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thedogwentmeow

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  1. As it stands, in 6.1a the only way for annihilation DPS to be on par with other classes on a dummy parse is to use a a trick that gives deadly saber an up time of near 100%. This trick is by no means impossible, in many cases its even easy. the First problem is that the trick isn't always possible on fights because to maintain it on a boss that isn't a pure tank n spank, it requires a specific amount of down time in the fight itself The second problem is that a single mistake can screw you for the rest of the fight, or in case of down time, the rest of a phase. The trick relies on pre-casting deadly saber before combat starts, so that it is off CD or 2 gcd away from being off CD so that 2 stacks can be applied to the target, refresh the buff so you again have 3 stacks, then apply the last stack to the enemy. (Deadly saber doesn't refresh when at three stacks, one it gets to three stacks another stack of the buff can't be used until the dot has finished) it can be seen here much more clearly than i can explain it. My proposed change is to make deadly saber a 3 change ability, with a 4s CD, cost 1 rage per charge used, and use all charges available similar to furious power. it would: make top dps on annihilation possible on all fights less the impact of a single missed deadly saber to be inline with other classes missing an ability by 1 gcd further legitimize the new ability charge system added with 6.0 issues i can see with this are increased fury generation resulting in too much of a dps increase further increasing the already high APM the fury generation could be a real issue, being potentially able to generate an extra 8 fury per round through the rotation, resulting in being able to use berserk with every instance of 3 stack dot on target. to solve this you could remove the rage use of deadly saber. mathematically it should even out, 3 less rage use per 3 stack means one more use of vicious slash or any other ability that uses 3 rage, and consequently generate 4 more fury, of course that's the ideal situation and real fights would likely be very different. The APM increase would definitely be controversial, as many people don't like how high the APM of annihilation is as it stands, the highest parse being 60 APM. the solution to this is allowing it to work the same as it does now, by using all available charges. the current setup would still work, only using the ability when it has 3 charges, or you could use the charge on CD. its possible, and even likely that many of these numbers, CD, rage cost etc. would actually need to be changed for this to not result in a huge max dps increase to happen, but i would like to hear your thoughts
  2. Or instead of adding a new difficulty mode, just give us the ability to click off stacks. everyone gets the difficulty they want and ideally doesn't take weeks to integrate. Not to mention that any player who wanted a challenge could have just taken off their gear, or agreed as a group to not cheese the mechanics These MMs are, with or without stacks, the hardest content in the game. they're so "easy" to some players because those players have had literal years of practice on them and know absolutely everything there is to possibly know about the mechanics. Naturally that knowledge leaks out to everyone else and makes the operations easier for everyone else as well. After cheeses and strats have been developed for a fight, no reasonable damage increase or reduction will add any real difficulty bump because 8 years of experience can't be beat with just some bigger numbers the real way to increase difficulty would be to add more mechanics to a fight, but that takes dev time. Dev time that could be going towards NEW operations with NEW fights, that benefit more people than just the 0.5% that play nightmare ops. Let old operations be old and not designed for classes that we play today. if an operation is too easy for the current meta, work on one that challenges your players while still offering the option to play the now broken content. Even if that operation takes 6 months to complete, its better than players still playing the same 10 operations for another 10 years
  3. the 4 piece bonus is probably one of the worst in the game, and its a reward for completing some of the hardest content in the game. unbelievable. if it came down to it, i would probably use the victors set over this. if you are going to mostly be rewarding this as a part of operations, a master mode at that, it should be even slightly beneficial to that player group. on kill effects sound okay on paper but this game is not an enemy hoard slaughter fest, like path of exile or the like. Not to mention the bonus itself is terrible. 2 rage and ONE SECOND of a speed boost? that has to be a typo. If it's 10 seconds and that is a typo, that is still only marginally better because most operations don't call for a speed boost, let alone one that can only be capitalized on rare occasions where an add dies at the single perfect frame. Even if a fight does benefit from a speed boost, maras have this awesome ability called predation, which even applied to the whole group. The 6 piece bonus could possibly be usable, mara does lack super powerful AOE, but it depends completely on how much damage it actually does (My pts is downloading as i write this). I believe this is just part of the issue of maras being completely ignored this expansion and lacking any sort of care many other classes are getting. out of all of our available sets, most are terrible and incredibly situational at best. decent of the fearless being the exception. our tacticals are in an embarrassing state compared to most other classes and there are no visible changes to mara on the PTS this go round. maras need love too. do not let this go live
  4. I find that on the shadow lands server, too many people on the empire side, queue in a flashpoint for healing but are speced DPS, yet when i tell them if they want to do dps, they need to queue for dps only. For example, i was in a kuat drive yards and 1/2 of the group was miss speced and i told them, "If you want to do dps, just queue for dps, you will get a queue at some point.", they immediately go off trying to kick me for telling them that they are wrong. i think a simple solution would be to add a "inspect Skill tree" option and only beable to queue for multiple roles if: you are within 30 meters of a skill rester, or you have field respec. That or people just queue for 1 in the first place, unless you have feild respec
  5. ya know, thats a good idea
  6. we all know ( or at least should) that the sniper/gunslinger have unshakable and with ability immune to all stuns/cc/movement effects. IMO entrench should give unshakable NOT the other one that is very OP. Sorcs/sages both almost only use channels and activation times why don't they have that? just a thought
  7. I know at least 1 easy way to fix this, take stuns out of pvp.
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