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GamingCrimes

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  1. I know most people are quite unreasonable on this forum, but I will try to explain everything in detail so that people can understand why I said what I said. The raid wasn't a pug I knew three people in that group and didn't know about whether or not these people often raid together. They searched on the fleet and in the lfg chat for multiple people, so I just assumed it was a pug. You were running with an optimal setup I don't know in which world three sorc dps are considered optimal in DF. If anything, every class is viable right now, doesn't mean its optimal. The tank and heal roles were good, but there isn't that much variance in those slots anyway. Most people had wrong stats, some relics that were completely useless, didn't slot color crystals or didn't have good tank gear at the start of the raid (at the end they were using drops that they got from the previous bosses). I consider that suboptimal. You didn't kill brontes Yes we didn't but we stopped after 4 wipes. Feel free to have your own opinion on whether or not we could have killed it, but I do personally think so. I still consider the run smooth considering that it was a fleet raid and brontes always was one of the hardest encounters in swtor, so why should it take so little tries to kill it. On another note, we managed to kill Grob'thok whilst essentially 7-Manning it because two people died early on in the magnet. Corruptor Zero was killed in a try where multiple people died but it was no problem since you could just stealth rez everyone. The boss itself doesn't deal much damage since we could just use the pt dps to offtank multiple times whilst the second tank was dead. We even managed to kill draxus very quickly even though many mechanics were failed. You are still able to compensate for so, so much with your current gear that it is just silly. You said everyone didn't play for a long period of time! No, I didn't say that. I said that I didn't play in a long time and that I don't play the game very often. I also said that one person didn't clear the instance yet, which was false to say since he did get the achievements during 3.0. Nonetheless, we had to explain everything to him, so it doesn't make a huge difference. Anyway, everyone here is entitled to have their own opinion, but maybe start complaining about the difficulty of hardmode operations instead of ruining the experiences for players that play this game for the challenge.
  2. I think it is a bit ridiculous that people feel like Nightmare is now too hard. You are still easily able to pug every nightmare raid except gods even with unoptimized gear, with people not playing their main roles and even with some people that didn't even clear the instances yet. I literally pugged DF NiM today and everything went very smoothly even with the aforementioned handicaps. I play this game very rarely in recent times because there isn't enough (challenging) content to entertain me for a longer period of time, but I'm still easily able to perform well enough on every class and spec to clear nightmare content. Yes, I used to play this game a lot, but I simply think it is nonsense to say that nightmare is only easy because you play a lot. If you don't have enough time to invest 3 hours two times a week into this game you should not be able to clear nightmare easily, you should have to spend a bit of time to learn the fights. I mean, why would you want to raid nightmare anyway when you aren't enjoying the challenge? If you just want to have a good time with friends, go for hardmode operations, they are there for a reason. I generally agree that the difficulty spikes of SM to HM to NiM isn't really balanced (SM<<HM<<<<<NiM), but that is another problem. Also, don't you think it is funny that you used to get bolstered in the hardest content of the game? It just seems silly to me. Another point I want to talk about is the rarity of vanity that drops in nightmare raids. If everything is tuned in a way that you can literally 7-man ops, these items just aren't worth anything anymore. I think it is important to have something in a game that you work towards achieving. If you get everything with little to no effort you will lose interest. That is also why I think it is completely false to assume that players will stop playing the game when the content is too hard for them. If anything, players will stop playing because they don't have anything left to do in the game, atleast that is the case for 95% of the players that I have met in this game. If something is very hard for some players, but very, very easy for others, maybe those players that find nightmare difficult should just start with ravagers or temple of sacrifice HM, or take some time to improve your rotation on practice dummies. Also, remove the alacrity buff from HM ops pls thx
  3. Even after the nerfs to force speed assassin tanks remain to be the best tank class in pve. This change was more than necessary.
  4. We did some testing this thursday in HM and the changes that were made to the first boss in terms of hp are very nice to have. We were 7-manning it and we still had a lot of buffer till enrage (kill time of 5:18), but this is more than fine considering our gear and bugged general sets (referring to the additional amplifiers on the berserker set). The changes that were made to the second boss are very welcome aswell. The ability of the warden droids in the last room should probably be on the earlier warden droids as well since it would introduce you to the new mechanic you now have to deal with. Sadly the warden droids on the last room are bugged, so we weren't able to progress further in the operation, but please try to keep the difficulty of the fight with the bugged warden droids. With a planned interrupt rotation and some coordination we were very close to killing the bugged version of the fight and it was a lot of fun trying to come up with a strategy for this and actually trying to execute it properly, especially because most of the other encounters are very straight forward.
