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Scarab_

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  1. I am also having this issue. Win 8 compatibility mode fix did work for me
  2. Sure, let's hold our Primary Weapons in the weakest, most inflexible and biomechanically unfeasible way. No
  3. Hello, I am having major problems with my interface. I am not sure if it is due to desync with the server, but that's what it seems like to me. My issues are variable and perhaps worse during times of high traffic. I am having issues even when my ping is fine (~50ms). The worst symptoms are that my cooldowns are displaying incorrectly. When I trigger an ability that has a 10 sec CD, for example, instead of displaying a countdown of 10 secs on my quickbar, I am seeing a random number that is often far less than 10 secs (like say 4-8 seconds). After this random (false) cooldown expires, the ability lights up again, as if it is ready to use. When I attempt to activate it however, it does not work and I get an error message stating "Not ready yet". I do believe the error message to be correct as the server expects the ability to have the true 10 second CD, not the false 4-8 sec CD my interface is displaying. I have other bugs. Certain abilities do not seem to execute correctly and will sometimes halt in mid-animation (without any error message and when I do believe they should ready to use). Battering Assault is a major offender of this and that sort of makes my Warrior characters unplayable. I have noticed bugs like these an occasion in the past but never like the last few weeks. It's pretty much game breaking at this point as I can not properly execute my rotations. This affects all of my toons with multiple UIs loaded, different resolutions, etc, I do not have any other visual artifacts and I do not believe it to be a graphics issue. I have already tried deleting the .xfr files in my bit raider folder but it did not help. If anyone can help me troubleshoot this I'd appreciate it. I love this game but it's kind of unplayable right now.
  4. I run the high alacrity build an still have plenty of Crit left over. As long as you're executing enough APMs your DPs won't suffer. Activating Precision already gives 100% penetration so you will not benefit from additional armor pen there. Blade Rush, when used without the Precision buff, will benefit but Weapon Expertise should a slightly higher DPS increase (though not by much). For PvP you may get more use from The Prosecution tactical than Fanged God form because you will be unlikely to land enough hits during the Blade Rush spam part of your rotation to actually build any hyperstacks. The Prosecution will apply Force Clarity to Clashing Blast. Make sure to always have Force Clarity up before you Blast for maximum burst damage.
  5. After purchasing Onslaught training to re-level from 600 to 700 it seems I still know my schematics. They became craftable again once I reached the required level. So it seems if you do decide to train and relevel you will at least not have to suffer RNG again to RE schematics. Can anyone else confirm?
  6. Fanged God Form tactical Descent of the Fearless set bonus Unlettered 80 armor and mods or 80R-2 when you can Accuracy should be 110% = 1590 (if you've done companion conversation bonus). You look to have one augment too many. Ditch that for more crit. Also pick an Alacrity tier. Tier 1 is 663. Hit that and dump the rest into crit. Or choose Tier 2 at 2374 and dump the rest into Crit. You'll have less crit left over but if you can execute enough APMs you'll make up for it in DPS. Weapon Expertise will yield a larger DPS increase than Armor Pen amps. The only other tacticals I find useful are for PVP situations. The one that Buffs crippling slash and the one that buffs Force camouflage both have their uses as you are less likely to build hyperstacks in PvP anyway.
