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Posts posted by Ifrit
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It's quite rare that we use it to proactively cheese something. Examples off the top of my head:
- Xuvvas (buys you 6 seconds off the generator)
- Mail Droids in Titan (pull them off the healer when your tanks were to busy to notice)
- Hold both Green adds in Oasis; off-tank any of the spots in an emergency
- Help the tanks hold the randomly-agroing adds in Olok
- Take a "The End" if killing Sunder last (in HM) to spare a tank
- Pull the Jealous Male back into position if the off-tank loses agro
- Pull Kel'sara's adds off the healer if the tanks are being fail (VERY HELPFUL)
- Take a Force Leech if a tank is dead
- Pull a Regulator off of a healer in the second phase
- Take every Scream in the second phase to allow solo-tanking in an emergency
Most of the time, off-taunt is an emergency ability. You generally only use it if someone else has screwed something up. It's helpful during progression though. People don't always execute perfectly, and even when they execute perfectly to the best of their knowledge, they don't always know the best way to do things yet. A judiciously applied off-taunt can be unbelievably helpful in many situations. TfB alone makes it worthwhile (anything saving a wipe on a boss which runs over 10 minutes is a hugely valuable tool). Off-taunt is also a very easy tool with which to cause horrific mayhem. It needs to be used very carefully and with clear callouts.
With all that said, my group doesn't *normally* run with an off-taunt. We usually have two gunslingers, a commando and a sentinel for our DPS comp. We have had the sentinel on her vanguard (in nightmare mode) from time to time, and obviously that brings an off-taunt, and my guild's second nightmare team runs a shadow dps.
I have also used taunt to pull the adds on Titan6 toward the boss in order to flamethrower the add + boss
- Xuvvas (buys you 6 seconds off the generator)
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Discussion started here.
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They are as you would use RP to proc auto-crit or when you are waiting for your heat to build up in a few secs.
This one is very predictable. Too inside the box. It will always work on regular players, but with skilled ones you will just end up getting stunned. And you will just waste 2 abilities at once. In fact, i no longer use HO pre-PFT as my chances of getting all ticks are higher with the element of surprise.
I agree, you can't bank on HO pre-FT. However in certain situations it is also very useful to try and get all ur FT ticks on. I also don't understand your suggestion to wait to proc auto crit? Railshot. Care to elaborate? We were taking specifically about the opening rotation I thought? Maybe later in based on cd,s? Sorry for typos on iPad :-)
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Another big tip: Use hydraulic override before using Flamethrower. Prevents you from being knocked back and interrupted.
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Rocket Punch and Immolate are not interchangeable on the opener. Immolate makes Rocket Punch free.
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If they want that auto crit, then they need to Charge.
You forgot about obliterate (and the rep side version of it).
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You sound like a meat-head cursing after every battle. \turnoff
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You have resiliance, and a base AOE damage reduction if you're deception/infiltration. Not to mention spike damage.
This isn't directed at you, but its funny that people flip out when they see a smasher hit them for 7-8k than ignore when a sniper can hit about that high with ambush, a merc can hit higher than that with heat seeking missile, I've had mauls hit for over 10k. Now obviously those require crits, but its not like smash is the only DPS spec. Not to mention it has a hard counter with marksman sniper (70% AOE reduction with entrench on FTW).
The biggest difference between HSM/Ambush hitting for hitting as hard as smash is that smash has auto-crit so it hits that hard every time. HSM/Ambush hit that hard ~25% of the time.
You tack on that smash is an aoe while HSM and Ambush are single target and you get smash is op.
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Let me get this right, your only problem is this:
"In addition to its previous functionality, Automated Defenses now also increases damage reduction by 15/30% while Kolto Overload is active. NOT OK!!!!"
You realize that kolto overload only slowly heals you just above execution phase? That means most of the classes biggest hits can complete mitigate 1 of our 2 cooldowns. And you think this slight tweak to make kolto overload actually useful in pvp is game breaking? lol. you are nuts. This is a much needed buff.
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I had 7 powertech AP flamer throwers completely miss in a row last night. Good times
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I am sure this has been brought up before, but it needs be reiterated to the devs.
The majority of the time, an AOE attack will miss the data cores on Operator. This bug has been around since pre-2.0. The current dps requirements on NiM are such that the misses can be a problem for various classes.
Please fix it asap.
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So you're implying that 4 Marauders popping BT back to back is needed to complete the end game HM ops?
What about the groups that have completed this content without having a marauder in the group at all?
I never said you need 4 maras. I just argued that is gives an unfair dps advantage with no downside in current content.
