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Ahavery

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  1. Ahavery

    Cool Your Jets

    Yes, the primed ignition tactical is a single target dot is the best tactical for PVE and sustained DPS. In PvP primed ignition is also very good, you just have to be aware of who you put the dot on because it will break mez’s.
  2. Ahavery

    Cool Your Jets

    It’s called power cycle. If you use the power overrides utility and 2nd alacrity threshold, which I do with arsenal, you have 2 concussion missiles every 39 seconds. The notorious armor set doesn’t give you more concussion missiles as there is a hidden limit in the tactical, but you can use the extra 2 power surge charges on tracer missile or rapid scan. Or you can use all four charges on tracer missile/rapid scan. It’s a niche build for sure. It’s fun and might help you survive a 1 v 1, but mez’s are not very effective in regs because someone on my team usually breaks them. You also miss out on a lot of DPS. It may be more useful in arenas for stunning healers and tanks while you hardswap, but IDK. Merc has good DCD’s anyways so most people take offensive tacticals and set bonuses.
  3. Ahavery

    Cool Your Jets

    I’ve not had much success with cool your jets. Many classes have multiple root breaks and/or movement impairing immunities. And if they don’t have a root breaker available, like you said, a 2s root isn’t much. You could experiment with the tactical that gives you back to back mez’s. It works especially well with the notorious armor set and 2 charges of power surge utility.
  4. You’re asking the wrong people if there’s a way to buff Jugg dps. We aren’t the devs, the dev’s move at a glacial pace gathering feedback, and when they do make changes it often backfires or is done without thinking about long term consequences. I agree, class balance is an issue. I agree that rage jugg is in a bad spot. I just don’t know what to say to help you
  5. So perhaps both TTK is ok, too high, and too low at the same time, depending on the class you are talking about. For example, AP PT gets back to back auto crit energy bursts, and thereafter every 3rd or 4th GcD when power yield is up and generating stacks. Conversely, vengeance jugg, a class nearly as squishy as AP PT, had it’s big autocrit on impale taken away when they got rid of the old set bonus. Sure, vengeance can generate numbers by dot spread but it’s fluff dmg, easily aoe healed by a competent healer. Just one example of many how some classes really got the shaft and TTK is too high for them, while for others TTK is fine. So the issue is really not TTK, it’s class balance.
  6. In 3.x, Min/maxed health was around 42k for a dps in PvP gear. A big hit was about 15k, around 1/3 of someone’s health. like maybe an auto crit heat seeker missile for a merc. Biggest hit I’ve ever heard of was 21k ambush. So a big hit used to be about 1/3 to 1/2 of someone’s health. Currently in 6.x, min/Maxed health for dps is about 282k. A big hit is about 50k for many classes, around 1/6 of someone’s health. biggest hits I’ve heard of are 100k, so just over 1/3 of someone’s health. That seems like a big difference to me. Add in that some classes had their autocrits from set bonuses removed and I think it’s no wonder TTK is up
  7. Maybe I should post a new thread with the above. Also occurred to me that while skank jugg needs to be brought in line with the other tank classes, needing its dmg may not be the best way to do it. Idk, I’m no expert. But TLDR: skank jugg needs a nerf, veng needs a buff to survivability, and rage needs a BIG buff so it is a viable alternative to veng.
  8. Headshot: gives each sniper ranged attack passive 1% chance to instantly kill it’s target Martyrdom: powertech’s explode in a fiery blaze upon death, knocking all enemies in a 10m radius down and dealing 100k elemental dmg Desync gymnast: removes cd on operative’s exfiltrate Force ghost: upon death, juggernauts heal their group members for 200k health Maelstrom: sorcerers lightning storm drags all targets it damages into its center, granting a stack of maelstrom for each enemy hit. Maelstrom stacks deal 20k dmg each and make you next chain lightning instant cast
  9. Major nerfs to the game mechanics of stealth, op self heals, and/or op CC would be required to unseat ops as the best 1 v 1 class. Not likely to happen and maybe not possible. Because they have been good for so long, you could argue any class and spec other than op deserves some love. However, if I had to pick one, it would be rage jugg. It has been one of the squishiest, least effective PvP specs for a long time, despite wearing heavy armor and using the “balanced” lightsaber form of Shii Cho. Nothing is balanced about rage jugg in PvP IMO. Also, doesn’t make sense to me that imperial spies with blaster pistols and stealth cloaks are superior to force using Sith lords and Jedi. Most other specs have been FOTM one time or another, or at least competitive, but not rage jugg. How you do that is another matter. Fury Mara gets cc immunity and force camo, so a new PvP oriented