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goulet

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Everything posted by goulet

  1. all of the parses i've seen posted have been conducted on target dummies, which is the worst means of testing the real applications of dps in a raid or pvp environment. The problem with a dummy and trying to determine at where you lie compared to a marauder is A: energy management, B: having to move and agents not having a gap closer.
  2. we can talk about energy management(and we will), we can talk about a lot of things, but riddle me this: meticulously kept blades: increase critical damage of backstab,sever tendon, acid blade by 30%. the problem: 1:why am i buffing the crit damage on a slow that does 230 damage? 2: you're now buffing the crit on abilities that are only applicable once every 12 seconds. 3: acid blade can't be kept up, you can blow the ability and not apply the dot to get the armor pen. 4:underlying crit contribution from cunning and gear has been reduced. 5: to keep acid blade up fro 12 seconds (2 applications) you're blowing 52 energy (hs+ab=32, bs+ab=20). throw a shiv and 2 lacerats and you have 87 energy, spent. you have another 12 seconds before you can use backstab again, and 13 energy which is being restored at 3 energy a tick from stim boost. yes theres still adrenaline probe but its on a 2 minute cd, if i had to be able to use a 2 minute cd every time i fight someone thats a foolish design. Compound that damage done, with the 13-15% range reduction in damage from expertise in addition to whatever % your armor reduces the physical/kinetic damage you do, in addition to defensive cds, and you get an idea of why things are screwey. 6. none of this even begins to consider the concerns about melee v ranged expressed by those who play the class prior to 1.2. or that your defenses boil down to a damage shield, and casted heals (2, and 1.5 s) on a melee character who fights in the thick of it.
  3. the difference in battlemaster and warhero stat gains isn't enough to explain the damage problems. an extra3 % damage reduction isn't going to cause the majority of those issues. Right now the problem is not doing enough damage to kill people, the majority of this issue stems from energy. But theres also a burst issue: the top tier damage increaser from talents (crit bonus) buffs: backstab, sever tendon (honestly?), and acid blade. which is fine with the old cd, now its a talent that buffs one set of abilities backstab+ab but its on a 12 second cd.
  4. stealthing anywhere near an enemy results in instant death. oh wait we're talking about patch 1.3?
  5. there's a metric for it all being in our heads.
  6. whats the point of improved stealth level when everyone can see me coming, 20 attempts of trying approach one player from behind in multiple different warzones, 2 didnt notice me.
  7. the class' dps style is like a hyena now, feeding off the carcasas of those killed by the proud lion.
  8. its increasingly disatisfying trying to play this class as dps, its not a matter of having had the rotation changed on your attacks, its not having enough energy by the time one of your rotations is through. The amount of down time is boggling especially relative to other classes who dont have the energy consumption issues and have steadier dps. Its boils down to getting hosed as dps in pvp with the gear you're supposed to have to compete against any the vast majority of compotent individuals. you dont have the same survivability as other melee classes relative to their defensive abilities.your access to healing boils down to being in melee range with a 2 second heal, and a 1.5 second heal. Emphasis on the melee range. if you have to have all augmented gear to compete with other classes at the level their at now without those augments, god speed. Its one thing to benefit from group/team work its another thing to be entirely dependent on it to do anything to the point you find yourself solo and you're in a tough spot. 3 seconds of increased defense and damage absorption is great when you dont have to stand right infront of groups of people to do your job.
  9. good write up, i give it 5 minutes before someone comes and posts a parse states a number and says we're ok. the numbers my be the same over the course of a fight but when you get into pvp and your dps flow looks like an ekg of someone having a heart attack with brief up time and long down time it tells another story. also relative to the other melee classes, we're a rogue without the dodge/parry traditionally associated with them, that and our healing doesnt really incorporate into the dps specs necessary to pull of the dps we need.
  10. So i don't know if this is by intent, or a bug, as i didnt see it in the patch notes(could have missed it), but i went to send my companions out of some mission discoveries today for diplomacy, and i'm only able to send out two companions at a time with the level 340 missions. You are unable to "learn" the same mission that a companion is currently deployed on, so i can do one light side one dark side. Prior to the patch you could relearn the mission once you sent one companion out on the one you had already learned, now you cant. getting the mission discovery mats to make adrenals has gone from 2 hours to make 5, to now 6 hours to make 6.
  11. i think part of the problem that isn't considered is that we only have part of the system in place, in that you can't get rated tokens (without exchange) from doing warzones. so once you have the rated system you have 800 rated tokens (weekly/daily) +whatever you get in warzones in addition. So when you have ranked warzones, say you get the same amount of rated tokens from winning as you do for regular coms thats 2900 ranked warzone coms a week if you dont count losses, and assume people just win (800 from weekly/daily, plus 300 a day x7) and there's an extra 266'sh rated coms from trade ins (800 warzone coms divided by 3). that being said that system isn't in place. for those with full bm gear: not counting loss warzone coms, and doing all your dalies, you're netting 1500 rated coms a week (800 from daily/weekly +2100 warzone coms/3=700). Which is what? an earpiece/implant a week? those going for bm gear: have faster acquisition as gear costs less. 2900 warzone coms a week which is enough to buy your two most expensive pieces.
  12. it may take a while to get battlemaster, but you also have to realize you can buy an entire suit of lvl 128 pvp gear at lvl 50 that has more expertise then any champion/centurion gear that preceded it. So you start at a better place then you would have before. my jugg with blue gear has 850 expertise, my agent with 3 champ pieces and the rest bm has 890.
  13. whats the correlation here? that people who buy stocks in these companies are so volatile to tip the cost of each share due to downtime?
