated by the person guarded is transferred to the tank. Give this a shot, you'll find that guarding DPS will benefit your threat on your target. EVEN early in-game. And opening with taunts is simply stupid. Taunt generates minimal threat but will multiply your current threat. Opening with a taunt means you're multiplying 0 by what, 0.14 I believe? 0 * anything = always 0. Some DPS has to shoot/swing his saber and you have lost threat already. This is pretty much what Falver is trying to say.
  5. I've done a DF HM with mr. JMD here last week. Anyway, if you get him on mumble he won't talk that way JMD does follows orders from whoever leads. So do give this guy a shot if you have to pug someone. The HM DF run was fun actually. Hope you're enjoying that dreadforged piece HOWEVER, I would consider typing the way "normal" players do. I heard that you do want to be different from everyone else who types like we do, but you might have forgotten that every person is unique. I heard you in mumble and you seem like a guy who has his stuff together, so just consider just typing in the language we won't have to laugh about / read twice / three times / more times to understand what you're saying. It helps a ton. And builds up credibility as well. /social worker out
  6. Dread Palace does have respawning mobs. Although, they disappear once you have reached the Council. If that was unclear, I meant: if you beat the first, second and or third boss in there and you head back any day before reset, the mobs/guards have respawned. Which is normally an indicator that a secret boss is present. Although, this has nothing to do with the ancient tome.
  7. On 8m HM. Râh - Watchman Sentinel - 36/8/2 ------------------------------------------------ Nefra - 3124.77 - http://www.torparse.com/a/484722/32/0/Overview Gate Commander Draxus - 2429.15 - http://www.torparse.com/a/484722/36/0/Overview Grob'Thok - 3350.16 - http://www.torparse.com/a/484722/41/0/Overview Called it a night =P But earlier that night.. Dread Master Bestia -2920.07 - http://www.torparse.com/a/484722/9/0/Overview Buggy Master Tyrans - 2814.43 - http://www.torparse.com/a/484722/13/0/Overview Dread Master Calphayus - 2090.94 - http://www.torparse.com/a/484722/17/0/Overview I died on Raptus, got rezzed 1 minute before the end of the fight. Dread Council - 2731.16 - http://www.torparse.com/a/484722/29/0/Overview ------------------------------------------------ Will post my stuff on Tan'qu if we run something together again yo.
  8. Râh - Watchman Sentinel - 36/8/2 3389.77 3390, if so desired.
  9. Don't even use sticky. Plasma grenade can be used with TO+RP and when you use Recharge Cells, to save ammo.
  10. My ideas from a PVE perspective 1. Gunnery DOT Assault has DOTs sure. Gunnery? Only Electro Net and Plasma Grenade. With the latter one being an energy eater and has NO boost in any talent whatsoever. Now if I read the description of Grav Round: "crushes the target's armor". If my armor was crushed I'd be in pain. Why not turn it into an armor debuff + DOT that ticks somewhere in the low hundreds? Result: "slight" dps increase and most likely still under the pure DPS classes. 2. Gunnery Setpiece bonus Bring the old Dread Guard bonus back. The current one is an energy management horror. ALTERNATIVE: up the energy regen on EVERY DPS cell. TK sages laugh in the face of any DPS commando who doesn't know how to properly use their ammo. Well, they laugh in anyone's face with energy management issues as they literally don't have to manage it at all. 3. Stockstrike It costs ammo to punch someone in the face. W-why? 4. Defensive cooldowns This is just crap. 2 minutes on reactive shield and adrenaline rush (this would be better off with the vanguard only imo). Compared to Gunslingers who have how many? Dodge, Defensive Screen, a huge soccer shield.. Makes you wonder how they got all this tech. Commandos are soldiers who should have more tech compared to a gunslinger who just traverses space and stuff. Another defensive cool down would be nice, and a soccer shield of our own would be great. 5. The Green Beam Starting off by saying that this isn't Unreal Tournament 2004's Link weapon that commandos use. They are the to-go-target in PVP because of it. Added to that is the lack of defensive cool downs. But if you want to keep it UT2k4-ish, at least make it less obvious: a target painter. Hammer Shot turns into a target painter. The "Painted" target receives minor healing over x seconds at no energy cost. Painted target can be recognized by a small green light on his/her back. This idea adds a HOT to the commando healer as well.
  11. As much as I like you boarder sir, saying "Too Hard" after clearing it with 2 people (actually, everyone died because all adds were up still :3) left standing in a 16 man group isn't quite the right thing to say right meow. Fight is bugged, needs to be fixed asap. Yes there are ways to still beat it like people said before, but bugs are unacceptable in any game. I did beat the encounter with these bugs around, but still signing for a hotfix.
