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TradeLA

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  1. Thanks for commenting. Could you please answer three other questions? Should I take it from the evenness of your Deadly Saber and Rupture bleeding that you hold Berserk/Zen until you see you have three stacks on Deadly Saber? I notice your latest parse has exactly the same number of attacks of each type as your last parse and you have a little less than the maximum number of Annihilates--when and why do you hit something else first? Why do you hit Bloodthirst/Inspiration in the opener rather than under 30% when VT/Dispatch is available and potential DPS is higher?
  2. The current top listed Marauder/Sentinel parse, Ele'thon seems to be invalid, i.e. rule breaker. I suspect no one noticed because it's in German. He hits Berserk/Zen before he has registered the number of attacks needed to build up sufficient Fury. He's got leftover fury from the previous 29 second dummy session he did a few seconds before the submitted parse. That can't be duplicated in raid conditions. He then hits Frenzy (Tapferer Ruf) which proves that's not where the early Fury came from, because if it was, it would still be on cooldown. I know he posts a lot here...is there an explanation I've missed? It's a good parse but don't see how this works.
  3. The dulfy guide may be flawed but is absolutely right about Dispatch right before Zen. The timing is not so difficult that you can't hit it virtually every time and the results are worth it. TST is more dubious. As the Dulfy writer mentions, the timing has to be closer, and you risk having to let gore sit unactivated for a fraction of a second before TST activates. Even if you nail it, it is not the big dps boost that Dispatch is, and on this one, I agree with KNB, especially in raid conditions, it's more likely than not an overall dps loss and a distraction from more important things.
  4. That's actually not correct re: combat. Best for Combat is same as Watchman. You just spec into the healing talent on the second tier of the Watchman tree and be sure you use "cauterize" in your rotation as suggested. It may not be as good for combat as watchman, but is certainly better than a DF SA that only single procs. Look at what the top combat/carnage sentinel/marauders on the dps leaderboard are wearing and running in their skill trees and you will see.
  5. While your apms are going to vary from minute to minute, on average, getting in 47 attacks instead of 50, in apples to apples comparison, would seem to translate to a 6% loss. What I don't understand is why people wouldn't be doing Dispatch right before PS since it's been shown that if you do them in quick succession, the PS will affect Dispatch, leaving room for an extra attack inside the PS window.
  6. I didn't mean not use Zen at all, I meant it's less important to line up Zen with Master Strike. I'm guessing that if you break every Master Strike at 2.7, the extra effort required to delay Masterstrike a GCD or two or to delay Zen until Masterstrike comes off cooldown becomes a losing proposition that just distracts the player (as KBN seems to be confirming).
  7. I think what Emperor Norton is saying is not that it is worth it to interrupt Master Strike before the third tick but that the third tick hits at 2.7 seconds and if you let the channel continue to its end you waste .3 seconds. If true, that's an important addition to the initial post. Also, at what point the third tick hits when Zen is up and MS is only 2.3 seconds total would be nice to know, if it hits before 2.3--I don't think it does. If true this also means that Zen only effectively shortens Masterstrike by .4 seconds, not .7 seconds, making it less important to hit the two at the same time.
  8. Good to know. What about when berserk is running and the channel only lasts 2.3? I'm trying to figure out how the top parsers are getting 49APMs and 3600-3700dps. My gear's not quite as good, but it's close and I can't break 46APMs and 3300-- http://www.torparse.com/a/527835/time/1387698811/1387699115/0/Log http://swtor.askmrrobot.com/character/d3bdde6b-4334-489d-91c9-839f9b6e155b
  9. Looking at the latest parses on the leaderboard, looks been some changes/new discoveries since last time KBN updated this thread. For one thing, I notice the leaders are cancelling out of ravage/masterstrike before it finishes. Have to look closer at the parses to see what else is different, but using the old style, I used to be in range of the leaders and now I'm significantly behind.
  10. Jump from the top to bottom or over the new weird geometry and you get an instant death with a "Kill Target: Damage 0" message. Pretty annoying complication for 4th boss of DP. Started after patch 2.5.
  11. http://dulfy.net/2012/02/10/empirerepublic-abilities-translation/#marauder If we really want to get a larger discussion going between marauders and sentinels, making this a sticky could probably be a good idea...
  12. KBN, something I think has to be established for the devs to consider anything like building rage/fury during inspiration, etc. is that we are, in fact, whether its movement or animation issues, lagging a little behind snipers and even other ranged classes with all operation bosses, even the ones with very little movement. If "fixing" something means it will break what they see as a proper class balance, I'm sure they'd rather let whatever the individual class problem is stay broken.
  13. no offense, but click vs. hotkeys has nothing to do with it--if you have a trick to parse the same while chasing Ciphas around the field in TFB NM, or not lose dps you'd get if you were hitting a dummy while running between cores in Operator IX HM, while a sniper barely has to move at all--please share with the community. The fact that there are exactly two marauder/sentinels (#28 and #40) on the TFB HM/NM Dread Guard leaderboard shows the deficit at it's worst. Yet there are no bosses where ranged/snipers are at a deficit. They dominate nearly every boss. Sure there is. Marauder/sentinel's damage should be a fraction higher against a dummy or stationary boss, and lower against targets we have to chase or run between. What makes no sense at all is making melee equal to ranged against completely stationary single targets, and lower against everything else.
  14. While the best marauder/sentinel dummy parse might be equivalent to the best sniper/gunslinger parse, the statistics at Torparse--where snipers are consistently the top damage dealers, and sentinels sometimes not even in the top 50 for HM/NM--reveal that in practice, marauders are significantly far behind snipers. It's a combination of two things. --First, as I think you yourself have observed KNB, that the variations do to the inconsistency of procs mean that for every amazing marauder/sentinel parse, there are a lot of ok ones and a terrible one. To my knowledge, snipers are not subject to as high variability. To do an overall comparison, you can't compare the top scores, you have to compare the average or mean. --Second, the mechanics of most of the bosses--particularly in TFB--make the movement required for melee to be a big disadvantage.
  15. Not sure this is any different than marauder's burning out with a second bloodthirst and blowing all rage at the end of the parse, but I agree that against a dummy it's pretty equal...but this does not equate to raid damage, where the handicap of having to constantly move and chase targets nearly always puts snipers over marauders as reflected in the endgame op statistics at Torparse. We have to work harder, and still will usually come in with lower dps than an equivalently geared sniper.
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