  5. A lot of this discussion has been about Tank mitigation, but I think we should also talk about the dps output of tanks. I've been running Dxun HM a lot over the past weeks with my guild and we've been testing different tank classes. We came to the conclusion that for this instance in particular Assassin + Juggernaut Tank comps are equally as strong or sometimes even stronger than double Assassin. In terms of DtPS and Spike Mitigation Assassin Tanks always beat Juggernaut Tanks, but in terms of dps output Juggernauts make up for it. This is partly because of Saber Reflect and partly because of the new amplifiers. The hard hitting and AoE abilities of Juggernaut Tanks are all Weapon Damage (except Force Scream and Smash), whilst Assassin Tanks have a wider damage distribution on their attacks. If you are curious, we compiled a list of the damage distribution of the different classes here. I can't really speak for Powertech Tanks yet since we didn't test them that much. From my experience tanks have enough mitigation anyway and we shouldn't just focus on dtps alone when comparing the tank classes with each other. Don't get me wrong though, the spike and overall mitigation of Assassin Tanks definitely is too strong and other tank classes should get something similar to Force Speed.
  6. In its current state, the new loot system is very grindy and annoying. Me and my guildmates ran 8+ hours of Hammer Station MM over 2 days and we came to the conclusion that there is too much useless gear and that the progression of your gear feels too slow. Currently, you get gear that is 2 ilvls above your current ilvl. This is really annoying, because a lot of the time your are stuck at a certain ilvl and you are only getting sidegrades. My suggestion is that the range of gear you can get should be bigger, like 6 ilvls (for example 270 - 276). This makes it more enjoyable to acquire gear because this makes it possible to get a big upgrade and not just small ones. Most of the gear you get isn't spec specific or even class specific. You can get tank relics as a sorcerer or generators with tech power as an assassin. I know that everything is legacy bound now, but please, a lot of the players aren't playing every class and every spec. It's just annoying to get gear you don't need in any way except for deconstructing it, especially when it comes to tacticals which you can't even deconstruct. My suggestion is that you make loot spec or class specific and that the loot at the end of the flashpoint should only be from the loottable of the classes that are in the group. Right now there is too much "fixed" gear without any armorings, enhancements or mods. I don't know if this will get better once you have a higher ilvl, but most of my guildmates are around ilvl ~290, and the items still don't have armorings, enhancements or mods. Most mods, etc. that drop thus are useless, you can only place those in setbonus gear and that is currently too expensive to quickly acquire, so you just end up deconstructing them. I feel like there should be a way to get gear through tokens, just like in 4.0. Doing harder content should reward you with something, not just a higher chance at something. Give us fixed loot tables in master mode ops and something similar for ranked pvp and you will see a lot of peepoHappy people.
  7. For pve this dcd is fine, it‘s not an insane damage reduction like undying, but it certainly isn‘t weak like a shield probe. I think there are two main problems with this ability: 1.: Why not just give us flat damage reduction? This would adress the issue in pvp aswell. I don’t think the ramp up time it has is a problem since most abilities have multiple damage instances anyway and you should be up to max stacks in half a second when being targeted. 2.: The cooldown feels too long. I don’t think this ability should have a 2 min cooldown that isn’t affected by alacrity. It doesn‘t line up with explosive fuel which makes it kinda annoying in pve since you mostly want to use it as an offensive cooldown, and as an DCD it just isn‘t strong enough to have a 2 min CD. Both its offensive and defensive component probably justify the long cooldown, but then atleast make it be affected by alacrity so the cooldowns line up well.
  8. You should probably read all the PT utilities and the passive still tree again. Obviously juggernauts or mercs have reflects, but you will only be able to utilize these on abilities you can actually reflect. I‘m guessing you are probably not raiding on the highest difficulty, so let‘s take a look at Nahut. That‘s the third boss of the newest operation and during the first phase of the fight you are constantly taking damage that you can‘t reflect. You can however deal damage through pyroshield and close and personal (disregarding the energy regeneration you additionally gain from this). This make powertech dps the best dps class by miles during that phase. Regarding offtanking, you don’t seem to realize that mercenary or marauder dps can't taunt. All the other classes you mentioned don’t actually gain anything from it; most direct boss attacks can‘t be reflected. Some can be and in those situations reflects are better, but with the new ability PT dps have a dps gain in nearly every situation. If you want to discuss this further you should provide some sources for your claims, otherwise I will not reply since I‘ve already wasted enough time with this.
  9. You are probably just trolling, but sure I will gladly give you a lot of examples. Also, I didn't say Powertechs gain dps when off tanking, they gain dps when they take damage, this new ability would just make it possible to off tank whilst taking way less damage than tanks. PTs on Hateful Entity, where you are constantly taking damage. MM Brontes, you are constantly taking damage during the burn. MM Nefra, here we have long periods of time where we are taking damage. MM Dread Council, here you have multiple periods of time where you are again taking constant damage. VM Revan, during the burn you are again constantly taking damage. MM A&E I didn't include the exact parses, but you are probably able to click these links and see the damage breakdown for yourself. I don't know what kind of pve YOU are doing, but what you are saying is frankly wrong and sabotaging the discussion.
  10. !Speaking from the perspective of a pve player! A lot of people seem to really dislike the new ability, but I personally feel like it gives Powertech DPS an amazing cooldown that could be used to off tank bosses when energy shield and explosive fuel are off cooldown. This would give us an even more insane burst window whilst helping with tank damage: with 200% increased armor and an additional 25% flat damage reduction through energy shield we should end up at around 80-85% damage reduction, not taking into account any damage reduction we gain through the passive skill tree. Powertechs can gain an insane amount of dps when taking damage, this ability would definitely fit into the unique playstyle of the class. I obviously understand that a lot players want to move away from the playstyle of taking damage to deal damage but exactly this and its burst capabilites make the class special. I've played PT for a long time now and I definitely think this is a great ability for pve.
