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SMASH - how often can it be done


WIZBASKY

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when a maruader attacks, can someone tell me there sequence of attack and expected damage from those attacks.

 

I sometimes get jumped by uber geared Mara's and it looks as if they are leaping, smash, choke, smash all up 19k damage or more as i died.

 

is this the sequence?

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Smash gonna be buffed in 2.0 ?

Bad news for pvp community...

 

If Smash is actually going to be buffed further from it's current insane levels that could well be the camel back breaking straw for me.

It is already crazy enough that in fully augmented EWH gear I'm being hit for 18k - but if that increases further it certainly will not be fun.

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Smash isn't buffed. The damage that smash itself does is being nerfed (losing 15% force surge). This will also tone down the damage of Force Scream and Force Crush, which also do good damage and help with burst in this spec. Force Crush is also being nerfed further by a lower duration (3 vs 5) without an increase in damage per tick or how fast it ticks. It does FAR less damage than live.

 

Smash spec's single target sustained is getting buffed due to 15% surge on all abilities instead of the 30% force surge like on live. This will cause filler attacks to hit a bit harder. Also, Smash spec will be doing 9% more damage after Smash. However, outside of Force Scream, Smashers won't have any reliable big hitting single target attacks to take advantage of this on, except for the occasional Ravage on stunned/unaware targets and Vicious Throw on targets under 30% HP.

 

In 2.0, the other warrior DPS specs have superior single target damage (including Vengeance).

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^ above poster clearly hasn't spent any time parsing smash spec vs their single target brethren or taken into account the new crit soft caps. Smashers still do not need any crit and hence are totally unaffected by it. All single target specs, with the exception of the current PT auto crit build (which isn't going to see live) are affected by it. Need I also remind you that critting an attack cuts right through the new shield mechanics. Smashers do not have to worry about having their smash being shielded. Also Kinetic and energy damage reductions were lowered across the board. Overall, both Rage trees were buffed to the point that they are viable PvE single target contenders and are on par with all single target specs. The Rage Marauder was also made to be CONSIDERABLY more tanky. It now has its 5 second Undying rage returned. It now only suffers a 25% health cost when activating it and it had its cloak of pain duration increased from 6 seconds to 10 seconds.

 

I encourage everyone to download the PTS and give all classes a go. Bioware has introduced a LOT of broken mechanics thus far. The more people who get a chance to trial them and then voice their opinions in the PTS forums, the better.

Edited by JackNader
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If Smash is actually going to be buffed further from it's current insane levels that could well be the camel back breaking straw for me.

It is already crazy enough that in fully augmented EWH gear I'm being hit for 18k - but if that increases further it certainly will not be fun.

 

18k? c'mon stop making crap up.

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^ above poster clearly hasn't spent any time parsing smash spec vs their single target brethren or taken into account the new crit soft caps. Smashers still do not need any crit and hence are totally unaffected by it. All single target specs, with the exception of the current PT auto crit build (which isn't going to see live) are affected by it. Need I also remind you that critting an attack cuts right through the new shield mechanics. Smashers do not have to worry about having their smash being shielded. Also Kinetic and energy damage reductions were lowered across the board. Overall, both Rage trees were buffed to the point that they are viable PvE single target contenders and are on par with all single target specs. The Rage Marauder was also made to be CONSIDERABLY more tanky. It now has its 5 second Undying rage returned. It now only suffers a 25% health cost when activating it and it had its cloak of pain duration increased from 6 seconds to 10 seconds.

 

I encourage everyone to download the PTS and give all classes a go. Bioware has introduced a LOT of broken mechanics thus far. The more people who get a chance to trial them and then voice their opinions in the PTS forums, the better.

 

My main is a Guardian, and I frequently play my Sentinel too. Every Knight DPS spec I've played on the PTS parses higher than smash spec. You may have not noticed before, but Vigilance and Combat don't need a ton of crit either, and Watchman does well with high power as well, though it leads to lower sustained for them.

