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sebakonkol

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Everything posted by sebakonkol

  1. Right now I am using Perservation tactical to do more burst damage, Rage generates a bit more Rage than Fury, which allows me to run a bit modified version of normal rotation: Enrage + Furious Power + Obliterate Raging Burst Furious Strike Retaliation Sundering Assault Force Crush Furious Power + Obliterate Raging Burst Furious Strike Retaliation Force Scream Ravage > repeat I use this rotation for any PvE things I do with Rage jugg, though its mainly a PvP character, so there is rather strong combo here than full rotation. Basically main combo here is: Furious Power + Obliterate Raging Burst Furious Strike (sometimes) Retaliation/Vicious Throw Depending on enemy, can deliver 3 40-50k hits in row, a killer combo Reason why I use 20% crit buff on Raging Burst and not Furious Strike is fact that Raging Burst is an autocrit, which means 20% crit chance buff is a 20% raw damage buff for this abillity. Autocrit Obliterate (when using Furious Power stacks) hits pretty much the same damage as Raging Burst.
  2. I do enjoy my Rage Juggernaut, and try to give it some identity of its own, to make it different from Fury. I did experienced not nice situations just because I play Rage that "pretends" to be Fury but worse. I took a Syn's Second Amulet as a tactical to make this change, and started working on rotation. After hours of testing, I made one, that perfectly uses everything, but for some reason it looses 1 Rage point each rotation round, after few more hours of dummy training I could not fix it. What I suggest is to make a Syn's Second Amulet tactical refund full cost of Retaliation (2 Rage) instead of one, which would allow us to use this tactical outside PvP. I also suggest to do something about other 2 Rage-specific tacticals, those are really bad and noone uses them. While all DPS specs seem to have dedicated tacticals for AoE damage, single-target sustained damage, and single-target burst damage, Rage does have only single-target tacticals, 2 of which are not useful at all. Syn's Second Amulet seem to be a good single-target burst (or sustained) tactical, allowing to use Furious Strike more often, as well as Retaliation. But as I said above, it does lack some more Rage regeneration to make it useable at fights when we take low to no damage. As for other two tacticals, I can suggest remaking one of them into tactical that makes something about Ravage, which is used in Rage spec but does not have any buffs attached to it, maybe it could apply a DoT that is being refreshed with certain abillities, or do more damage with some stacking effect (like Burning Bright). As for AoE, Rage could use another abillity to do AoE damage, so tactical would be something like making Force Scream hit few enemies at once, or double damage of Sweeping SLash under some conditions. As a other argument I can tell that Rage players right now uses a Fury tacticals instead of Rage's tacticals for all the content, which further pushes a hate towards Rage discipline. And here is rotation, if anyone is interested: 0. Force Charge + Enrage + Furious Power 1. Raging Burst 2. Furious Strike 3. Obliterate 4. Retaliation 5. Force Crush 6. Furious Strike 7. Raging Burst 8. Retaliation 9. Obliterate 10. Sundering Assault 11. Furious Strike 12. Retaliation + Enrage Repeat from #1
  3. Many disciplines in this game uses some procs that reset cooldown or buff key abillities for them. Some of those works good, others does not Examples of good-working procs are: Advanced Prototype/Tactics proc for Rail Shot/High Impact Bolt - its design is not perfect as its based on seconds, but it works as intended because ALL abillities that procs it are instant Vengeance/Vigilance proc for Ravage/Barrage - its simple and works perfectly fine Rage/Focus and Fury/Concetration procs for Raging Burst/Focused Burst and Smash/Force Sweep - they are just buffs, not cooldown resets, but they work all the time Rage/Focus procs for Retaliation/Riposte - simple and working Priming Shot/Vortex Bolt proc for instant Tracer Missle/Grav Round - if abillity hits, it gives instant cast, simple and good Maul/Shadow strike proc on Deception/Infiltration Now let's get to bad procs which not always works Madness/Balance proc (Wrath/Presence of Mind) - this proc is tied to filler abillity that disallows us to move at all, which is main problem. Other thing is that it requires full channel which can be brokejn by any kind of interrupt or forced movement. Also, its sometimes bugged and not works at all with Polarity Shift/Mental Alacrity active Arsenal/Gunnery proc for Blazing Bolts/Boltstorm - its based on seconds, and unlike AP/Tactics proc, abillities that procs it are not always instant, which causes problems sometimes. Also, like in Madness/Balance case, it disallows us to move when we have to cast abillity to proc it. Any unexpected alacrity buffs can mess up this proc Innovative Ordinance/Assault Specialist proc for Mag Shot/Mag Bolt - its pretty much like in Arsenal case but even worse, this proc is even more delicate, and missing one proc breaks our rotation harder than in Arsenal case (at least this discipline can manage to proc it at start of GCD rotationally with Instant Power Shot/Charged Bolts) Hatred/Serenity proc for Eradicate/Squelch (and any other DoT-based procs) - Its worst kind of proc in my opinion, requirement of having DoT on target just to be able to continue rotation is very bad in my opinion, and makes this spec very hard on PvP (many stealthers around, all has purge mechanics) There are not all procs but I think I covered most important ones, other are smiliar Keep in mind that I am mainly PvPer and I write it from my PvP experience, as I played every DPS discipline in game in great degree