  11. So I just want to share a bit of my thoughts, hopefully it's not too late. I played KP on veteran mode and EC on master mode on the PTS and I have to say that the scaling feels really, really bad. The difficulty aside, I personally don't enjoy getting downscaled when I enter an Operation on it's highest difficulty. It doesn't feel good to pull high numbers on target dummies when I will just do 3k at most in lvl 50 Operations. Why am I getting new gear if it won't have any effect when I enter these older Operations? 95% of SW:TOR's endgame pve content are these older operations and I will personally lose a lot of enjoyment from playing this game when dps/hps/hp numbers are all over the place. It just wouldn't fit having multiple endgame operations on different levels. I'm not even so sure what you are trying to achieve here. Should the players experience the operations like they were when they came out? Do you want to have this kind of scaling tech so that you don't have to rebalance the older operations once we get new gear? I personally don't feel like there are many viable reasons for this. Rebalance them for Maxlevel, then we have something to reprogress once 6.0 comes out, which will hopefully feel challenging and thus kinda new again.
  12. You probably all already know this, but <Berserk> recently cleared GftM NiM. Disregarding the drama around Zwirni's post, I personally would like our team to be represented on the progression board. Collection of all the kills The Tyth kill in the collection isn't actually the first one, if you want to see the very first one you can click here. At Tyth and A&E we had atleast four people pop their achievements, starting at Nahut we had atleast six and on Izax we had seven achievements pop. The exact time when we killed the boss was on the 22.7., 18:41:02 UTC. I hope this is enough evidence for putting us on the list.
  13. With that I just wanted to specifically point out the behaviour of the people in Better now. We are not saying Berserk is a better guild. Please give me the exact statement in which we ever said that. Also, please take a look when the first Killvideos were released. Better now had those videos during progression, yet they flame us for taking a lot of pulls for actually killing the boss. That is the only thing I'm criticizing with this part. Please read Zwirni's post again, thoroughly this time. "Most" people is not everyone.
  14. Since most of the replies to this thread seem to miss a lot of information, I just quickly want to clarify some things regarding Zwirni's post. 1.: Berserk went blind into the instance. Our roster consists of 11 people, 2 of which cleared the instance already, one formerly being part of Infinitas and one being part of Better Now. I raided with Braindead Minds so I cleared 2/5 of the instance, three other people also cleared 2/5 bosses beforehand. We never said that we would go into the instance blind. I would like to see the source for this, but it probably just doesn't exist. BTW: one of our raiders, Edvora to be exact, only has 3% of his eyesight left. 2.: We got carried by other guilds. The only person that is currently not in our guild that was raiding with us is Nachtsense. Nachtsense used to play with us in Berserk back when we first created the guild and he still is a good friend of ours. Out of 15 days, he was around for ~5 days and helped us if we were missing a player. I can't prove that he didn't "carry" our tactics discussion, since we didn't stream with voice, but I can say that he wasn't the deciding factor in killing the bosses. 3.: We stole other guilds tactics. We did take a look at the kill videos of other guilds and they were a great help. Our first Tyth kill was achieved by using our own tactic, but we changed it to a more common one since it is really hard to pull of consistently. On the other bosses we just looked for something that worked for us. Please don't get triggered because Zwirni said in his Nahut Video that the path in P1 is "our tactic". It's not, but I certainly don't think that it was Zwirni's intention to claim that this path was made by us. 4.: We blame the nightmare community for not being helpful and simply put, toxic. First off I want to say that we don't know every single nightmare raider or every single nightmare raiding guild. But if you want prove that some parts of the nightmare raiding community are very toxic, just look at our twitch chat during progression. We were getting flamed for wiping, because "there are multiple kill videos out already, why don't you just kill the boss with that information". Just Nahigo's reaction to the talkthrough videos today shows a lot about the nightmare raiding community. After our first A&E kill our marauder was getting flamed for doing low dps, without even congratulating us for killing a more or less hard nightmare boss. It's just flame and unnecessary toxicity. There certainly are some helpful nightmare raiders, but in my experience, there are little left. I don't think it is fair to say that no one in the nightmare community is helpful and friendly, but there certainly are reasons for Zwirni's claims. EDIT: I just want to underline that Zwirni used the word publicly. Yes, everyone is helpful if they get asked, but new players just don't know any nightmare raiders and for those players a public talkthrough video is very, very helpful. And if you don't want to know the fight before even entering the instance, you are able to just not watch the video, because we are humans and can make our own decisions. 5.: We are bad because we took a long time for clearing the instance after it's been out for 9 months. Most of the replies in this thread aren't directly discussing this statement, however I just quickly want to talk about this. Most guilds took a very long time for clearing GftM, which is completely fine since it is a hard instance, but sadly a lot of them seem to forget the time when they were progressing the instance. Guilds like <Better now> (which probably are the main reason Zwirni is even making his statement) had kill videos as well, yet they took way more time on the individual boss fights than us. Now that we killed the boss, we are getting flamed for "not killing the boss the right way". I think most of you only speak highly of the raiding community because you don't understand german, feel free to translate: https://prnt.sc/oioul4 https://prnt.sc/oioup5 6.: Exploits. Yes, we think there are a lot of exploits that are being used for killing bosses. The only thing that Zwirni did was point this out, but this apparently automatically means that we blame others for using this. We used them ourselves, because we don't care about it, we just think it's funny that the only progression thread for this game is saying that "Exploits will not be tolerated", however no one really knows how to define what an exploit in this game is. Also, don't take everything too seriously. Putting "World First GftM Progression" in our streaming title is obviously a meme. Lastly I want to thank every single guild for releasing their kill videos, they helped a lot. Also thank you to everyone who was, for a change of pace, supportive in our twitch chats and actually congratulated us for killing the bosses and clearing the instance.