  12. Note: I've only seen this in hard mode so far. We did beat it since release, but we went on alts today. This time around, his targeting was so out of control that even taunts did not help. We're not sure if this fight is working as intended, but in our eyes it can't be completely working as intended. - Tyrans tends to target any raid member even through taunts and pretty much almost insta-kills him/her from full health (34/35k hp). Our tanks tried the following: * Taunting during the simplification cast. * Taunting after the simplification cast. * Spam taunting. Only the taunting during simplification worked. 50% of the time anyway... Our taunts didn't miss as we saw the effect apply on the boss, but Tyrans refused to get back to the tank let alone target our tank again. - Tyrans tends to cast Thundering Blast(16k - 25k) followed by 3-4 Shocks each for 3-6k damage (1.5/2k glance hit) all in less than 1 second. These attacks are pretty much all cast in 1 second after the TB channel and within the same second as the TB impact. Example of a log on my tank at the bottom of my post. - Tyrans' also has a teleport bug. When he teleports away due to his wonky targeting/threat table/whatever it is, he sometimes doesn't go back to the tank, even after a taunt. He just stays ranged. The tank has to strafe to a different platform and back to make him appear in front of his face. Log examples: 22:56:46.704 Dread Master Tyrans's Thundering Blast hits you for 16766 energy damage (16766). 22:56:47.313 Dread Master Tyrans's Shock glances you for 1584 energy damage (1584). 22:56:47.314 Dread Master Tyrans's Shock glances you for 1584 energy damage (1584). 22:56:47.314 Dread Master Tyrans's Shock hits you for 3183 energy damage (3183). Without TB, Shock is casted 4 times in a single second: 22:56:42.230 Dread Master Tyrans's Shock glances you for 1711 energy damage (1711). 22:56:42.230 You parry Dread Master Tyrans's Shock (1). 22:56:42.230 Dread Master Tyrans's Shock misses you (1). 22:56:42.230 Dread Master Tyrans's Shock glances you for 1711 energy damage (1711).
  13. I'm experiencing a problem with parsec. I cannot launch it -> ANYMORE<-. I get this warning: http://img407.imageshack.us/img407/6033/owz7.png It updates, then shows this warning. Things I've tried: - restarting computer - uninstall then reinstall - have .Net 4.5 installed No clue how to fix it.
  14. Hate the delays we have since the APAC transfers... Rah - Watchman Sentinel 36/8/2 3087.39 DPS Had a total of 4 delays in the first 5 minutes of the parse. For those who experience it, know that each of those delays will gimp your DPS by at least 20 and up to 30 DPS. So yeah.. It's why I haven't parsed on Tan'qu nor Nae'palm anymore, lol.
  15. Actually, maybe it's best if we get to see a group torparse link from your group. If you stick to good positioning then you're rooting out every other problem except for low DPS issues.
  16. If you ask me, I'd turn in 6 questions for the devs, because WHERE ARE THE ANSWERS FOR LAST MONTH'S QUESTIONS???? NOWHERE.
  17. So you have 2 melee and 2 ranged. I'd advise the following: - 1 melee on boss non-stop: should be your highest melee DPS. - Ranged deal with the babies, then with the male. - 1 melee on jealous male *as soon as it spawns*. - Make sure that no male spawns as you enter the last phase. This means that you *have* to burn the boss as soon as a male + baby set of adds dies (somewhere around 20%). Also, the DPS should be able to put out more than 2500 DPS. 2300 DPS is, imo, low. There should not be a reason to have DPS that low, especially NOT for range DPS and also not for melee. If they do between 2300 and 2700 DPS that means their DPS is just low, because they get the chance to AOE adds (which should bring their numbers to around 3000). Please consider this. Also, is your team of DPS optimized? If not, you have an answer.
  18. Pure DPS issue, without a doubt. 400k damage from a Mara is terrible, and I don't mean to be rude saying it. Definetely do not blow cooldowns when the first Dragon is up, but do beat him fast. You will want to make sure that the melee won't have to run XX meters because of the tanks kiting. Keep the Dragon and Styrak at a fixed position and only move when you have to. For tank swaps, make sure the other tank is at a fixed position so the only thing he has to do is taunt and move when necessary. Let ranged deal with adds (ghosts popping up during the Kell Dragon for example). If the Dragon is at 100k HP or less, just kill the Dragon and then the choker (if there is any) while skipping the buffer ghost, because there's a small break between the Dragon and Styrak popping up. When he pops up blow all cooldowns. From there on, after every lightning phase and before Chained Manifestation you want to use everything you have (relics/adrenals/OCDs). Assign positions for the melee and tanks during the Lighting Manifestation phase. There are 4 "corners" in that mini-phase, North, East, South, West. If you only have 1 MDPS, just have 1 RDPS do the MDPS' job on that phase (because melee range is required or face instant KO's. By assigning these corners your DPS can react faster which results in better DPS. If all your healers and ranged can stack up as much as possible, they can AOE heal and put out a bit more DPS for your group as well. --- Another question: Is your group of DPS augmented and do they have their stuff optimized? Are they using the right abilities? There are some abilities for classes that will gimp their DPS if they are not specced into it. I.e. a watchman should not use Bladestorm, a Commando should not use Sticky Grenade on a single target (if he's not moving) etc. These are just minor details but these details can indicate a lot (for example the DPS not having knowledge on optimizing their DPS). Also this may sound like a bit too much, but having your DPS love up the Ops dummies to train their DPS does miracles for your progression group.
  19. You can start in SM Ops and need on every upgrade for your class. 16m SM Ops will provide ultimate comms and most people run these to get geared fast. It doesn't matter if you're in full PVP gear for story mode, but hard and nightmare mode is a different story. Also try to find crafters for the hard-to-get 31 enhancements for your class/role and trade mats for those enhancements. Do the same for your main hand hilt/barrel.
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