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Everyone, just go and download the PTS and check it out for yourself. For a jug, you dont need choke stacks. They reduced the cool down on enrage so you can effectively cycle between enrage and crush for a smash every 12 seconds on the dot. It is easier to smash now than in 1.7 Edited by JackNader
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Smash isn't hitting for 18k, but it is topping out around 10k. With it usually hitting for 7 to 9k on heavier armored targets. To be blunt, Smash is still a stupidly OP spec. Can you really sit here and say, it's okay that a INSTANT AoE ability that hits harder than all single target abilities in game while having a 100% crit rate is fair? It even has a short CD! The sentinel version is even worse now, it really is like playing a tank with God mode damage. Nothing has changed, Rage/Focus can affectively ignore game mechanics when it comes to gearing up. No other class can do this.
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On 2.0 the only way you're getting 9k smashes is if you're attacking PVE geared players. Also, Infiltration Shadows can crit almost 10k with Shadow Strike (my highest so far was 9.8k) and do it nearly twice as often as smash.

 

Now, I do agree that it's easy to use, but as long as people spread out a little it's not as bad as people make it out to be.

 

And no, my main spec is not smash.

Edited by Andrew_Past
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In 2.0, the other warrior DPS specs have superior single target damage (including Vengeance).

 

If all we did was duel, your point would be valid...but we don't. The fact that Smash is AOE is why it's massively OP.

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If all we did was duel, your point would be valid...but we don't. The fact that Smash is AOE is why it's massively OP.

 

So if your team spreads out just a little bit (smash has a small aoe area) then you've killed the advantage of the whole tree, right? Are you conceding that? Sounds like a l2p issue.

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On 2.0 the only way you're getting 9k smashes is if you're attacking PVE geared players. Also, Infiltration Shadows can crit almost 10k with Shadow Strike (my highest so far was 9.8k) and do it nearly twice as often as smash.

 

Now, I do agree that it's easy to use, but as long as people spread out a little it's not as bad as people make it out to be.

 

And no, my main spec is not smash.

 

Only sensible thing I have seen here so far. rest is just QQ and L2P issue. Since they removed stacks from force stasis, smash isn't going to be going out as much. Trooper and Vanguard can now counter smash very effectively with electronet. GS already counter smashers with hunker down and their root. shadow can counter with resilience and taunts, Sages can counter using stun bubble and barrier, scoundrels can't counter smash but if they open on a jug or a sent, they can easily burn down more than half of their HP before jugs and sents even have a chance to counterattack (unless they are going to use every single CD, in which case, scoundrel can use their CD and still own the knights and worriors). learn your class and use counter effectively rather than panicking and burning through your CDs... For single target, watchman and combat can both do close to 5k dps for3 sec (masterstrike during a cauterise and overload saber buel burn for watchman and precision slash, masterstrike, blade storm for combat) followed immediately by a couple of GCD of big attacks that still do a **** ton of dmg at 3k dps for another 3 sec. and don't even get me started on shadows/scoundrals,snipers cuz they all do more burst on a single target than a smasher (for sniper, root, sab charge, aimed shot, trick shot, does 16k with a decent crit rating and all that dmg is gonna coming in over 1.5 sec. that's 8k dps for anyone who udnerstands math.)

 

Learn the counters and you won't die as much.

 

Btw, teams really need to learn to spread out. In the scenario of 5 v 3. if 5 ppl are all standing on top of each other and 3 smashers all dropped smash at the same time( 8k dmg x 5 ppl x 3 smashers = 240k dmg), the 5 ppl will pretty much be dead. If the 5 ppl all spread out, you have just 3 ppl getting hit for 8 k each (24k dmg). And that is the difference between an effective team and a team that deserve to get smashed to bits.

Edited by gtangtan
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Only sensible thing I have seen here so far. rest is just QQ and L2P issue. Since they removed stacks from force stasis, smash isn't going to be going out as much. Trooper and Vanguard can now counter smash very effectively with electronet.

 

Learn the counters and you won't die as much.

 

 

Only Commando/Merc will receive Electronet and using it as a counter for smash is pretty laughable. Smash has a 15 sec CD, 12 talented, and the cool down for EN is 90 seconds.

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