  15. First of all, I’d like to point out that the following feedback is from the perspective of a PvE player, specifically a Nightmare/Master Mode raiding guild. Set Bonuses: Death Knell: I don’t see this being useful on any of the dps specs since overcharge saber isn’t really a strong cooldown. It could be nice for tanking adds though, but most adds die at the same time anyway. I only see this being good on fights like Bestia. Shadowcraft: This wouldn’t really have any good synergy with Deception or Hatred since you take the reduced stealth cooldown utility. This gives Force Cloak a cooldown of 1:15 and since you want to use Phantom Stride close to on CD you would never have both of them line up. The stealth requirement should be removed and to make this set bonus stronger (because it seems quite weak) your damage should be increased by 15% for 5 seconds after using Phantom Stride. Deflection Slashes: Solid set bonus for tanking adds, but with the changes announced for 6.0 (at least as I understand it) this would mean, that we would have to switch out amorings, mods and enhancement when we won’t be needing this set bonus for the next encounter since the set bonus will be on the shell, making it very impractical and in reality rarely used. It would make more sense as a tactical although the next point would still be true. Additionally, the application of this buff would be very limited, since its usefulness is greatly decreased by the CD on Severing Slash. I can only think of few uses in the old boss encounters (meaning all operations before gods). Steely Spike: This sounds like a solid 4 piece bonus for the darkness spec. Right now you don’t really use spike for anything except for some encounters where you need a second stun. It may feel a bit weird since it is on the GCD, but that’s my only complaint for this one! Projected Shroud: Depending on the actual tuning of the lowered accuracy, this seems like a strong set bonus, especially in conjunction with the Shadow Shroud tactical, since you could get quite a long time of shroud. However, I just want to quickly show how overpowered this could be together with the Shadow Shroud tactical and some utility points: Force Shroud consuming all Dark Ward Stacks - 8,75s of Shroud Severing Slash - 2s of Shroud Stealthing (not sure if this would also consume Dark Ward stacks) - 4s/7,75s of Shroud Severing Slash (since it actually comes off cooldown) - 2s of Shroud This adds up to 16,75s/20,5s of shroud. Whilst I don’t think having such a long duration on shroud would be useful in many situations, I definitely think this could make some fights ridiculously easy (for example Brontes MM). First of all, most these set bonuses are way better than what we have currently, since you should actually notice a difference in power unlike now where you only get a boring autocrit or a passive 2% damage increase. Some of these definitely need some buffs (like Death Knell and Shadowcraft). Tactical Items: Assassin: Shrouding Guard: This seems like a good tactical which has generally a lot of situations in which it would be useful. Reckless Shadow: This might be nice for Hatred, but I think it would be way cooler if it gave you a passive damage increase because it would have a way better synergy with the big burst windows deception has. Multitrap: Obviously not something for PvE. Shadow Step: From a Movement Perspective I can see why it would be desirable, but the recent changes to Phantom Stride (making it no longer off-GCD) would also make this at least less fun. I think it would be better to just generally reduce the cooldown of Phantom Stride to 15 seconds (since this would additionally give you an dps increase). And please take it off the gcd again. please. Darkness: Shadow Shroud: As I’ve mentioned above already, this would give us the opportunity to have very long shroud durations. It seems nice, especially since you usually have a lot of dark ward stacks that aren’t getting consumed. Shadow Ward: This is useless for PvE, since you never actually have situations in which you need that many dark ward stacks. Redirected Wrath: What is the maximum number of stacks? Eight as the number of targets Wither can hit? “For 10 seconds” - Will there be an internal CD or does this mean that sin tanks will have at least 2,5% more DR during all fights? One way or another, it wouldn’t impact playstyle at all. Other than that it could obviously be a strong choice for encounters with a lot of adds. Deception: Discharging Volts: This would increase your aoe damage passively. However this sounds very, very boring. Why not make it that recklessness gives you a 10 seconds buff which makes it so that all your attacks deal additional aoe damage around the target. This would further synergies with deceptions burst windows whilst giving it great burst aoe capabilities. Burning Bolts: As far as I know, “burn” isn’t a defined term for sins, meaning we have no idea what this would do. This might be a DoT making Reaping Strike a higher prioritised ability, no idea. This just sounds boring, besides this doesn’t even fit into the Inquisitor’s theme. High Voltage: Sounds interesting since it would change the rotation, but I am unsure whether the resulting gameplay would be satisfying. We will have to wait for PTS. Hatred: Hungering Blade: What I don’t like about this is the RNG component of it, especially because Leeching Strike isn’t affected by Recklessness. It might also feel bad to press Leeching Strike three times in a row, maybe add a stacking damage increase or make the dots tick an additional time for every consecutive hit of Leeching Strike. Exhaustion Field: Basically the same as the sorc tactical, might have its use in PvP but I don’t see anything about this tactical that alters your gameplay. Maybe make it so that it additionally applies another debuff to your target which explodes when the target dies which deals a good amount of aoe damage and spreads your dots as well as the original debuff. Thrashing Terror: This just adds RNG and doesn’t impact your rotation at all. This shouldn’t be a tactical. I don’t understand why so many of these tacticals are so underwhelming. I want to get hyped when I finally get this one tactical that boosts my aoe damage by a lot or that changes my rotation slightly so that I have more burst damage. Most of these tacticals just aren’t looking like they’re going to be fun. Another worry I have is that the game will have too many useless tacticals that fill up your inventory and that you simply won’t be satisfied when getting new tacticals.
