Jump to content

jassok

Members
  • Posts

    14
  • Joined

Reputation

10 Good
  1. Engineering not so much, it's fight situational. Lots of adds, it will probably be better. This may be different now though, with the change to your bombs being able to all hit their target. (Dummy parsing didn't mean much for engineering because it wasn't possible to get all your bombs to hit 100% of the time). Virulence, sort of the same. Better up time, and heavy on adds would make it better then MM. But, MM is just so much more fun IMO. More spammy, higher APM, don't have to worry about cutting off cull because you started hitting another ability too soon. Most fights though, show Virulence > MM > Engineering, unless its heavy on the adds like I mentioned before. (Taken from parsely.io)
  2. We're like 50/50 with filling the slot. We have 4 people potentially looking to join (maybe more if the rest if their raid team wants to join). So we're working on setting up a second team for that group, which will still be focusing on story modes, and gearing runs for alts / new main's. We don't currently have ANY main juggs in the group, which makes me sad, because juggs are AWESOME. Including alts in such, we have... 2 Power techs, 5 Mercs, 4 Assassins, 3 Snipers, 5 Sorcs, 2 Juggs, 2 Operatives, 3 marauders Warm bodies also = more conquest points so YAY warm bodies!
  3. Greetings! LoS Is looking to add a new member to our raid team. One of anything would be awesome! We're just starting HM ops, and need to fill our last spot with someone who can actually be on time to raids. We use Mumble, have a flag ship, and participate poorly in conquests. Look for: Salaar, Necrarous, Kitanail, Nailkita, or Nailik in game if you have more questions or are interested in joining. What We're looking for Any role really. We have members who can shift and rotate positions to accommodate any incoming role. There are a few classes and roles we value more then others based on our composition, but we can work around anything. Ultimately, we're looking for some one who knows their class. Experience in current content or gear isn't required, as we can get you that without much trouble. We don't care if you stand in the stupid once, but expect that you'll learn from your mistake and not stand in the stupid again. Personality is more important to us then individual skill. Epeen's get checked at the door, and we expect everyone to be patience as progression raiding is a learning experience. If you're looking for a <Zorz>, or <Exit Area> we're not them. History We are a day one guild, but didn't seriously start progression until EC / TFB dropped. After those, the guild left and played a few other MMO's before coming back to SWTOR for Shadow Of Revan. The majority of us, have been playing together for 2-3 years now and do this more for the fun of killing things then to measure our epeens. Raid Times Current raid days are Tuesday & Thursday from 8pm to 10pm EST. The 7 people currently running on a consistent basis all have like, jobs n stuff, so we will almost never go past 10:30. We also have 2 cops in our group, so every 2-3 months our schedule will rotate between Tuesday & Thursday, and Saturday - Monday. (Times stay the same) Current Raid Composition Assassin Tank Powertech Tank (Can switch to sorc DPS) Operative Healer (Can switch to Merc Heals) Bounty Hunter Healer (Can switch to Sniper/Sorc/Assassin DPS) Marauder DPS Powertech DPS (Working on Merc DPS) Sniper DPS [Open] TL;DR We need a ranged DPS, healer, or tank who doesn't eat paste, is flexable, can be on time.
  4. Biggest difference between you're numbers and mine at that point. I'm like, 500 cunning less then you, so the difference would be way more exaggerated at that point. Do we actually know where the crit diminishing return is for main stat?
  5. I compared this the other day, swapping 1 cunning augment for 1 aim augment, and recorded the differences. Base Stats (Augment Slot Open) Primary Damage 2093 - 2290 Bonus Damage 1207.1 (Aim 134 => 26.9 || Cunning 4026 => 805.1 || Power 1381 => 317.6) Crit Chance 24.75% (Aim 134 => 0.41% || Cunning 4026 => 9.30% || Crit Rating 230 => 4.03%) Tech Bonus Damage 1813.1 (Cunning 4026 => 805.1 || Power 1381 => 317.6) Tech Critical Chance 24.34% (Cunning 4026 => 9.30% || Crit Rating 230 => 4.03%) Cunning Augment Primary Damage 2105 - 2302 Bonus Damage 1218.6 [+11.5] (Aim 134 => 26.9 || Cunning 4080 => 816.1 [+11] || Power 1381 => 317.6) Crit Chance 24.84% [+0.09%] (Aim 134 => 0.41% || Cunning 4080 => 9.39% [+0.09%] || Crit Rating 230 => 4.03%) Tech Bonus Damage 1824.6 [+11.5] (Cunning 4080 => 816.1 [+11] || Power 1381 => 317.6) Tech Critical Chance 24.43% [+0.09%] (Cunning 4080 => 9.39% [+0.09%] || Crit Rating 230 => 4.03%) Aim Augment Primary Damage 2105 - 2302 Bonus Damage 1218.6 [+11.5] (Aim 189 => 37.8 [+10.9] || Cunning 4026 => 805.1 || Power 1381 => 317.6) Crit Chance 24.92% [+0.17%] (Aim 189 => 0.58% [+0.17%] || Cunning 4026 => 9.30% || Crit Rating 230 => 4.03%) Tech Bonus Damage 1813.1 (Cunning 4026 => 805.1 || Power 1381 => 317.6) Tech Critical Chance 24.34% (Cunning 4026 => 9.30% || Crit Rating 230 => 4.03%) Which In the end, is a difference of: Bonus Damage: 11 vs 10.9 (Rounds out evenly?) Critical Chance 0.09% vs 0.17% Tech Bonus Damage 11.5 vs 0 Tech Critical Chance 0.09% vs 0 As previously noted, the only move in your rotation that's tech based is Corrosive Dart. The only other move you would (should) use from time to time that's also tech is Orbital Strike. I wonder if you would be losing damage the more aim you stack though? Considering the details show aim increasing bonus damage by .1 points less then cunning. Could be a rounding error, or could be a pretty big dps loss if you put too much in? I'm not sure. Overall though, its 0.08% crit increase to Crit chance, for 0.09% decrease to tech crit chance AND 11.5 points of bonus tech damage loss. I would say, Alacrity > Cunning > Aim if you're really that worried about diminishing returns.
  6. The squirrels bid you adieu my friend.
  7. So I'm currently debating if I would like to stick with my Assassin, or switch back to Sniper before I get past the point of no return for gearing, and I'm wondering peoples thoughts on these new upcoming (potential?) nerf to the class. I don't give a **** about PvP, and am only really concerned about the effect this is going to have on PvE (unlike bioware apparently...). I'm apparently already one of the squishiest members in my raid, despite moving out of the stupid, and I worry the nerf to self heals will make it even harder to survive. I noticed that Aelanis commented on dulfy's site, saying these changes could pretty much kill the class in PvE, so perhaps they could comment and elaborate some on their opinion?
  8. True, 30m Range on Creeping Terror though makes it pretty easy to reapply it while moving. This is assuming that the downtime he's talking about is just movement phase when you cant be in range to hit, and not something like Soa where the boss is just not there to hit.
  9. Well it doesn't do nothing. It still makes your dot's tick faster. But your base point is correct, its usefulness drops off substantially if you have full resource.
  10. It looks like you missed your first Followthrough. And a Target Acquired early on. You should always try to use Target Acquired with Sniper Volley. Those where the only things I saw wrong with your opening rotation. Went through about half of the parse from there and everything seemed fine for that first part.
  11. I would say stick with it, for what the others are saying about end game. Until then just make potions and stims for your guild and give it to them. They're extremely useful to have for just questing. I've just been giving out stims to anyone in my groups for flashpoints / heroic quests.
×
×
  • Create New...