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Kadjunga

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Posts posted by Kadjunga

  1. nice work =]

     

    now if you can get your apm higher, by optimizing the channel times and borderline clipping (preferably no more than 0.1/3.0 canceled) then you can get more attacks out per minute.

     

    as for the energy management... you want to use your filler after wounding slots followed by a quick draw. That allows your energy to recover enough that you most probably won't be in trouble. If you dip too low, just pop adrenal probe ( or see if it lines up with mods )

     

    don't be afraid to mix up weaken before you apply your dots, the damage output is almost the same.

  2. your apm is low, you are leaving small gaps between the 2 wounding shots, which are dragging down your apm in the long run, and reducing dps by ~50-150 dps

     

    you have a few 31 mods and 34A mods, you can very easily get comm bought proper cunning mods. Also, some enhancements are skewed 34's, but getting them will take time. Switching out the gear should net another 50-100 dps

     

    you used QD 64 times -> 32 full rotations, however you only used sabo charge 5 times in that time. That is another 50-100 dps there already

     

     

    from the log, your rotation seems to be already good to go, but a small reminder:

     

    shrap -> vital -> weaken -> wounding -> ( FILLER ) -> QD -> SpeedShot -> wounding -> QD

     

    the reason for the filler being before QD is since you can use a high energy attack there, and during QD will recover enough so you can use SS right after that. At more advanced levels (or when you get to energy stable levels) you can add a insta-crit charged burst in the filler instead of a roll.

  3. I recently speced into lethality and agree that this a very noticeable issue. At the end of my rotation I'll almost always have 0.7 to 0.8 seconds left till cull comes off cooldown instead of the expected 1.5 seconds to cast snip or some other quick ability.

     

    that is because you are only utilizing 3 of the 4 GCD's in the middle of the cull rotation.

     

    the reason why most people lose a gcd in the middle is... since they are too slow (or too slow connection) to click on a new ability, to optimize the channel times.

     

    Just try clipping (or borderline clipping) your culls and SoS's and you will notice a huge increase. Click the next ability with 0.1-0.3s left and at the most, get a 0.1/3.0 canceled message. Any higher, and you lose cull or sos damage.

  4. What spec?

     

    Lethality? Hybrid? Marksman?

     

    whichever spec, you want 100% ranged accuracy (110% tech) so that is normally 5 acc enhancements @ dread forged level, or 6 @ arkanian / underworld

     

    as lethality or hybrid, you want ~150-250 crit rating,

    as marksman, you want ~200-300 crit rating

  5. On my operative, the shield probe usually absorbs 4-4.7k damage (brutalizer) and that is pretty much what the formulae calculated as well, check out the sniper forums page 2 or 3 and there is the correct formula.

     

     

    you can see the amount absorbed in either parsec, or manually going through the logs yourself.

  6. in 8man from old bloodthirst days we use

     

    T D (guard)

    H D

    T D (guard)

    H D

     

    for 16man, most of the time it's

     

    T D D H

    T D D H

    M D D H

    M D D H

     

    Only exception for that is Calph, where you have to have equally split groups.

     

    T D T D

    D D D D

    D D D D

    H H H H

     

    Any other fight where you split em up, you can just assign group 2/3 (full dps) to a side and the healers can heal everyone.

  7. sniper dps is fine in pvp. For marksman, you need to outplay them to get equal numbers and it's very easy to counter.

     

    as for the question... it's still survivablitiy

     

    "what is the plan to make snipers more viable in arenas, considering that they are always the main target in arenas, due to the lack of strong defensive cooldowns. Evasion / Dodge works only a very select few classes and it is mostly used for dot cleanses. Is it not possible to combine that with entrench to return the "force/tech" immunity as well to it?"

     

    While it would not solve the focus problem on snipers, it would provide a 3-4s duration where you can get out of dodge and wait for your other CD's to be back to make it out alive. If you kite perfect, there is only a 3-5 second window where you are in real trouble. Having a a real "oh ****" button, would allow you to kite for another 30s.

  8. if you expect to facetank and survive in pvp as a sniper, you are doing it wrong.