  16. First of all, I’d like to point out that the following feedback is from the perspective of a PvE player, specifically a Nightmare/Master Mode raiding guild. Set Bonuses: Energized Overload: Doesn’t sound like it changes the gameplay a lot. The damage that would be the result of this set bonus would need to be higher than the damage that is lost by using overload over any other ability. Right now this sounds not only clunky but useless and maybe even hindering in raid scenarios. Gathering Storm: First of all, I am unsure as to what is meant by “Using Polarity Shift immediately after extends its duration” - which duration? However, this set bonus does sound intriguing as it could seriously buff the damage output of the lightning sorc, especially in combination with Death Channel. To be honest, I see this more as a possible tactical than a set bonus. Additionally, this definitely has a bigger impact on lightning (where you currently do use Force Speed) than on Madness. Is it your plan that set bonuses will be designed for one spec with 6.0 instead of the way it is right now, where there is one set bonus for all DPS specs of one class. Dark Consumption: Depends a lot on the numbers, seems fine for a 4 piece bonus. Might make force management for sorc heals even more of a joke. I personally feel like consuming Weary stacks should have a negative impact as well, like giving the target you heal a small DoT in exchange for the bigger initial heal. On the other hand, Reverse Corruption could give another small HoT to the target. Revitalize: Seems a little bit boring, in addition to this you could maybe give Resurgence two charges, might become too strong though. Tactical Items: Sorcerer: Dark Cleanse: Seems very weak and very situational. Liberate: Seems like a meme, the free resurgence isn’t really needed for force management. The heal granted through pulling someone towards you has to be very big in order to justify the incoming flame from the sad melee dps. Preserve Self: Seems a little bit weak for PvE Dark Return: Depends on the tuning, seems like a fun new AoE Ability, especially since you don’t really need the Phase Walk for movement. Overall these general tacticals don’t really feel like they actually change the gameplay a lot and I feel like they should be buffed a lot more. Corruption: All For One & One For All: This either gives you an additional single target heal, but greatly reduces your AoE healing capability, or buffs your existing AoE heal. One For All doesn’t really seem good when you have melee DPS in the raid, All For One however just buffs the ability. Extra Mend: It doesn’t sound very interesting or game-changing, and I can’t see anything that would make a healer decide to use his tactical slot for this one item. Healing Volts: In principle a damaging ability that causes an ally to be healed is, IMO, a very welcome addition to the gameplay. Still, the way I see it at the moment it would have to be a strong burst heal for it to be prefered over other tacticals since it must be an improvement to your healing output and not only a fun addition to the way your class works, at least for a player who is interested in optimizing your character and playstyle like me. Lightning: Death Channel: Could be a good buff to the damage output of a lightning sorc, especially when combined with the aforementioned Gathering Storm. Still in its design it sounds more like a passive in your skill tree than a tactical that is supposed to change your playstyle or optimization for specific encounters. Volt Flux: This does sound very promising (maybe even a bit OP, although that is to be judged on PTS). It could be good tactical you swap in for aoe heavy encounters. Convection Burst: This does sound like a PvP tactical. I can’t see any use for it in PvP anyways. Stormwatch: Basically the same as with Death Channel, a passive damage increase. Madness: Exhaustion Field: While a 10% damage buff on your Death Field is certainly quite nice, the second part of the description does again sound rather like a PvP passive. I deduce that it is intended for PvP. Ruthless Demolition: I like this one. It would definitely impact your playstyle and could offer some decent burst damage. Writhing Terror: This just adds RNG and doesn’t impact your rotation at all. This shouldn’t be a tactical. Wrath Rushdown: This tactical sounds like it has enough impact on gameplay and damage output that it is in the range of what I imagined a tactical would be. However, the 50% less force cost doesn’t have any impact if the force management stays the same as it is right now. Generally speaking, most of these tacticals don’t really live up to the expectations that my guild had for them. Most of them are either too weak or they are simply passive. There also aren’t really any outstanding synergies that I can think of and right now I feel like these tacticals just add something small to your gameplay but they don’t actually define it. What I’m also unsure about is the new ability, because it just doesn’t make sense to me to give it to the Corruption spec if it’s only really useful for healing if you have the Healing Volts tactical.