Ps. It would be more efficient to stagger the BT's. ~1/min.
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Are you still crying about this?
FFS, why does it matter what classes a group brings to a fight?
A thing called balance.
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Whoa! Because you feel the operations are poorly designed, your solution is to make changes to the AC's!? Yeah, ok. Next Maras will be complaining because their utility in the other fights (where it was fine) has been nerfed. Big picture dude, think big picture.
Give one example where this global cooldown would this would nerf maras' "utility in the other fights".
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What happens when the tanks gear and CD's create a deficiency where they keep dying? Do you bring a raid full of Snipers for their 20% damage reduction? Do you bring Merc healers for their Supercharge Cells with the 5% damage reduction on Kolto Bomb (I could be wrong in terminology and exact numbers for the merc, but I know the ability is there)? Do you bring the Marauder for: A) 10% increased defense chance (Predation, the lesser known side) B) Bloodlust for healers to heal more? What about an Assassin Tank for their Heal Increase puddle?
The ONLY reason Bloodthirst is being accused as a problem now is because 2 isolated fights favor it vs other utility abilities. I can't wait for Writhing Horror to be a dps check and to see forum posts pop up about any AoE class being OP and required to down NiM TFB........
You are partially correct . The root of the real problem is very poor operation design. EC was designed much better in comparison to SnV and TFB. EC did a better job of rewarding a mixed group composition of ranged and melee, single target and aoe dmg. HM SnV and TFB are currently designed so that melee is just as good as ranged dps and there is little need for aoe dps. There is no reason for HM SnV and TFB to take any other class than the pure raw best dps class (assuming same gear/skill of course). Mara is at least very competitive for being at the near the top of the dps charts. In addition, it can boost the entire group's dps with no downside. In addition, a group can stack 4 mara's with no real downside and a significant dps boost. There is no reason in the current HM SnV and TFB to take anything else. The devs could redesign the fights completely to fix the issue, or they could add global cooldown to maras. It is highly unlikely they would actually redesign the operations. The alternative is pretty simple, put bloodthirst on a global cooldown. The cooldown could even be set to allow for 1-2 maras to still be 100% effective and only discourage stacking 3-4 maras.
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Oh My Goodness! Why, the fact that my raid group is clearing HM S&V without Marauders or Sentinels must be some kind of mistake! We'll delete our toons and re-level from scratch immediately.
Thank you SO VERY MUCH for bringing this to our attention!
/tryagainbuddy
It's not the point that you can't clear content without maras. The point is groups are rewarded for bringing 4 of the same exact class and there is nothing to discourage them.
And some of the above posts are very wrong, bloodthirst is a 15% increase to dps and healing for 15 seconds with a 5 min cooldown. I also specified operations which has 8 people, presumably 2 tanks, 2 healers, 4 dps.
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As it is currently, there is absolutely no reason to use any composition of classes besides 4 marauders for HM operations. Not only is their dps excellent, but with 4 mara's the group can roll "constant" bloodlust to maintain max group dps. The best solution is to put bloodlust on a global cool down for the group analogous to battle rez.
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That's impossible since there are only 8 classes... haha... can't be lower than 8.
Maybe I didn't explain it well enough or maybe you aren't as familiar with the site. The site typically shows foreach boss the top 50 dps irrespective of their class. I am arguing if things are balanced there should be one of each class in the top 15 dps #'s per fight. Sure there might be some underrepresented classes. However, there are enough "good" PT's there should be ONE PT in the top 15 dps on each boss. There isn't. It's not even close. Sub 35 dps for each boss in most cases.
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The problem is simple. Look at the top ~50 dps for each kill boss in SnV Hardmode on TORparse. I bet you for the majority of the bosses, the top PT dps is < #35. If all classes were balanced at least one PT should be top 15 dps on each boss. PT's got nerfed too hard.
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Pros:
High Burst dps
2 "good" cc's
Cons:
Made of glass: Bad at gap closing and escape
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Is there a list of what each asset is for?
Which assets are for pvp and raiding?
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I had some idiot the other day come into a WZ with 9500 Health. He had armor on, but almost all the mods etc were ripped out. What gear he did have was greens for lvl ~35.
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2.8 Pyro DPS Gear
in Vanguard / Powertech
Posted
Can you post a link to a parse that has good dps (3800+) w/ 40% railshot crit please?
I am skeptical that railshot is at 40% crit.
I believe any and all of the flame based damage would be at 40%+ crit, but we get so much free crit in our skills I don't know why anybody would stack any crit (ie <150 crit rating from gear).