  4. Rage now is in better spot than it used to be in 5.x times Starting with area damage, Rage autocrit smash deals more damage than Vengeance slam on hit Slam still spread DoTs and gives overall more damage, so Vengeance AoE is better, but Rage AoE is decent too In single target sustain damage Rage performs (pretty much equal to Vengeance) really good and is better for target swapping (just take a look at parsing numbers) Rage strenghts are very high mobillity and very high burst (its insane with Perservation tactical) making it more than viable in PvP (unranked, DPS jugg is too squishy for ranked sadly) Rage, unlike Fury, can sunder enemy armor and has free Furious Strike/Obliterate after Force Crush. Enrage abillity is more comfortable to use than Berserk on marauder since you cannot loose your Fury stacks on juggernaut (becuase you have abillity with cooldown instead) if you feel like Rage is underperforming then you should look into flaws in jugg as a class, not in Rage as a spec
  5. I tried it out on PvP, got voidstar, I was 4th in damage, a bit over 5mil And we won, I'm pleased of this build
  6. Thank you a lot! Low critical rating is not a problem with crit relic boosting it to almost 4k (and Fanged God Form tactical boosting crit chance by 30%) There is one more thing, I think that going for 105% accuracy might be better for this build, as I'm not going to use it for HM or NiM operations, and mostly for PvP and casual content For 105% acc I was using stim + R-19 Initiative enhacment (+392 acc)
  7. berserk buffs my alacrity by 30%, meaning that it will boost it to 50.00% %0.00% is 1.0 treashold, which allows me to trigger abillities crazy fast I tried it with my actual build and some animations, like Ravage, looks like glitched with such speed
  8. How to get perfect 20.00% alacrity for Carnage high alac build while maxing out power? For now I use 5x R-1, 2x R-19 and 1x R-18, which gaves me 3725 points, which is 19.99% 3 of R-1 are Sha'tek Quick Savant Package/Implant MK-19, all enhacments mentioned are Nimble PS: 3726 is 19.99% as well 3727 is 20.00%, and during berserk choke channel is 1.00 sec, now only need to max out power
  9. It helps only if you are out of their sight (so they don`t cc you) But if they look around before capping, they can cc you and roll/speed to node to cap it (even if you stay 20m away from it) On my Assassin I managed to cc one player who was far from node and cap it before he reached it (he broke cc, but he was behind wall)
  10. Not much to add to thread title, stealth scan is simply too small to spot any stealther It should have at least more than 10m radius, as stealthers can sleep enemies from 10m range
  11. Buffed Tech Medic set seems very decent and I think it provides more heals than CF. Progressive Scan tactical is decent, and do not forget that Running Restoration buffs Healing Scan by 15% I have been using Tech Medic before 6.1.2 on hope of buff, with all 3 tacticals depends on needs. I have High alac build and even without 10% crit from CF I have huge crits (50-55k on Healing Scan uncapped, best I rembember was 57k) Point is, this patch is huge buff to my heals
  12. Its hard to believe HK-51 is that bad as DPS comp, Hunter Killer abillity seems really OP And what about H2-WF (from Natherma Conspiracy)? Is it any good?
  13. Your rotation is wrong Let`s start with buffs, Force Crush and Enrage buffs your Raging Burst or Smash damage by 15% and makes them consume no Rage points. Force Charge and Obliterate makes them autocrits. That means, you want to use Obliterate on cooldown, and you want to separate Enrage and Force Crush to buff both your Raging Bursts or Smashes in each rotation cycle. Keep in mind that each use of Raging Burst or Smash consumes those buffs. But, there is not everything Force Crush makes your next Furious Strike or Obliterate consume no Rage points, but it lasts very short so you have to have good APM Now, proper rotation looks like: Force Charge + Enrage (while charging) > Raging Burst/Smash > Furious Strike > Obliterate > Retaliation/Sweeping Slash > Force Scream > Force Crush > Raging Burst/Smash > Furious Strike > Obliterate > Sundering > Retaliation/Sweeping Slash > Ravage > repeat from Enrage > Raging Burst/Smash This rotation ensures that you use every hard hitting abillity on cooldown, and all buffs are up all the time. You want to replace Raging Burst to Smash and Retaliation to Sweeping Slash only when these abillities can hit 3 or more enemies I know that Ravage is not supported by Rage spec but there is no better damage filler for last spot I hope that helps
  14. I tried to make myself rotation on paper few times already (to use everything on CD and have 100% DoT uptime), but, problem is that I have no idea if count Force Lighting as one or 2 GCDS When I counted it as 2 GCDs, rotation wasn`t working When I counted it as 1 GCD, it had some short phases I had to wait for next abillty to get off CD Without alac its channel time is 2.01 s Demolish and Death Field cooldown are 15 seconds Crippling Terror and Affliction lasts 18 seconds Force Leech has 12 seconds cooldown and activation time of 1.50 seconds (1 GCD) Pls help
  15. I saw few parses on which ppl were able to use Leeching Strike in every filler spot in rotation Here are examples http://parsely.io/parser/view/494188/0 http://parsely.io/parser/view/492837/0 How they does it? From my calculations it requires 63% base crit chance, which is impossible to get from stats itself I can have only 1st 4 Leeching Strikes guaranteed with this tactical and Death Knell set bonus (Leecing Strike autocrit) Is there any 100% sure way to get such effects on phases (like PvP) where I cannot use adrenals?