  17. I profoundly hope you won't be able to use nightmare crystals. Also, does this mean we will never get the first 4 bosses in master mode? Will they be released at a later date? Will Izax get a veteran mode? I'm really confused.
  18. Dieser Guide ist an fortgeschrittenere Spieler gerichtet, die ihre Spielweise auf Top-Level verbessern wollen und bereits ein grundlegendes Verständnis der Klasse besitzen! Herzlich willkommen zu meinem Guide zum Power-Tech Spezialprototyp DD! Zuerst einmal zu mir: Mein Name ist Justin, spielen tue ich dieses Spiel seit mitte 2016 und habe seit dem jeglichen Content in Operation gecleared. Angefangen habe ich bei einer kleinen Gilde namens Omertá, später ging ich zu Schattenwacht und letztendlich gründete ich zusammen mit einem guten Freund von mir die Gilde "Berserk". Dort haben wir jeglichen Content in 10 Tagen clearen können. Nachdem ich dieses Ziel erreicht hatte, habe ich eine kurze Spielpause von drei Monaten eingelegt, um jetzt wieder mit Release des neuen Bosses aktiv zu raiden. Warum schreibe ich also diesen Guide? Diese Frage ist einfach geklärt: ich denke, dass es viel zu viele Spieler gibt die diese Klasse falsch spielen. Das ist auch nicht schlimm, da es bisher keine korrekten Guides im deutschsprachigen Raum zu der Klasse gibt, die mir bekannt sind. Der Übersicht halber werde ich diesen Guide in mehrere Teile teilen: Bewertung Gearing Utilities Prioritätsliste Energiemanagement Beispiel Parse Schlusswort Bewertung Rotationsschwierigkeit: 5/10 Kein guter Burst-PT wird jemandem erzählen, dass seine Klasse schwer zu spielen ist. Wir haben lediglich ein Procsystem zu verstehen und selbst das Energiemanagement ist gerade durch Ganz Persönlich eine Lachnummer. Nichtsdestotrotz gibt es ein Energiemanagement was bei vielen anderen Klassen nicht der Fall ist oder noch einfacher ist. Single Target Damage: 7/10 (10/10) Die Pure Single Target DPS vom Spezialprototyp ist momentan seine stärke. In einem Kampf ohne Schaden auf uns ist der Spezialprototyp im Mittelfeld der Melee Single Target DPS, sobald wir aber Ganz Persönlich procs und Pyroschild Damage durch Schaden auf uns austeilen können, ist unsere Single Target DPS eine der stärksten, wenn nicht die stärkste. AoE Damage: 3/10 AoE Damage war schon immer das Problem eines jeden Burst-PTs. Die einzige Klasse die schlechteren AoE als Burst-PTs besitzt ist der Burst-Sabo, wobei man hier auch drüber streiten könnte. Nichtsdestotrotz ist dank der Eigenschaft von Trümmergeschoss unseren DoT zu erneuern, ein recht hoher Cleave (2 Targets) Damage zu erzielen. Burst Damage: 10/10 Der Burst PT hat nach wie vor den stärksten Burst Damage im Spiel. Für 15 Sekunden haben wir teils über 70% Crit, dazu off-GCD Schulterraketen und alle 60 Sekunden einen Autocrit auf Energieausbruch. Unser Burst ist momentan der größte Grund, uns im Meistermodus mitzunehmen. Raid Utility: 9/10 Zusammen mit 30% AoE und Stun Damage Reduction, schwerer Rüstung und Schallmauer ist der PT eine Bereicherung für jeden Raid. Wir können zur Not Offtanken und durch die Schallmauer unsere Gruppe einen großen DPS Boost schenken. Überlebensfähigkeit: 8/10 Wie oben bereits genannt, haben wir 30% passive AoE Damage Reduction, ein Energieschild welches durch Schaden reduzierten Cooldown erhält und schwerer Rüstung, wodurch wir bei keinem Operationsboss hohe dtps Zahlen haben werden. Dazu kommt unsere Kolto-Überladung, welche zwar im vergleich zum Söldner schwach ist, uns jedoch oft den hintern retten kann. Gearing Um kurz Schnelligkeit zu erklären: Anders als zuvor gedacht, skaliert Schnelligkeit den globalen-CD (standardmäßig 1,5 Sekunden) nicht linear mit, sondern verringert ihn jeweils um 0,1 Sekunden ab einem bestimmten Prozentsatz von Schnelligkeit: 0 - 702 = 1,5s GCD 703 - 1858 (7,15+%) = 1,4s GCD 1859+ (15,41+%) = 1,3s GCD Mit dem neuen 258 Gear haben wir die Möglichkeit, mit einem kürzeren GCD zu spielen und trotzdem auf einen guten kritischen Trefferwert zu kommen, den wir für optimale DPS im Raid benötigen. Somit sehen meine Werte momentan wie folgt aus: Schnelligkeit Ich spiele an der Grenze zum 1,3 