  7. My idea for CC immunity (and I'm trying to keep it simple here) is just to hook 6 secs of immunity into Berserk / Zen. I think it fits nicely mechanically and makes sense in terms of fiction too (you go Berserk, have increased alacrity, resist stuns, slows, movement fx etc). For balancing purposes I think it should still be vulnerable to hard stuns (like Electrocute etc) otherwise you're just essentially giving Mara's a full white bar with every Berserk / Zen and I think that's overkill. I also think it should be limited to once every 30 seconds (6 seconds of 30 like Fury) which occasionally might make for an interesting choice of whether to delay Berserk / Zen or not. The biggest problem I see with this is it could give players the ability to cheese certain boss mechanics in PvE, which I am certain Bioware does not want. I don't know if there's a good way around that aspect of it but it would be a shame if not because we really do need some kind of CC resist in PvP - - Pvp is just obnoxious at times without it. The other biggest problem that's hurting us in PvP right now is the amount of white damage or weapon damage the Spec relies upon. If your benchmark is against dummies or Raid bosses that do not use defensive cooldowns like players do, you are always going to have false results because players use dcd's to effectively nullify all of our filler damage. If played right this spec can do damage in short, bursty chunks in ferocity windows, but our overall damage output and DPS is rather low because our filler damage is so pitiful. During the massacre spam part of my rotation, I often feel like I'm just hitting the enemy with glowing fly swatters instead of lightsabers.. A quirky but possible solution to a slight buff in filler I thought of would be to make Ataru strikes have a constant armor penetration. The goal here is to give Mara / Sent a handful of anti kiting tools and buff to filler damage, not remove the player skill aspect of dealing with kiters and CC.
  8. Thank you for putting some numbers to this. There is a bit of game theory in baiting your opponent into using their KB, Stun, etc. But there are far better ways of doing it than gimping your heaviest hitting source of damage. Gore is on a 10 sec CD anyway, its your second window that should have the DB>VT proc combo. Blowing a Ravage outside the first window is silly, but by all means go ahead.
  9. Yea but it didn't do all the awesome things Force Choke does now. Plus you gotta take that utility into PvP> 45 sec Cd, 42ish with some alacrity, is not that bad considering what you get to do them next Anyway, I just don't see it being that viable in today's game. Remember we lost Rupture too, I would rather have some kind of bleed back. A bleeding throw would be killer, but that's all I got on this... *EDIT - Sorry I said I was done but, Gore being free-targeted is the other part of this. I can already Gore>DB>VT inside 10m, so if I'm within that range I'm deadly as it is. There is no way I'd go back to the old days when you had to be on top of them to Gore. That's the trade.
  10. Compared to the way Force Choke works now? ... Really? "WAS" Might be the operative word in that statement too...
  11. So the deal with 3.0 is that every discipline was to get 4 unique abilities to cut down on spam. I think that was a good idea, but as is, carnage feels a bit light. That's because one of our abilities, Ataru is passive, and the other Devastating Blast is simply a replacer for Force Scream. Meanwhile we lost some of our talent options, and have to choose the equivalent utilities to get them back. This kind of sucks. I don't want to speak for Sentinels, but I know many Mara's are not really thrilled about DB as a replacer for FS.>"I Miss Force Scream."> The animation kind of sucks, and Force Scream could do the job DB does right now anyway and we could get something else in return. I would really like to bring back Deadly / Crippling Throw to Carnage / Combat. BUT Here's the deal, I don't think a 10m root is worth anything right now. We have move speed, other snares, an improved Force Choke AND Gore with no range requirement, opening up Vicious Throw - DB combos inside 10m already. I don't think its necessary anymore but There's an argument about that here. Instead I think it should be a bleed, with moderate damage, fast tick - think old rupture - and low rage cost. Trauma debuff is a plus. Remember Rupture / Cauterize? It was never a big part of our damage but it did help. We could use something to pad our damage up a bit, while evening out the sustain Bioware claims the spec is supposed to have. Force Scream / Blade Storm gets all the new numbers that Devastating Blast has now, but give us an actual 4th ability instead of a replacement we don't need. While we're at it, why does everything in this class have to be 4m, 10m or 30m range? What's wrong with a 15m or 20m throw? I personally think it would make the spec more unique to have a mid-range DoT to apply, help our sustain, and not be in any danger of overpowering us.
