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rothfussian

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  1. Okay, I'd like to make a few notes on your rotation. Firstly, I'd like to say that the rotation posted is quite serviceable, but it is not optimal. If what you plan on doing in the game is just FP's and some SM, or even HM raids, you'll probably be fine, if you plan on pushing for highest possible DPS, it needs some changes. So for highest DPS, saber throw has close to the lowest priority of fillers and is generally only used in places where Sundering Assault is not up and you would be rage deficient if you used vicious slash in rotation. Optimal opener is as follows: Force Leap, (if you are in a fight that you have to close distance) or Sundering Assault (when on a dummy, or fights like Revan that you can stand right next to him when you start combat) Impale -> Enrage + Shatter -> Force Scream -> Hew (if procced) Ravage (if not) -> Vengeful Slam -> Hew or Ravage (depending on what was just used) -> Impale -> Sundering Assault -> Force Scream -> Shatter -> Vengeful Slam -> Ravage -> Impale -> Vicious Slash -> Force Scream.... Etc. Why: In your opener, "Enrage + Saber Throw -> Force Leap -> Impale" there are three main issues. First, Saber throw is a wasted GCD, and because of the animation Leap can last slightly longer than 1 GCD at the 1857 Alacrity cap wasting slightly more time. Second, Sundering Assault should ALWAYS be the first damaging ability in your rotation other than a gap closer because using it procs your Two-Piece set bonus for 2% extra damage. Third, rage management. Sundering Assault + Enrage will actually overflow your rage, by placing Enrage after Impale however lets you instead use Vicious Slash, instead of Saber Throw farther into the rotation and Vicious Slash does slightly more damage than Saber Throw. Though this effect is mitigated to a large extent in raid by passive rage generation, there are some fight that it is not, and is worth noting. I'd also like to note that if executed properly the Vengeance/Vigilance rotation flows like no other rotation in the game, and for the most part once you've started it's nearly self explanatory as you go. It's one of the things I truly love about the class, and once you understand it makes it fairly easy. Now I should add the caveat that your DPS in fight is determined as much by your knowledge of the fight, uptime, target swapping and a hundred other factors, as your rotation is. I realize that my comments to this are somewhat nitpicky, and I do like your overall simply done breakdown of the class. Cheers-
  2. The Ebon Hawk (solely) is giving people a queue time. My entire raid team is getting said queue. And we can't get in...
  3. Jugg is far from useless... In both Rage and Vengy, a good jugg can easily pull top damage. The thing with Jugg is that it is all about your defensive's. minus perhaps a really good Merc you should be the most survivable DPS class, (if you are getting globaled, then you probably need to learn your DCD's better). As for killing healers, you should never be able to solo a healers.
  4. Well I cleared NiM council in Dread Palace last night with my guild, so recently. And both of our healers are Conqueror and Deposer healers, one is a sorc, the other a Merc, and who pulls higher is basically down to who gets better crits/heal fluff. You can pull basically equivilant single target numbers on a merc with better AoE, you just have to actually be good at the class vs lets hit the green shiny buttons.
  5. Wow, It is sad to see how far the game that once showed so much potential has fallen. It is clear that the Devs as a whole, and the combat team in particular either don't care about the game, or have never played it in anything more that casual PvP as far as group content goes. The changes you propose to sorc/sage healers are confusing at best, and function to worsen the very problem you are trying to solve. In PvP, burst is far more important, and this in fact increases burst, and aside from group ranked or tank/heal solo ranked matches, sustained is very rarely an issue, even with the extravagant cost changes I doubt it will be. In PvE, however, sorc/sage healing is not broken at all, while I doubt you are, if you are in fact play testing his in ops and see that your sorc/sage healer is throwing higher numbers that say your merc/mando healer, it is because your merc healer is bad. If you don't believe me let me know, I have two merc healers in my guild that can keep pace or beat any of your Devs on a sorc. My point however it that they where balanced in PvE for hard endgame content, the are just also much easier to play so anyone that want to heal can hop onto a sorc/sage and throw decent numbers. But by destroying their sustained heals and making force management appaling you have effectively made them unviable in some HM's (Most, for the average HM raider), and useless in much of the remaining NiM content. I don't understand how you could overlook something like that unless you (EAware) is truly trying to drive off the last vestiges of the raiding community, or your team never tested it because they can't clear their own content. But please, do a stream of a Dev team (the actually Dev team not hiring Zorz or NGE, or what not to come do it for them) clearing HM Monolith or Dread Guards in TFB or HM Master Blaster with two sorc/sage healers. Stop trying to balance the game by swinging the nerf bat at whatever class in the current fotm, and actually do the work to balance. Don't balance PvP by breaking things in PvE. You have proven before that you are capable of fixing things in PvP without breaking them in PvE, like with jugg and Mara smash monkeys, changing how it affected players vs npcs. Stop trying to take shortcuts, and the easy way out, it's appaling and you end up having to do more in the end to fix it anyways. Also: another nerf to Hatred? Seriously? Have you ever played a Hatred Sin? They did not need a nerf...
