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DarthElation

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Everything posted by DarthElation

  1. Is up! We are making attempts at HM Bonethrasher now. http://www.twitch.tv/jjfmarine I forgot the link, sorry about that!
  2. Frag grenade is kinetic damage and is mitigated by armor.
  3. Spec to lethality. Problem solved. Internal damage ignores armor=win.
  4. Add on to this if im missing anything. Cover: Abilities are still cancelling, cover seemed to work much better in beta. Can't jump into cover after falling x-amount of distance. (You appear to still be in cover, but can move around and not pop back into cover until you fall again) Some instant click abilities are not working while in cover UNLESS you target yourself. This bug happens sometimes, sometimes not. Abilities such as shield probe, entrench, ballistic shield, evasion, all seem to fail to go off at random times when in cover unless you target yourself. Diversion I have noticed cancelling the cover effect while entrenched. Diversion is a controlling effect, entrench is supposed to stop that...So I am not sure if this is a bug or not, but something I have definitely noticed while fighting gunslingers/other snipers. Other: Countermeasures breaking you out of CC when specced into it in the lethality tree is not working. (Only seems to work when not stunned, etc not sure if this is intended or not, but the item description says ALL-MOVEMENT IMPAIRING EFFECTS) EDIT: tooltip on the talent for this is correct, it isnt a bug and is working as intended. That is all I can think of. I figure if we get enough buzz about this on the forums maybe something will happen!
  5. Go cybertech get the rakata grenades/ear schematics, then go biochem and get the rakata pacs/stims/adrenals and implant schematics, then go armormech to get the crafting schematics (from ops) and put augments in them, then go armstech, proc on a sniper rifle and augment that. Rip out the mods/barrels etc out of the raid weapons. GG
  6. I'm glad someone else notices lethality having virtually no damage mitigation.
  7. No, unless someone uses blade ward or some sort of defensive CD. If you are having this issue and these things are not the case, you need more accuracy.
  8. You know its funny, I have been theory-crafting this with a few friends today. I gained 10% more accuracy to try it out, and didn't notice anything. Plus the accuracy ratio per % gained is nothing compared to surge. Crit is all fine and nice, but after talents with 35% crit, 1/2 my shots seem to crit already. Surge has a HUGE ratio per % crit damage increased. Abilities like ambush (if MM talented correctly) already get an armor penetration mechanic, so surge is really good for this. Every 100 points of surge gives around 17% increased critical damage. This is the equivalent of surge on only 2-3 pieces of gear. So yeah, I think surge needs to be one of the stats we focus on. On a side note, Bounty Hunters (merc dps) get the hookup when it comes to pvp and raid gear that has surge already on the gear. We get stuck with stuff that gives way too much accuracy that seems to not do much after a certain point. How these stats line up tho when it comes to pvp vs pve is a different story. Although I definately think surge would be good all around.
  9. spec lethality, and you will tear apart tanks
  10. I'm starting to lean more towards marksman regardless of movement. Energy regen is there and it is reasonably simple to get on a rotation that doesn't destroy your energy. Utilizing series of shots seems to be very good to do. 2-peice raid set bonus with target acquired giving back 10 energy helps. When on the move I just toss dots, instantly pop into cover and do a snipe/followthrough combo, and use grenades (cybertech and the normal agent grenades)
  11. Don't forget about internal damage marauders get from the dot spec. Not even tanks (or anyone for that matter) have anything to mitigate internal damage (it ignores armor)
  12. Yeah im assuming most of you haven't done hard mode SOA. It requires a LOT of movement. So much movement is required keeping away from balls. I was thinking on trying lethality due to no penalties and the energy regen I get from dots while moving around.
  13. Yeah I was thinking lethality would be good too, but we would be very squishy unless you committed into ballistic dampers as part of the spec. I don't even know if ballistic dampers would be THAT useful, however, I knew it helped the healers for fights such as annihilator droid.
  14. Any ideas? I am finding out that MM is limited due to all the movement and not being able to use cover as effectively. IE: Hardmode SOA Lethality looks good, and so does engineering.... Thoughts? Think of this like a think tank.
  15. OK so armor effects Energy and kinetic damage, our weapon damage is energy based (scroll over the weapon) Ambush, snipe, follow through, etc. are all energy based attacks. Accuracy works for both tech and weapon damage chance to hit and ignores a % of defense past 100%. So yes, the more accuracy you have technically the more "armor penetration" you will have. Hope that clears it up a lil bit.
  16. http://i70.photobucket.com/albums/i115/jjfmarine/Screenshot_2012-01-03_16_28_43_694234.jpg 33/5/3 218 expertise
  17. Accuracy is important on a MM sniper due to increased defense penetration. ALL our abilities do weapon damage, so its directly relevant to what the targets mitigation is. A good example of this is try out lethality spec on a tank, compared to MM and you will notice lethality hits just as hard as on a tank (if their shield doesnt go off) as it does with any other players in a game. Internal damage has almost nothing in the game to mitigate against it atm. So the more accuracy you have as a MM spec, the more defensive penetration you will have to kind of have the same effect.
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