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Boxer

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  1. Heh, I always assumed it worked that way. My 8 man group would always send a tank with a fast interrupt to droid 3, a tank with a slower interrupt to droid 2, and everyone else on droid 1. They'd blow through the first droid and the second would still just be at two stacks by the time they got there, if that tank interrupted well, but even just 3 if he didn't. The 3rd would be at 4 stacks, and easily killable with everyone on it.
  2. I meant server time, so 10pm east coast.
  3. My current guild has pretty much died away and I'm looking for a new one. I have two fully geared characters: a Shadow Tank and a Commando DPS. Both are pretty much full 61 mods. I would prefer raid times starting at 10pm or later. The guild doesn't have to be a hardcore raiding guild, although I have led raids that killed HM Kephess and enjoy raiding in this game. I don't have to lead raids with the new guild.. I pretty much only did it because no one else was (although, people did say I was good at it) I'm mostly just looking for a fun, mature, active guild ready for end game content, that has players on at later times. Please send me a PM here or post if you think your guild fits my description and has a place for me. Thanks!
  4. Whenever ever I see the discussion of best DPS classes, I almost never see Shadows managed. However, in my guild, one of the top, if not the top, DPS'r is a balance spec'd shadow. We have killed HM Kephess, with this shadow leading the dps, so it's not that everyone else is undergeared. Are there other balance shadows that can hang with sentinels in DPS, or is it just that this shadow has figured something out that you other guys haven't?
  5. askmrrobot has a nice combat log parser that I uploaded my SM EC log to after the last run. I definitely felt my misses were too high and have since went about trying to get more accuracy.
  6. I actually did the math last night on the power vs aim. 1 point of power adds .23 damage. 1 point of aim adds .2 damage. adding 1 aim to armor with the buffs you mentioned gives you 1.14 aim for the stats. .2 * 1.14 = 2.28 For healing, 1 aim = .14 while 1 power = .17, but 1.14*.14 = .16. So, for healing your losing out on ~ 2 bonus healing.. So, as far as raw damage and healing goes, aim = power However, aim also influences crit, with the 252 aim probably increasing crit by a bit less than 1% (depending on your stats) So you're right that aim is a winner, but not by a huge margin.
  7. So, stacking power? Stacking aim? Mixing in some crit or surge? What's your plan?
  8. I would say you're fairly close to what you want, but some upgrades can get you some more endurance and 1.3 augments will need to be figured out. The website lists different stats for your defense than what you listed. I suspect the stats you listed did include the rakata stim and player buffs. Other than getting more blackhole/campaign, you can get some extra stats by getting the legacy belt with the 55/51 armoring from EV&KP and either a rakata mod or bh mod. You also want to look into the passive healing campaign relic you can get from doing dailies (200 comms). It gives you 84 endurance + 443 health healed every 20 seconds when tanking, pretty much, as well as eventually upgrade your asborb one using the same mechanism. For comparison, I'm at, with buffs: 26479 health 43.80 damage reduction 27.68 defense (400) 42.73 shield (480) 41.94 absorb (198) That's with all BH armorings & enhancements, but keeping some rakata mods since some bh ones suck. Weapon and offhand are still rakata as well. I know my absorb is way low, but I haven't addressed that thinking that 1.3 will allow me to stack absorb augments giving me up to 234 more absorb. It's also offset by my relic a bit, since for 6 of every 20 seconds I have a high absorb. I did take 1 enhancement with accuracy over shield, losing out on the < 1% chance to shield in favor of 2% of accuracy. I wish I could move some shield to other stats, but there's currently not much of an option for that, to my knowledge.
  9. artifice makes hilts/weapons/enhancements synthweaving make armor biochem makes stims and medpacs cybertech makes armorings and mods and speeders of course, none of them are really cost effective unless you get lucky at lvl 50 and get a good schematic if you want money, take slicing, a gathering skill (scavenging or archaeology) and maybe underworld trading slicing is a nice money boost when you find things to slice in the field, and is about to have an explosion in value in 1.3 with lvl 50 augment mats. scavenging or archaeology can either be sold for some nice cash or saved up to feed an alt crafter underworld trading is nice for metals, although you might even want to take another gathering skill if you don't mind gathering a LOT when you're playing.. if you do do crafting on an alt, you may want to take the supporting mission skill, but to maximize your money, you'd probably want a second/third gathering skill
  10. Yeah, i like using spinning kick on my shadow tank... its one of the funner animation the shadow has. Jumping into an enemy for a Spinning Kick that deals a death blow amuses me every time.
  11. You can get the set bonus with just Helm, Gloves, Feet and legs. Not having the chest piece probably would remove 99% of the focus you'd get for seemingly being in the wrong armor. I actually use the +50 force set bonus for my Shadow Tank in PvE. I have a set with offensive mods for easy stuff, a set with defensive mods for harder stuff, and then of course my normal shadow tank set that I wear for the harder bosses. I find the +50 force allows me to generate significantly more threat in the medium situations (since the first minute or two of threat generation is usually all that matters) and allows for a much nicer game play on the easier stuff.
  12. Some people in my guild were also noticing it was harder to rescue people off the ledge in Soa (don't ask), and that the pull was more likely to put them right on them or on the edge than it was to drop them to their deaths. Maybe Bioware put in a check that made it harder to pull someone to a situation where they fall after. As for the person appearing behind you, that's almost certainly because in the time it took for your client to figure out that the person did not in fact fall to their death, that person ran behind you.
  13. Well, that's for fights with one boss, which seems to be half the fights, unless both your tanks are Guardians.. So, while it might not be a huge deal, 20% armor applied by a ranged DPS is still a pretty big deal. The armor penetration change is equal to both sides, if not more to Gunnery since my understanding is that HiB and Full Auto damage is more important to gunnery. Gunnery is also getting what I expect to be a buff to ammo regen. All in all, I think standard DPS will still be better from Gunnery, but in some cases Assaults mobility will win out, so it wouldn't be a bad idea to have both in a raid if you can.
  14. I did realize after posting that that I had lost the 2% set bonus. However, what you aren't saying is the 6.7% increased damage is on top of the already increased damage we are taking compared to other tanks. I would disagree even that the 6.7% damage would not be noticeable by healers and in # of deaths, but when you compare it to another tank, I don't see how you could argue that there won't be a noticeable difference in this scenario. Can a post 1.3 shadow tank all content in the game? Sure. But, that Shadow will take significantly more damage and probably die more often than a similarly geared and played Vanguard. If you were raid leader and you had to choose between the two tanks when your margin on Kephess (or any boss, as Kephess is just the example for the highest geared players), would you really choose the tank that takes more damage and is more likely to die?
  15. I played with it on PTS for about an hour and got used to the animation, and definitely liked the instant damage of it. I would still prefer a ball of force power, but overall, I'd prefer new project to old project, from a PvE perspective.
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