  14. i find more issues than not, that's not to say im not succesful at pulling in medals (although theyre handed out like candy) but medals dont tell the complete story. 2 biggest issues -maintaining armor penetration: -the ability to reapply it requires using an ability that has the a cooldown that is only 3 seconds shorter then the buff applied from acid blade. If its meant to be more of a burst ability the issue becomes setting yourself up for that burst, and having issues with tactical advantage buff time vs backstab down time. Your best chance for burst is still upfront simply because of your ability to proc multiple TA's rapidly before the penetration buff wears off. If its meant for burst theres a little head scratching when you consider juggs/marauders can both have a flat 20% armor pen constantly, with better sustainability, and juggs can throw another 20% on top of that froms sundering assault. Relatively speaking the "penalty" inccured for an extra 10% seems a bit discongruous. Granted we have the unfortunate reality of our armor penetration buff also applying burst damage not counting the dot, which in hindsight shafts balancing it, i wish it were just a dot and the buff then the burst and required a TA to execute (and have the corrosive dart duration buff in lethality increase its duration) -energy management -energy restoration from kolto tick was decreased. -backstab cost 5 more energy (20 with acid blade) -while laceration energy was decreased, you still rely on it more prevelently in your rotation do to the increase cooldown on backstab. In addition you are maintaining corrosive dart do to the decreased ability to reapply acid blades dot at 20 energy a pop. -the energy consumption from dps severly minimizes any utility gained from healing, either from a lack of energy to heal, or a lack of desire to heal to be able to still dps. -all of this occurs prior to considering the increase energy cost of incorporating abilities that weren't utilized as frequently as before like overload shot, and explosive probe.
  15. can't really examine warzone coms pre and post patch for the new gear as there was no price system in place before the patch to judge it. As for your warzone issue with conversions here's some thoughts Before 1.2 A battlemaster belt cost: 4000 warzone tokens. (3000 for the 1k merc comes, plus the 1k warzone). post patch a belt costs: 625 coms. so while you may not be given the same quantity as your initial conversion, warzone coms in 1.2 have almost 7 times more worth then they did pre 1.2. Of course it all depends on the strength of the yen..... seriously did you expect the patch to go live and be able to buy numerous pieces of war hero gear? Being able to roll in and buy 2 pieces of bm gear in one day is better then any long time battlemaster typically pulled.
  16. how is it wrong for them to remove something that isnt working? its stupid to have the decision process lead to ti being made this close to the patch.
  17. may ranked warzones quit the game because gangs of operatives were chain stunning it?
  18. you wont be able to turn the illum based ones in post 1.2. Granted im telling you this a day late, but 25 games a day will finish your weekly in two days, and you can farm armaments on illum while waiting for queues. Your warzone weekly/dailies will still be offered, so with those its your choice to turn them in prior (i would only do it if the coins will get you gear, or you need several bm pieces). If your a piece or two shy of full bm, wait till the patch as the quests will reward you with warzones coms instead of bags.
  19. i dont doubt costs will be high, do to the time/resources invested to get the crit to get the augment slot, but at the same time you don't have to have pvp armor with an augment slot to put pvp mods into, you can still do it to the non pvp orange armor with an augment slot. So at least theres competition for pricing. plus call me crazy but i might actually prefer to have my pvp stats in non pvp armor just to mess with peoples heads.
  20. the whole not speaking basic angle worked on me, until i came a cross a sullistan with excellent diction in game who didn't communicate by giggling.
  21. heres my problems with the ability -only truly countered by the same ability used by the same class on the opposing team, in terms of returning the pulled person. Grapple and push are both susceptible to resolve canceling its affect. -usable on someone who's cc'd. I get the whole "get someone out of trouble" aspect of it, but when you can pulls someone who is rooted to the ground.... you start scratching your head. -no debuff from being pulled to avoid chain pulls. with other abilities you completely void any flame traps (sprint+shield multiple sorcs) and can pull the ball carrier through one, then through the next, and you have 2 knockbacks for anyone who can follow. -at a bare minimum it should at least decrease someones resolve meter by some fraction. you get a "get out of jail free card" for teams/players who know how to use it correctly. And im saying this cause i play with sorcs, and we do this all the time and its sad. I get the ball on my jugg, blow defensive cd's to build my resolve to full. When a sorc sees my resolve hit full they pull me to them, then i get pulled to the 2nd sorc over the trap. -its even more ridiculous when we have a stealth on the goal line, cause in less then 5 seconds i can get to the scaffolding closest to the goal, jump off and intercede to them. -its even more affective when the assassin is the ball carrier.
  22. the pure dps class should do more dps the class that can tank should have higher defense. only half that statement is true right now. -Shield related abilities offer little damage reduction in pvp dps classes either have armor penetration, or damage abilities that negate armor in addition. -immortal tree is the only tank tree that incurs a penalty in damage output (decreased rage generation) ability cost or heat cost are not increased with sins/bhs. -the other 2 dps trees all have proc crits, or increased crit damage. Tank jugg boils down to wearing dps gear, or guarding people, not that you shouldnt guard and be a bane for the other team, but your dps will never kill anyone while your defense provides you enough time to do it. thats the problem.
  23. goulet

    Marking Healers

    it bad as opposed to: -people playing on a voice server calling out targets -designated one player and hitting alt+ t and focus firing -for a group to see the guy that stands still with cast bars always over his head. correct me if im wrong but theres also: guard taunt aoe stuns aoe knockbacks direct heals heals over time damage shields pulls pushes aoe to protect the healer...
  24. congrats they dont have any burst to kill anything, but survive forever.
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