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Marb

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  1. Interesting discussion, this is my dribble to keep this bumped: Spike damage is usually meant to be a "tank-buster" type effect to put healers and their resource pools under pressure. I think all tank classes should be able to avoid these kinds of attacks equally, or they should all be equally vulnerable to them. I'm not speaking from firsthand experience, as I only ever played PT tank and Jugg through launch until 4.0. Historically, assassins were often considered the most vulnerable to spike damage, so it's funny to see how things have changed over time.
  2. Discounting real world balance, I really like these ideas to improve the spec flavour and fantasy of the BH/VG. 10m range on missiles would look a bit awkward though
  3. Agreed. Good content that nobody is playing.
  4. I feel that removing ultimates from boss drops in SM ops was a good change. It creates a clear gear progression path and places a greater emphasis on tokens. The rewards should reflect the gear needed to progress to the next tier, with ultimates giving you a sample of the gear from the next tier up. Commendations should be a carrot on a stick for the next tier, and allow you to fill in the gaps with temporary upgrades. This also keeps gear inflation down, and reduces the amount of double xp Kuat Drive yard ultimate comm heroes. The devs should rebalance some specific SM Ops bosses (regardless as to how people may feel about making SM easier, the last boss should at least be the hardest, not the easiest). HM flashpoints are a waste of time, and are far too hard for the target audience.
  5. If you're using the Defence discipline, at level 20 you get "Lunge", which returns Riposte to how it used to be.
  6. @Methoxa I know that we can measure spikiness, but is it possible to determine for sure whether a healer can tell the difference, and then be able to reliably attribute that difference to the change in stats? Ignoring boss damage and tank stat profile mismatches, can we determine whether a reduction in spikiness is perceptible enough to outweigh the increase in DTPS?
  7. http://www.swtor.com/community/showthread.php?t=796919 A bit of back and forth here about an alternate way of gearing tanks. However, It's not directed specifically at reducing spikiness from what I can tell. One argument that sticks in my mind against gearing for shield to reduce spikiness, is that it's difficult to know for sure whether a healer would notice the difference between a mean mitigation build and a low spikiness build. I'm not certain if anyone has performed a double blind test, but many jugg tanks from progression guilds do use shield augments.
  8. Yea it means the threat reduction and damage reduction that intercede applies on the friendly target is increased by 10% (threat reduction increased by 10%, damage reduction increased by 10%). Certainly not the only tooltip that is confusing.
  9. Taunt generates very little threat early in the fight. Taunting immediately after crushing blow gives you about 1500 more threat than if you were to lead with taunt. For comparison, a single vicious slash is about 3500 threat. With the set bonus you can lock in the boss's attention from the start, and for enough time afterwards while you generate threat as normal. This allows dps to pre-cast and even initiate the fight, getting in some more dps.
  10. The threat reduction would do nothing for a healer, spawning and untouched enemies would still go after the healer with a guard.
  11. It could make sense to do that as part of a larger update that would revamp the classic planets. Streamlined quest layout (turning in more missions with holocom etc), an art pass (makeb water effects on all planets!) and a polish pass on cut-scenes. I would love to see them go back and polish up the older content.
  12. I have mixed feelings about the new retaliation, and I don't mind the increased rage income in tank downtime but my main gripe is with aegis assault: Yep, it feels degenerate using our rage builder on cooldown.
  13. The game isn't hard enough to demand the use of Treek or HK, so I don't see a problem. Play with whatever companion you like.
  14. Most non-tank specs have far less than 10% defence/resist already, It would still be countered by cooldowns that bring players above normal levels of defence/resist, which is all the 3.0 change to taunts is meant to accomplish anyway.
  15. /signed. Remove accuracy rating from gear and give everyone the tank treatment (10% flat accuracy boost, lower dps). Accuracy would still exist, just not on gear. One drawback is that WoW has more tertiary stats to choose from. It would be ideal if they replaced accuracy with another more interesting stat like multistrike.
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