GCD. Das sind 1859 Schnelligkeitspunkte, diese erreichen wir wie folgt: Wir benötigen 5 258 schnelligkeits Verbesserungen und 6 240 schnnelligkeits Aufwertungen. Kritischer Trefferwert Die restlichen freien tertiär Stats wollen wir in den kritischen Trefferwert investieren. Dadurch ergeben sich 1880 Punkte im kritischen Trefferwert, diese erreichen wir durch: 3 258 Verbesserungen und 8 240 Aufwertungen. Außerdem wollen wir einen Crit-Genauigkeits-Stim. Genauigkeit Für die optimale Statverteilung wollen wir 746 Punkte im Genauigkeitswert haben. Diese ergeben sich durch: 2 258 Verbesserungen und dem Crit-Genauigkeits-Stim. Utilities Die Utilites werde ich mit 5.6 Updaten. In der Zwischenzeit möchte ich hierfür auf den Guide von Nachtsense verweisen, da er diese dort bereits ausführlich bespricht. Prioritätsliste Kommen wir nun zu dem Punkt des Guides, an denen viele Meinungen leider unnötigerweise auseinander gehen und welcher mich dazu bewegt hat, diesen Guide zu schreiben: Die Prioritätsliste. Der Opener Vor dem Pull sollten immer sieben Stacks Schulterraketen, vier Stacks Energieader und ein pre-proccter Railschuss vorhanden sein. GCD1 Thermaldetonator GCD2 Einziehbare Klinge GCD3 Treibstoff + Adrenal + Schulterraketen + Railschuss GCD4 Raketenschlag GCD5 Magnetschlag GCD6 Energieausbruch GCD7 Railschuss GCD8 Magnetschlag GCD9 Railschuss Mit diesem Opener verschwenden wir zwar eine Energieader, haben aber so immer einen Autocrit auf Energieausbruch. Außerdem überlappen sich dadurch die CDs von Thermaldetonator und Raketenschlag im weiteren Verlauf des Kampfes nicht. Ebenfalls ist wichtig zu sagen, dass man nach dem Thermaldetonator mit der hydraulischen zum Boss läuft und nicht anspringt. Wir ziehen niemals einen Energiecooldown im Opener! Zum Energiemanagement werde ich später noch etwas im genaueren sagen. Die Prioritätsliste Railschuss proccen Thermaldetonator oder Raketenschlag 4-Stack Energieausbruch Railschuss Magnetschlag Schnellschüsse Natürlich wollen wir immer unseren DoT auf dem jeweiligen Ziel haben, da dies im Opener bereits gemacht wurde habe ich es nicht noch einmal in der Prioritätsliste genannt. Bei einer optimalen Rotation sollten die CDs von Thermaldetonator und Raketenschlag nie überlappen, sollte dies jedoch trotzdem der Fall sein, sind drei Dinge wichtig zu wissen: 1. Raketenschlag procct Railschuss 2. Thermaldetonator macht seinen Damage erst nach 3 Sekunden 3. Thermaldetonator hat einen höheren Damage als Raketenschlag Wenn man also Railschuss proccn muss oder nicht versichern kann, dass der Thermaldetonator tatsächlich seinen Schaden verursacht, nutzt man zuerst Raketenschlag und dann Thermaldetonator. Offensichtlich nutzt man Thermaldetonator generell nicht wenn das Ziel vor dem tatsächlichen Damage Output stirbt. Railschuss Railschuss hat einen internal Cooldown von 6 Sekunden. Dieser wird durch den Proc Prototyp-Partikelbeschleuniger festgelegt. Viele verstehen nicht, dass das nicht heißt, dass man Railschuss sofort benutzt wenn man die Chance dazu hat. Man hat einen Zeitraum von 3 GCDs nach dem proc, andere Fähigkeiten zu benutzen die mehr Damage machen/einen tatsächlichen Cooldown haben. Hier ein Beispiel: Man procct den Railschuss. Man hat aber auch gerade Thermaldetonator und Raketenschlag off-CD. Man würde dann wie folgt spielen: Magnetschlag (Railschuss wird geprocct) -> Thermaldetonator -> Raketenschlag -> Railschuss -> Magnetschlag -> Railschuss An diesem Beispiel erkennt man, dass man keinen Railschuss verliert, sondern einfach nur in dem möglichen 6 Sekunden Window verschiebt. Energieausbruch verhält sich genauso. Dazu ein weiteres Beispiel. Wir haben bereits 4-Stacks Energieader, wollen aber Railschuss neu proccn, da es in unserer Prioritätsliste auf Nr. 1 steht. Außerdem kommt Raketenschlag gerade off-CD. Wir spielen also wie folgt: Magnetschlag (Railschuss wird geprocct) -> Raketenschlag -> Energieausbruch -> Railschuss -> Magnetschlag -> Railschuss Wir haben keinen Stack von Energieader verloren und trotzdem Raketenschlag auf CD gehalten. Viel schwerer ist der Burst-PT auch nicht. Man muss nur dieses Prinzip