  12. Bah I've trying to follow the logic of this thread but I don't see a good argument anywhere for bringing back the root on deadly throw. If you recall, that was a carnage only thing, and it didn't even work that well pre 3.0. It would make even less sense now. Most of the time when you want to root someone is because they already popped a movement-purge DCD anyway, and BioWare will never give us a root that overrides a ranged class'es immunity. If you've been paying attention, you already know you've got plenty of other snares and gap closers anyway. DST is already a 50% move snare; you should be using that frequently in pvp. You can talent into 50% snares on DB and Force Charge, and talent Crippling Slash to a full root if you want, but if a ranged class pops that DCD they're going to evade you NO MATTER WHAT. Additionally, Ataru grants a 20% passive move speed increase, and there is also always the option of burning a Predation if you really want to run fast. Most importantly, we have new and improved Force Choke: it can be cast on the run and at 10m range, is a nice 4 sec root, does damge and builds rage> This argument was Dead on Arrival. All of that said, I would really like deadly throw back, but I would like it in the form of a bleed with trauma, no silly root. Carnage needs a bleed again, and deadly throw is a perfect candidate.
  13. There will never be an end to the debate because either build is perfectly viable. Before 3.0 I ran a +0 crit, All power/surge build. I did it to take advantage of the autocrits and was bursty as hell. And there's still a good argument for it because with set bonuses we have yet another autocrit. Now I run quite a bit of crit, more than some might recommend because I was tired of the "lull" between bursts. Remember that any one of your actual attacks has a chance to crit> so with massacre thats 3 hits - usually 4 with Ataru proc. With some alacrity and Ataru's natural speed, that's a lot of opportunity to hit a critical. Consider even some small differences in crit build <20% less than 1/5 attacks. 25% 1/4. It makes a difference if you are spamming your attacks rapidly. In short: Power/Surge> more burst, more lull between bursts. Crit> less burst, better sustain. The difference is quite subtle tho. As long as you are playing the spec to its fullest you will do fine either way.
  14. Hooking dmg reduction into the resolve system is a unique idea. It sort of reminded me of the Unyielding Utility, so I took a look and thought, what if it read something like this... Unyielding You generate 4 rage when stunned, immobilized, put to sleep or knocked around. Additionally refreshes the cooldown on Annihilate, Gore or {insert Fury ability here}. What do you think? Simple yet effective> Go ahead and stun me but now I'm gonna make you pay for it. See I just think It's simple changes guys. A few tweaks here and there can really add up. Additionally put in something like ... Revert/Rework Undying Rage>usable while stunned should be by default. and... Cloak of Pain should do some serious reflect damage.**[see below] Put those things together and you have a working class again. **I was testing some abilities with a Powertech guildie of mine. He just stood there and let me whack him while Close and Personal was up with the Reflective Armor utility. I was astounded: It took nearly half of my health with just one ability! He didn't attack, or pop anything else, just Reflective Armor and I was already half dead! Now in my estimation, that's gonna get nerfed [i don't even think its working as intended]. Its too powerful, but rather than whine about the current state of Pt's/Vans, it made me think how much Cloak of Pain pales in comparison, which is really silly cause we're the ones who need it! If Cloak of Pain did some real damage, it could go a long way towards preventing the stun>focus>burn the mara/sent that a lot of us deal with now...
  15. This seemed like a good idea to me too, but then I thought about it and I REALLY DON"T WANT GORE ON A CHARGE SYSTEM. If it worked like berserk, deadly saber or maybe even the old acid blade system in concealment operative, it would take away the deadly timing that carnage has now. It wouldn't have the high risk/high reward play-style that requires you to be aggressive yet clever with your timing - and sometimes just lucky. I WANT carnage to fee like that, NOT play like anni or concealment. Plus you know if we get guaranteed charges, they're gonna have to balance it and we'll lose the 100% AP we have now. High risk/high reward deadliness - Yes please! Guaranteed mediocrity - No thanks. Instead I would opt for something that just gives us a tool to deal with all the damn CC we deal with now. Think Hydraulic overrides, Force Shroud, Unstoppable buff - they're lots of different options. This is definitely a "be careful what you wish for" situation. We ask for major changes to the flow and timing of combat/carnage and we could lose the spec we know and love.
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