  6. As a beta tester I can say this. Nice troll on the long standing joke on sniper tank and Mara heals however those two AC's where always meant a to be nothing other than DPS. Cunning tank gear used to drop because there was originally going to be two tank companions that had cunning as mainstat. In classic bioware they never actually took out the gear, so it was just absolutely useless.
  7. Um, the only reason for a healer to be using any defensive stats is if they have absolutely no idea what they are doing. Now, in 4.0 they should be auging in crit, and alacrity, though depending on class and gear level some power after they hit diminishing returns. No defensive stats, least of all absorb since they can't even equip a shield so it would never be used anyway...
  8. First off, you are on the Ebon Hawk, an RP server, and you are seriously complaining about bad match making and scrubs. I casually pvp on the Ebon hawk, mostly I PvE, but on my jugg, rage spec, with only half a set of pvp gear and have only ever had any real issues with heals when they are with a group with a decent tank, or they where really good, and actually had the most issues with Op heals not Sorcs. This says that it's not that OP, though the balance between the three healers is broken. It's way more difficult to heal on a merc, but that doesn't mean nerf sorcs, if you can't kill them, either they are running with a group that is peeling and guarding them or your team has no coordination and/or bad dps, which is just going to happen in regs. Other wise, a guildy and I can easily blow through a healer, even two if they aren't very coordinated.
  9. Back in 2.7 I had the weirdest PuG. Was doing Dread Palace HM, and brought in a healer from allies, she had an insane amount of health and when we inspected her gear she was sitting in perfectly min/maxed dread forged (180 set piece hm gear) for a jugg tank, as a sorc healer, stacking a crazy amount of absorb. When asked why, she replied that well, she hated being a squishy healer and the absorb was for her bubble, and was very offended and acted like we where all insane for not stacking absorb and defense on our healers. It became a thing in my guild if anyone ever really derped on their gear to compare them.
  10. It's HM, yeah. If you don't know what you are doing, it's not going to be friendly. Though frankly running in with a PuG with people that wouldn't be doing any other HM content, and don't have the gear for it, you should expect wipes. And in regards to the damage output by the boss, it's really not that crazy when you compare it to a lot of other HM's. There isn't much AoE it's mostly just single target until burn phase. I watched scrub lord pvp geared sorc healer solo heal tanks in 16m HM. You have to anticipate damage and follow mechanics, I'd say bioware fixed it.
  11. I love that no one thinks an inbetween is an option. They dropped it by 20%, and now they are useless in PvE. Jesus bioware, do you understand how to balance something? Have the devs ever played the game? How did "they have to much burst" turn into "welp, someone said they died to fast, better make sure we don't really fix the issue AND break them in all PvE content." Because as it is, when they nerf sorc healing the burst is going to be just as big of an issue because they reduced the heals, and the burst was already insane from the start, so that reduction is simply going to be worthless so it's still going to be an issue. Instead of changing the way those huge hits act in PvP, thus solving the problem they just reduced it and in the process made sustained DPS in PvE virtually impossible to do consistently. Or here is a thought, how about instead of nerfing everything, you just fix the classes that aren't working properly.
  12. Gotta love bioware "oh look, a couple classes are doing better than expected, better nerf every one of them to oblivion." They seem to keep forgetting there is this whole PVE side of things. HM's should be alrightish, but good luck doing any NiM bosses that require a lot of burst if you want any other class other than Arsenal Merc and maybe a carnage Mara.. It's not like it's impossible to balance both PVE and PvP, they did it with the smash monkey back in 2.7 by having abilities behave slightly differently in a wz. But no,they insist of breaking what isn't broken.
  13. I started in this game as an rp'er but around 2.0 I really got into raiding, and I will agree that nim gear and titles are alluring, I would never go so far as to say I was fawning over players that had done it though. I ended up being a NiM raider and I have to say, it is incredibly frustrating to be getting more from some of the easiest ops in the game than the hardest. And that should change because right now it's a pointless tier. However the NiM raiding community is a smaller portion and frankly, while they need to fix it, the damage has already been done, with most of the top raiders having left. Besides they need to unbreak what they have done to most of the DPS in this last nerf or there really isn't going to be much of NiM tier raiders.
  14. Yes, they did just one of the things you said and now the spec is bordering on useless for PVE content. Bio ware overreacts worse than my ex girlfriend. Looks like HM/NiM teams are going to consist of nothing but mercs and carnage maras.
  15. Recently there has been a massive outpour of DPS buffs that have gone out. One of the few that hasn't, and really needs it is Juggernaut. With many of the other classes having at least one spec that can hit over 4k at the top end it is increasingly frustrating as a Juggernaut to be hitting mid 3700's and that be the glass ceiling of the class, unless you are in full NiM gear. To put Juggernaut/Gaurdian DPS on par with the other classes would not be very hard either. Something as simple as a 25-33% damage increase to Ravage when proc'ed with rampage and a 10% damage increase per stack to the auto-crit Force-Scream proc. This would put the top 5% or so that is at around 3760+ at around 4100-4200 with a single change to the rotation or how the class works.
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