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BroadStreetBully

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  • Location
    Wisconsin
  • Occupation
    Software Engineer
  1. No, grabbing everything isn't the correct technique. If you try to do that you will simply set your group up to fail. For one thing, many large trash pulls are too big for the tank to take all of the damage. Also, if the DPS burn down the small targets and then go help the tank, more mobs will die quickly so the whole pull will die quicker and the group will take less total damage which eases the burden of the healer.
  2. As a tank in this game, your responsibility is not to grab everything but to grab the strongest enemies while DPS burns down the smaller items. On my DPS alt, I expect that I should be able to handle silver and normal mobs. Any golds and elites should either be CCed or tanked. If you run with some less talented or less informed DPS and healers, they may expect that you should aggro everything since that is how it was in other games. As a tank on my main character, I unfortunately still run into this incorrect attitude while pugging. Also when approaching a pull, you should be deciding who you are attacking first and the DPS should pick up the others instead of the DPS attacking stuff and you aggroing the others. If they fail to do this, you need to stop and explain to them what they should be doing.
  3. This is incorrect. You primary stat has .2 coefficient to damage. Power has a .23 coefficient. So Power is better for adding a little extra damage. Your primary stat is valuable in that it adds damage and crit chance. However, you have to look at how much crit you currently have. Ultimately you need to find the break even point where the extra crit chance from your main stats becomes so minimal that the extra damage from Power becomes better.
  4. Your numbers have one huge flaw. Tanking stance increases threat by 100%. That turns 900dps as a tank to 1800 threat. This was one of the big changes in 1.3. Also, the taunting mechanic is nice because after a while, it allows the tank to focus on contributing more damage without worrying about keeping pace with a DPS. So I generally disagree with a majority of the posts in this thread.
  5. Also be aware that there are bugs in the tool that will sometimes queue a player for a role they did not choose. One of my guildies is a DPS sage. He selected only DPS everytime we queue and yet he always gets selected as a healer. Luckily for us we had a sage healer in the guild who was running with healer checked. The game grabbed him as a DPS. So in the end we got what we need, but it incorrect assigned the roles of both of them.
  6. I haven't seen anyone answer this yet, but I noticed yesterday that after I got my 5 tokens for running a HM flashpoint, the 5 token reward was still listed as available for SM Ops while the HM FPs reward was listed as having already been collected. Has anyone tried to see if you can get both rewards in a day?
  7. Because the LFG tool will never group you with someone on your ignore list. It is one of the stated features of the tool.
  8. I am very pleased with this patch. If you like this game, I don't see how you couldn't like this patch. If you are one of those people who expect 10 new FPs with all new fight mechanics every week, then yes you would be disappointed, but I would also contend that your are not a fan of this game.
  9. None of that was intended for this 1.3 release. That was announced at E3 as features coming later this year but not in 1.3.
  10. Wow, what are you wasting all of you time on? When you finish a channel on TK throw, you throw a project, use Slow Time, and then attack with double strike until you proc particle acceleration and then use project again. With this scenario you can usually get a TK throw off every 6-9 seconds if you go for speed. If you want to maintain energy, then I would say 12 seconds is about right. Also, knockbacks only affect the TK throw portion of the rotation. I can throw my projects, slow time, and double strike on the move. Also, 709 per tick discounts any crits. So you should be able to get at least ~2800 (709 x 4) and get it in half the time you list. so in 20 seconds, you should be healing closer to ~5600.
  11. 22% defense is much too low and that will kill the overall damage mitigation. Higher shields will smooth out the rate of damage received, but the defense stat is where you get your big mitigation.
  12. Come on now, LagunaD. You are just embarrassing yourself. This change is not the end of the world, but rather a case of balance. Please don't keep spreading this false doom and gloom.
  13. Thank you for this detailed breakdown! It's nice to see some calm analysis of the data rather than doom and gloom.
  14. As a shadow tank, I can live with these changes. I wish I could keep my old stats but I can't. I know this is done to bring shadow tanks back on par with Vanguard and Guardians since Shadows have been so far ahead of them up until this point. It will require smarter play but that is fine. Now tanks can choose the spec they enjoy most and feel competitive rather than have to roll a shadow to be the best.
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