  16. Make sure you switch your difficulty level to story With your actual character level you have tiny chance of passing it on veteran and no chance of passing it on master mode. If you are on story mode, and still dying, you probatly lack few equpments parts (or mods/armorings/enhacments in shells)
  17. I always thought that merc is open field god, tbh His great defences is my reason to think so
  18. I`m quite suprised that you manage to win mercs on open area as sniper
  19. Maybe you are right about these skill requirements. I used to do Solo Ranked on my merc, and only on him from my all classes. On my merc I had top scores on regs many many times (damage, kills-deaths ratio) in 6.0, with sorc I had it few times and on sniper - only once I need to add one thing to sniper, they are really tough when played well, mostly because of their stun immune that allwos to outtrade other`s damage. When it comes to group fights I usually try to take spot close to my teammates, to make sure I won`t get globaled. Sniper defences are good, but not good enough for 2+v1 fights
  20. Kepp in mind that Powertech outperform in damage any of these classes
  21. For most of fights you want Superheated Fuel If you need a lot of AoE damage, you want to go for Explosive Weaponry 3rd tactical for Plasmatech, which makes you deal more DoT damage and lowers heat cost of Ion Wave is not bad, but it requires longer fights to outperform Superheated Fuel
  22. You cannot be serious Death Field > Chain Lightning DoT spread > AoE Volt Rush Slow Mercy > Elementar Convection I can agree that Lightning AoE is good, but is not better than Madness Death Field deals more damage than Chain Lightning DoT spread deals way more damage than even last stack of Volt Rush Slow Mercy allows us to use our Demolish as AoE, on all targets hit by Death Field If one target wasn`t hit by it, you can apply Demolish to target that isn`t effected by Deathmark (debuff from Death Field) and all targets that were hit by it will be effected as well also, Slow Mercy buffs damage of Force Storm by 15% on targets effected by Deathmark Lastly, let`s compare Force Storms of both specs Both can take Tempest Mastery utility On Lightning, your damage of Force Storm is increased by 25% with utility, its crit chance by 15% and its crit damage bonus by 30% On Madness, you get Overwhelming debuff on targets, so its +10% to Force Storm damage. Which means 35% more damage overall With Slow Mercy Force Storm on Madness is buffed by 50% (because of additional 15% buff I mentioned) Now, back to other specs. Lightning does not do more AoE damage than any other DoT AoE spec, not all DoT specs are AoE (best example is Virulence, which is purely single target DoT spec) Best cleave spec is right now Pyrotech And there is only one spec in game fully focused on AoE damage - its Engineering
  23. I disagree with sorc mobillity vs merc mobillity When merc got second charge of Rocket Out, its more mobile than sorc in fights. Sorc Emersion utility is nothing compared to Hydraulics . I played all 3 classes and I can say that sorc heals are greater than merc ones only on Madness spec, on which it gets additional selfheals from rotation. Keep in mind that all merc dcds heals him, and his Rapid Scan with 5 Tracer Locks heals like Unnatural Perservation. Now, when it comes to fights Sorcs wins snipers, and against others it has to break some sweat It has no good tools against melees, as Arsenal and MM does Mercs wins other RDPS and some melees Sniper looses to other RDPS and (with skill) kills all melees quite easly Sorcs advantages over merc (and only one I find) are damage, precast of Static Barrier and Phase Walk
  24. I am trying to make *perfect* rotation for this spec - by this I mean not missing any CD and not overusing DoTs I found one rotation on Vulkk guide, but he said himself that this is imperfect I tried to do it like IO rotation - basing abillity usage on my DoTs durations, but it seems impossible Both main DoTs lasts for 12 GCDs, Demolish lasts for 6 GCDs and has cooldown of 10GCDs, Death Field has cooldown on 10GCDs, and Force Leech has cooldown of 8 GCDs (not sure about that). Also, there is Force Lightning that has channel which has werid time, lasts somewhere between 1 and 2 GCDs So, I think, that moving main DoTs reapply by 2 GCDs every rotation round is solution.. but I`m not good enough to remember 12GCDs during fight without any training of it So, my question is Have anyone made perfect Madness rotation already? I doubt I will be able to find one myself
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