     

    Snipers are rougher to play in arenas, yes. But with adequate skill, you can literally gift the match to your team ( in solo queue ). In team ranked, if you have competent team mates, you can be a major boon to the team as well.

     

    Learn to kite, stop being a turret and don't expect to win on day1 in arenas. It takes time to learn a class.

  9. The values are 10% and 30%, you can check it out in your combat logs.

     

    110% increase, if within melee range ( 4 meters) or

    130% increase, if outside melee range ( 4+ meters)

     

    the boss will be glued to you, for the full duration of the taunt, but when the 6s is over, they will jump to the target highest in the agro list.

     

    If the highest target is at more than 4 meters, they have to have 130%+ of the threat as the tank did to pull agro.

    If the highest target is in melee range ( 4 meters or less ) then they have to have 110%+ of the threat as the tank to pull agro.

  10. Generally speaking, you can not get high enough stats on an companion, to make the tank gear worthwhile. At best they might live for 5% longer during a fight, but going full offensive with power + accuracy, you can shorten the fights by more than 5%.

     

    Just use rocket boost after a fight, and the companion returns back at full health

     

     

    Unless if you are a healing class and want to have a companion that you can use, to solo hardmode flashpoints or level55 H4's, then going tank gear is worth it.

  11. if you are going to be tanking SM ops... then it does not matter whatsoever, what augments you have (or if you have them)

     

    if you are going to be doing HM or NiM raids, then you *HAVE TO* have the correctly weighted gear. Or you are basically just a dps with a taunt button that goes *squish* as soon as anything looks at you.

     

     

    just optimize a generalized set and leave it as it is. No need to worry about it then.

  12. lowbie pvp is no skill pvp, where it's just kill kill kill. The classes that do well in lowbie pvp, quite often fail hard in 55 pvp.

     

    at 55, operatives are pretty much glass cannons and only a few ways to get out of trouble

    sins have on demand burst + survivability. But if you manage to survive the burst, you are probably not going to die.

  13. http://www.torhead.com/skill-calc#700rZbczZGboRrRRRrouR.3

     

    you can take out 1 point in the middle tree, that reduces the CD on your f lash grenade if you like, and get a 100% chance to slow but in arenas, you want the quicker FB's for better cc's

     

    2 points in surrender, give you a movement remover that you can use to get out of "ravage trouble". Pop it, roll away instantly. No more rooted til ravage is over and have to waste a dodge.

     

    there is no point in getting the dot improve at sub 30% level. If they do not die, they get healed up before the dots tick more than once.

  14. as full sabo, you get 5 grenades that drop in the path that you rolled. They deal aoe damage. So if you roll into a wall, you hit for 10-18k in one GCD. Since you can do it twice, it's a major burst if their team is stupid enough to attack you next to a wall or their healer is trying to kite away, and goes near one.

     

    Sabo however... has less survival and takes a LOT more skill to pull off well. You have been warned ;)

  15. Just ignore what he said, he has no idea what his talking about.

     

    While yes, slingers / snipers are tougher to play in ranked arenas, if you know what you are doing, you can be a real pain the **** against any team that they may field, If you learn how to kite well, you pretty much won the match already. NEVER be out of cover, if you know they might jump to you.

     

     

    As for what spec... do not go into ranked as SS unless you are VERY good with it. It has almost 0 mobility and you rely on roots too much, if you mess up your dead.

     

    go dirty fighting for solo and low-mid level team ranked. The slow mine when you roll away is a god send against any melee combos they might field and the ability to duck / los any ranged, is good to abuse. Most of the time however, you can just tank any ranged with def screen / dodge / timed rolls.

     

    melee you can deal with the roll, knockbacks or stuns. If they are still gunning for you, use it to your advantage. LOS their heals, control him and burn the dps or tank.

     

     

    edit: stats

    Personally, i only go with 91% accuracy and the only people i have a problem hitting, are tanks and those get focused last in an arena anyway... But you can go with 1 or 2 acc enhancements with 0 points in the skill tree

     

    as DF you want around 150-250 critical rating for energy regen. The dps difference between 150 and 250 is less than 10 dps. Higher up is more energy regen but lower dps.

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