discipline skill is in order. One that specifically counters stealth but only for rage spec, like making chilling scream reveal stealth within 30m, but only to the jugg and not to teammates and on a 1 min CD. Or could just raise the rage jugg’s passive stealth detection level by a huge amount, like 30 or something. Because a rage jugg is using a balanced lightsaber form, imagine they are so in tune with the force that they have a heightened sense of the battlefield and can see stealthed enemies. Combined with the grit teeth tactical you could have a competitive class. Maybe need to nerf their dps a bit in exchange, but without impacting pve. Maybe you suffer - 25% dmg after revealing a stealthier for 10 sec. So you’d have tank spec be hard to kill (skank still needs a nerf to dmg though) vengeance be the best damage dealer, and rage have the most utility. All three jugg specs would bring something unique to the table. I think that would be cool.
  10. I shouldn’t even have brought up carnage as relating to nim content.... OP has 1 lvl 50 toon, he’s likely not doing NiM. Depending on what he’s doing he won’t have to worry about the reposition on concentration’s zealous leap either. But thanks for pointing that out. There are other classes with the armor debuff... AP PT gets it on rocket punch. I always thought the debuff doesn’t stack so depending on comp wouldnt a guardian’s debuff be redundant?
  11. Clarification: I over-generalized when I said rotations are easier to learn than priority systems. For example, arsenal Merc is a priority system but is stupidly easy to learn. Watchman’s priority system is harder to learn because you have to manage 3 dots (refreshing one of them periodically) while using merciless slash on CD Ann’s your fillers are RNG dependent to some extent.
  12. I agree with what KendraP said above. A few other things to think about: You asked if watchman/annihilation is blowing everything else away. Short answer, no. It is strong, but Vigilance/Vengeance and Concentration/Fury have very similar overall damage output. You asked if Concentration is a middle ground in ease of rotation. Short answer, yes. Concentration has more of a set rotation while Watchman has more of a priority system, and I believe rotations are easier to learn than priority systems because they only require memorization. In addition, target swapping is easier on Concentration. The only thing harder about concentration is it is harder to recover from a mistake in your rotation, watchman is actually more forgiving in that regard. You asked about aoe versus single target damage. Concentration has good AoE burst but less AoE sustained dmg than Watchman. Watchman has very slightly better single target sustained damage than Concentration. Concentration beats Watchman on single target burst and when target swapping. Final note about Combat/carnage: This is the so called learning spec for sentinel/marauder. It has the easiest rotation, good burst, and is fun. In exchange, it is one of the worst specs in the game for overall damage output. Don’t run combat/carnage in NiM operations. For all other content it is viable, just not ideal.
  13. Blah blah blah. Yes, certain classes are at a disadvantage in solos. Get over it. Learn concealment op or something. Whining about balance will get you nowhere with the devs. In fact, they’ll probably do the opposite of whatever you want
  14. I’ll be completely honest, I have as OP put it “ceded” or “thrown” matches to the other team if I felt like it was an inevitable loss. Not proud of it. I shouldn’t do it, but there is a real incentive to have the match end quickly and queue up again rather than rage quit and be stuck with a 15 min lockout. I’ve run the hutball the wrong way and passed to the other team. I’ve let people cap, intentionally fighting off nodes. I’ve sat in a corner afk. I’ve /stuck in arenas. I’ve pulled teammates into fire traps as a sorc. Yes, I am a scumbag. Would I still throw matches if loses counted toward weeklies and there was no lockout? Probably. Wins would still be better than losses and I’d still want to get the losses over quickly. At the same time, I find myself throwing more often now than I was before these new rules were implemented.
  15. I’ll be completely honest, I have as OP put it “ceded” or “thrown” matches to the other team if I felt like it was an inevitable loss. Not proud of it. I shouldn’t do it, but there is a real incentive to have the match end quickly and queue up again rather than rage quit and be stuck with a 15 min lockout. I’ve run the hutball the wrong way and passed to the other team. I’ve let people cap, intentionally fighting off nodes. I’ve sat in a corner afk. I’ve /stuck in arenas. I’ve pulled teammates into fire traps as a sorc. Yes, I am a scumbag. Would I still throw matches if loses counted toward weeklies and there was no lockout? Probably. Wins would still be better than losses and I’d still want to get the losses over quickly. At the same time, I find myself throwing more often now than I was before these new rules were implemented.
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