verstehen. Explosiver Treibstoff Unseren Treibstoff ziehen wir nur in Kombination mit Schulterraketen und der Versicherung, keine Schnellschüsse benutzen zu müssen. Außerdem benutzen wir unser Adrenal in dieser Phase. Viel wichtiger ist jedoch, dass wir den Treibstoff frühstmöglich bei voller Uptime ziehen wollen. Ein paar Schnellschüsse im Treibstoff-Fenster sind besser, als 30 Sekunden auf den nächsten Energiecooldown zu warten, um dann erst Treibstoff zu ziehen. AoE Bei zwei Zielen dotten wir auf beide anstatt eines Magnetschlags der keinen Railschuss procct auf. Erhalten tuhen wir den DoT entweder mit Trümmergeschoss wenn beide Ziele zusammen stehen, oder verteilte Railschüsse, wenn dies nicht der Fall ist. Die später genannte Variante ist etwas schwieriger Effektiv zu benutzen. Wenn man in einem Bosskampf AoE (3 Targets+) benutzt, ist es empfehlenswert einfach mit der Single Target Rotation weiter zu machen und jeden Magnetschlag entweder mit Trümmergeschoss oder Flammenmeer ausztauschen. Ab 4 oder mehr Targets kann man seinen Flammenwerfer anstatt eines Energieausbruchs benutzen. Wenn die 25% mehr Schaden auf dem Flammenmeer mitgeskillt werden, hat dieser eine höhere Priorität als Trümmergeschoss, solange keine DoTs auf den Gegnern vorhanden sind. Energiemanagement Das Energiemanagement des PTs ist recht simpel zu verstehen & zu beherrschen. Wichtig ist zu verstehen, dass die Energieregenerationsrate ab 40 Hitze sich verlangsamt. So ist also das Ziel nie über 40 Hitze zu kommen. Wir haben aber auch umgekehrt das Ziel, keine Energie zu verschwenden. Wir wollen also niemals auf 0 Hitze kommen, da jede dann regenerierte Hitze verschwendet wird. Als Burst-PT haben wir zwei Energie Cooldowns: Thermalsensor-Überbrückung und Hitzeabbau. Man sollte immer zuerst den Hitzeabbau benutzen und später erst die Thermalsensor-Überbrückung für einen Energieausbruch. Wenn Hitzeabbau bereit ist, sollte man auf ca. 50-60 Hitze "rampen" , bevor man ihn zieht. Wichtig ist zu wissen, dass man direkt 25 Hitze abbaut und dann im Verlauf von 3 Sekunden weitere 25 Hitze. Ein Beispiel zur Verdeutlichung: Wir sind bei 55 Hitze und ziehen Hitzeabbau. Wir sind nun bei 30 Hitze. Bis zum nächsten Skill regenerieren sich weiter 5 Hitze (eigentlich 5.7 aber für dieses Beispiel vereinfacht), wodurch wir nun 25 Hitze haben. Wir benutzen den Thermaldetonator wodurch wir nun wieder bei 40 Hitze sind. Jetzt regeneriert sich wieder Hitze bis wir beim nächsten Skill sind. Man muss sehr gut aufpassen wann man Hitzeabbau zieht um keine Energie zu verschwenden. Würden wir beim oben genannten Beispiel die Möglichkeit haben Railschuss -> Magnetschlag -> Railschuss nach dem Thermaldetonator zu benutzen, würden wir Energie verschwenden da wir alleine durch die beiden Railschüssen 25 Hitze regenerieren würden. Dazu kommt die Hitzeregeneration von Hitzeabbau und wir sind sehr schnell bei 0 Hitze. Beispiel Parse Meinen momentanen Topparse, gemacht in 1/2 248 und 1/2 246 Gear, findet man hier. Für eine Live-Perspektive könnt ihr auf meinem Twitch Channel vorbeischauen. Schlusswort Ich hoffe ihr konntet durch diesen Guide etwas lernen! Solltet ihr noch weitere Fragen haben, antwortet einfach in diesem Thread. Außerdem möchte ich noch anmerken, dass keine Person perfekt ist und dadurch auch keine Person alles über eine Klasse weiß. Sollte ich also bei etwas falsch liegen, schreibt es bitte und begründet auch warum, damit ich es in diesen Guide aufnehmen kann! Abschließend möchte ich noch einigen Personen danken: Danke an Lukas/Nachtsense für die tiltenden momente die mich dazu bewegt haben, diesen Guide zu schreiben. Danke an Ray/Xerxo für die mehr oder weniger (:3) gute organisierung bei Berserk und auch für den Ansporn, meine Spielweise auf ein Toplevel zu bringen. Danke an Remo/Z'et für die Möglichkeit, die du mir gegeben hast dieses Spiel zu entdecken. Danke an Keno für die Memes. Danke an Zwirni für die Weiterbildung durch Kranwärter Ronny und die toll durchgeplanten Saleraids bei Berserk, die dich wahrscheinlich jeden nerv gekostet haben.
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