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Euthyphro

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  1. Hi Dianiss - I have a commando, sentinel, and guardian dps; all are in sub-par gear (230-242 with commando best equipped) since I've only recently returned to the game. Sent you a mail in-game!
  2. Could you submit an application on your website? Not sure if you're a healer or DPS, but we'll need to look at a parse or uploaded logs as well.
  3. We're currently running 9 to midnight on Thursdays and 10:30-midnight on Fridays on Republic side, with Monday as optional.
  4. Hey Stratt, left you an Enjin message but I could have a tank for you, albeit another guardian. Good luck assembling the team!
  5. It's unbelievable that the devs didn't personally consult you on this aesthetic decision, I'd be super pissed if I were you too. But seriously, (a) some of us like the new animation, and (b) don't let the door hit you on the way out.
  6. Agreed with ArchAngel. Yes, respeccing takes less than a minute, but I would prefer not to spend a minute mindlessly respeccing, switching ammo cells, and rearranging my bars between every fight. I didn't threaten to cancel my sub over it, just saying that if the fights continue to reward spec switching than a smoother switching interface would be a huge quality of life improvement. In my ideal world both gunnery and assault would be viable in every fight, perhaps within 100 dps of each other, such that there'd really be no penalty to sticking with one spec that fits your personal playstyle.
  7. I just want to say that if they do intend us to be in a different spec to optimize toward each boss fight, then they need to implement a dual spec function that allows us to switch on the fly. Otherwise, you're asking dps classes to stop the action between almost every single boss encounter to re-do their talent trees, which is quite annoying (and I know, b/c I do this between gunnery and assault and even within gunnery when I need Decoy), and doubly annoying in timed runs. Otherwise, I'm not sure it's desirable class design to consider that an OK state of affairs.
  8. I found the answer to Question #1 about Gunnery frustrating, in that it didn't address the 2.7 changes to the tree at all. What was the purpose of changing Curtain of Fire procs and altering HiB costs if not to "bring Gunnery up to par with other top-performing sustained damage specs"? I assumed this was the intended effect of the change. Those of us who play gunnery assumed that this meant our spec had risen to the top of the To-Do list, and were excited to see the attention, but as the OP states, PTS testing has shown that the dps increase is marginal. It appears to have made FA procs predictable (thankfully), but not to have brought the sustained dps numbers up enough to make the spec desirable for any fights except Draxus and Brontes, where rapid target switching is necessary. Long story short, it doesn't make sense to say "We'll address it eventually," right as you're releasing a patch that ostensibly was supposed to address this exact issue.
  9. Cunning is like, for spells and stuff. You need to aim your rifle man, aim all the way.
  10. Provost - Gunnery Commando - GAF http://www.torparse.com/a/464355/time/1382303981/1382304281/0/Overview 3163.65
  11. Provost <GAF> Commando Gunnery Torparse Link: http://www.torparse.com/a/388760 2763.9
  12. Bump for GAF goodness. I joined a few months back and now I'm bigger, faster, stronger, and more desirable to women. Seriously though, a great group of mature, skilled players.
  13. Not being a big math guy, I tested it myself with an interest in pure dps measurements by doing three 5 minute ops dummy parses for each setup - 14 power augments vs. 14 strength augments. My gear was fully min/maxed 61's with 63 hilts, and two 63 armorings, both dread guard relics (elemental and boundless), Exotech stim and Rakata attack adrenal. I should note that I switched a +41 crit mod with a +41 power mod in the Strength aug build, since Strength boosted my crit rating, though I know now that the 30% soft cap is not as important as the rating itself. Here's the TorParse for the six fights. The first 3 are stacking Power, the last 3 are stacking Strength. Power option: 1876 average dps 1952 Strength 1103 Power 1012-1181 damage (pri) Strength option: 1872 average dps 2217 Strength 892 Power 1017-1186 damage (pri) In conclusion, it appears to make almost no difference. I ended up just going 7 power, 7 strength...
  14. I would like some clarification / feedback regarding alacrity. Some here have claimed that boosting alacrity would cause unwanted ammo regen issues, but the patch notes suggest otherwise: That said, it seems like alacrity could be very helpful to gunnery commandos reliant on channeled abilities. The best reason to avoid it would be the opportunity cost of having less crit, surge, or power to take alacrity. I'm not smart enough to do the math on which distribution is ideal, but again, if it does indeed increase ammo regen proportionally to the cooldown reduction, it's worth consideration.
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