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SgtKlavier

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  1. The "incorrect" points in that Noxxic build are actually the one point in Neural Overload (50% slow on IGC) and two points in firestorm (50% slow on flame sweep). Neither of these talents offer any additional offensive capability, so you are usually better off putting those three points into Hyper Fuel while still keeping two points in Iron Fist. Also, the two points in Jet Speed aren't contributing any offense either, and would be better served in Rail Loaders or Hot Iron (not sure which one provides more dps). With that being said, if you are speccing specifically for flash point tanking, the aoe slow on flamesweep and movement speed burst on jet charge may provide certain utility for scenarios encountered.
  2. It's not bad idea per say, but you would really need to examine the actual frequency of area attacks as well as what kinds of attacks are defined to fit the criteria for the heal proc. For example, in a brief look at some logs from last week, the heal activated only 13 times on Dash'roode, 12 times on Thrasher, but a whopping 35 times on Titan 6. The first two cases don't give me reason to believe that the relic would be proccing frequently enough, but there may be fights like Titan 6 where that frequency would be significantly higher.
  3. What are your thoughts on gearing, since you said you disagree with the thread on mmo mechanics? Just curious for your opinion
  4. I think it's interesting that there is a lot of dissatisfaction with the difficulty of obtaining set bonus pieces, yet there are much less complaints raised about the availability of good enhancements. With 2.0, the game is structured so that set bonus pieces (and enhancements as well) are much more limited in distribution because they are simply that extra bonus that groups "need" to complete the hardest level of content. Previously, set bonuses were something everyone could get because of shells, but people could also get BiS gear without doing any operations. For whatever reason, the not having set bonuses seems to stand out to people more, I guess because it has a more significant impact in the changing of one piece of gear. Still, the set bonuses are not really necessary for anything, but that will most likely change with nightmare modes. However, if you're running with pugs or a random set in your operations each week, you are not likely to get far in nightmare, and thus have no "need" for set bonuses (given the right people it can be done, but I would have high doubts of it). As such, I would suggest getting a group together that raids consistently every week so that drops are distributed as equally as possible. With that being said, I agree that it can quite frustrating to get drops given the fact that the set bonus pieces don't drop until the second or third boss in an operation. I wish there was a way around that, so that an incomplete operation would penalize a group as little as possible.
  5. First, the link in your post is just a generic link to the sorcerer talent tree page, you need to redo the link after you have the points allocated. Second, in order to give you the best advice, we need to know whether you intend on playing pve or pvp. If pve is the case, you are *most likely* better off staying with the full healing tree and only getting talents that boost healing, as that is your primary role (i.e. and operative dps will not spec into healing talents because he/she is a dps). If you are doing flashpoints or other things that don't require the full heal build, though, you could certainly shift some points around to augment dps during healing downtime. When people refer to "hybrid" specs, they generally mean not going all the way up into a particular tree, which is your build does not adhere to. If you are going to be playing mostly in pvp, then an actual hybrid could work well, with a balance between healing and dps talents. There is a good bit of variety in the exact allocation of points, so I would just recommend experimenting with different setups until you find a balance that works for you (could use either lightning or madness tree for dps component).
  6. The differences in spikyness between a maximum mitigation build and an absorption priority build will be not be very significant, possibly not even noticeable by a healer at all.
  7. Endurance is only a form of mitigation in the sense that it determines how much damage can be taken before death. With the endurance talent, you have effectively a "mitigation" of ~500 extra health that you could lose over the course of an entire fight while staying alive. Thus, in looking at events of an entire fight, that 500 health is so insignificant that it does not matter, especially given the fact that healers modify health bars by amounts in the thousands, and most would not consider 500 hp to be the minimum point where heals are absolutely necessary. Secondly, the benefit of moving those points to a damage augmenting talent are not for the purpose of increasing threat, but increasing dps output, which is another form of "mitigation". By increasing one's dps, even slightly, the fight becomes shorter, meaning less damage received. I would believe that the damage received from any boss over a period of time that is the difference between kill times with and without the damage bonus talents is greater than the health gained from the endurance boosting talent.
  8. People need to stop assuming that tank gearing can be so cut and dry; the guideline given above does not offer any useful advice for tanks because gearing a tank is a complex balance of stats that changes with a changing stat pool and is unique to each player as they improve a gear set. If one goes by the above priorities, does that mean that a PT tank should have all absorb and zero defense (because absorb is always prioritized before defense)? Or does it mean that each stat with a higher priority must have a higher rating value than the stat below it, in which case each absorb could be 1 point higher than defense and they would be about equal. There is no simple interpretation given by such "guidelines," and thus the only way to get a true idea of how to gear a tank is to go with the numbers presented by theorycrafters. In the case of having far more defense rating than absorb, the actual gains/changes in mitigation are quite marginal assuming a properly allocated stat budget, so the healer's perception of spikiness versus consistent damage is going to be very slight and most likely unnoticeable. What will be noticeable, however, is the relative ease of healing when comparing a high mitigation and high endurance allocated tank.
  9. 2% damage is quite significant over the course of a fight. If you always use Cull with just one TA, you would get, at most, one extra Cull per fight, because you are executing that first TA earlier and are thus one cycle ahead of only using it at two stacks of TA. However, if possible, even when using Cull only at two stacks, you would ideally go down to zero stacks right as the fight ends, so to maximize Cull usage. Thus maintaining a 2% damage bonus is much better for dps as it has no drawbacks.
  10. Just as another reference, standard concealment build would be something like this: http://www.torhead.com/skill-calc#4010cZGbzrdrkbGGRZhMb.3
  11. Are you using this rotation for pve or pvp? For pve, you shouldn't have any points in parasitism as you are reducing your dps output at the cost of adding a bit of self healing, which will be taken care of by your healers anyways. I guess for pvp it might work in that sense, but its slim gains compared to the amount of damage going out in a warzone.
  12. What kinds of abilities are you saying need have their resist chance removed?
  13. Technically, sorcs now have more methods to increase regen, or reduce/eliminate effects that reduce regen. As such, the healing itself is not more force intensive, but the fights themselves are more healing intensive, due to the scaling of gear and the fact that we are basically starting progression over again. Within a few months, I expect opinions to be of the thought that it is quite easy to manage force with high level gear.
  14. Absolutely nothing. Accuracy is now present on some sorc gear though, so that dps sorcs can overcome the resist chance to force attacks that all mobs now have.
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