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Laati

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  1. In annihilation spec they can every time they use "Berserk" which is available at 30 stacks of fury. For juyo form (i.e. stance they're in if they're anni spec) it makes the next 6 bleeds crit and heal yourself and the group for 1% of their max health. So yes, marauder dots can heal others!
  2. Are you using any taunts at all? If you have anybody taunted then you are still tagged as in combat until the taunt runs it's course. Even if you have force cloaked and staying in stealth. (Also is this way from using aoe taunts whilst stealthed too; the single taunt will pop you out of stealth on use but the aoe one doesn't, but both will tag you as in combat).
  3. On the PTS the crit nerf was only between level 51-55. On my toon that I copied over, she had the exact same stats at 50 on both the PTS and live, but once she did the insta-ding to 55 thing on the PTS, her crit had majorly decreased. So I suppose we will see as we level how our crit ratings go. Unless somebody can confirm/deny who has already levelled up.
  4. The stats are more or less the same, there is the odd 1 difference here and there (like the mods with low main stat, high power or crit. On live gives 40 power or crit, on 2.0 it gave 39) So it's approximately the same! It is important to point out however that I did not particularly look at it too deeply so there may be other discrepancies. I did note on these mods however, that the expertise value was rather increased. Think my set of wh/ewh on live was putting me at about total 1200-1300 expertise, but on the pts it was sitting at somewhere about 1800-1900 on the freshly transferred toon. Oh! And I forgot to look in my vault of empty shells to confirm before the PTS closed, but a guildie mentioned that some of his mods/etc had returned to the empty shells. Do not however that I do not have confirmation on that so it could be hearsay. Perhaps somebody is able to confirm or deny it though!
  5. You'll have to forgive me if this has been answered somewhere already but I haven't found any mention of it since the NDA has been lifted. I remember reading ages ago that Makeb's PvP mechanics would be the same as much as you may encounter in any other leveling planet. However, how closely linked are the two factions leveling areas? Will you be encountering the enemy faction on a regular basis, therefore perhaps in the first weeks having a lot of PvP? (Double-edged sword of course, personally I hope there'll be a lot of fighting between the factions on this new planet!) Or are the leveling areas for the most part separated and you may not encounter anybody?
  6. Ahhh the days of DAOC, how I miss it! Was reminiscing with someone randomly in general chat ingame just the other day about it funnily enough! Got me all nostalgic Think the only reason I'm still playing swtor at the moment is that it does still scratch the pvp itch from time to time and well, it's Star Wars! I was holding out some hope of a good open world pvp environment but it seems unlikely. I mean, all you have to do is just look at the Gree event, first day of it was awesome, tonnes of fighting all over the place! Then you go there the second day, and nobody is fighting anyone anywhere, and there's queue's in the middle to plant the orb! Why is this? No incentive to fight, they want to just get their daily finished, and that is what the core of the problem is right there. In regards to that, that is exactly what DAoC got right, they kept it simple, what are the incentives to fight the enemy? You get points for killing them! That being said though, the community has to be what makes it work and well, lets just say if there were incentives to kill the enemy in this game, i'm 99% certain the majority of people will just kill trade to get them... Guess it's just more reason to keep a close eye affixed to Mark Jacob's latest project. (Not that I wasn't planning on doing so anyway ) On the other hand though, I bet first few weeks after 2.0 is released and people are leveling to 55 there will be a whole bunch of open world pvp from either faction running into eachother! Now that i'm looking forward to! (The forums should be quite amusing with the amount of crying involved from people "just trying to exp!" though too! )
  7. Kind of feels like i'm replying to a post looking for a certain type of attention, however! That being said and out of the way. In order to help you create a build you're happy with i'm afraid there has to be criticism, but not in a harsh way of calling you an idiot (despite this perhaps being the first thought to mind for many!) Also I apologize, this may end up being a long post. Constructive criticism below! I've tried out/messed around with/played around with a skill calc for a sent/mara hybrid many a times and each time you're left with something lackluster. Generally going the full spec in any of each of the lines results in a much better result. The spec you have posted gives you nothing but an additional jump (which isn't particularly warranted), the spec points allocated to the focus tree are wasted as even if you can change form quickly, you have still then given up all of your focus built (possibly your centering too but I can't remember if that goes to, but I think it does, am sure somebody can clarify), therefore you may as well stay in juyo form otherwise the fluidity of combat will be broken. In regards to watchman, you really are missing out on the best parts of the tree to aid the bleeding. You are intent on getting the extra 30% dmg on cauterize, but remember this is 30% extra direct dmg, not the bleeding dmg, thus it isn't that useful as you aren't doing cauterize for the white dmg it does, it's just a talent to allow you to get the refresh essentially. If you really are intent on a hybrid though (which will still result in a worse spec than going any of the 3 trees fully, please read the spoiler below. (Otherwise this post will be massive if I didn't spoiler tag it ) TLDR?: Pretending to be a fool for attention? Maybe. Regardless, hybrids = bad. Full watchman, full combat or full focus = much better choices!
  8. Nope! Annihilation is eating a small surviveability nerf actually! (Due to phantom changes). And some of the main props for being annihilation spec are being moved to lower tiers to encourage the use of other specs. In regards to the rage changes though. I'm sure i'm just adding petrol to the fire here but, the decimate talent is being nerfed by 10% due to only being a 2 talent ability next patch, meaning a +20% dmg for smash. In regards to bloodthirst which I see you mentioned in a previous post but not to name, this adds an additional +15%, not +30%, but is only available once every 5 minutes so I wouldn't worry too much about that, especially if you group with a marauder! So a marauder rage specced can do more damage than a Jugg rage spec once every 5 minutes, other than that it is essentially now the same damage as eachother. I suppose to this point it is also possible to argue that Juggs can sunder their targets making them more vulnerable to attacks due to lowered armour, thus meaning Juggs actually do more damage in the long term as opposed to marauders in the short term with their 5 minute reuse ability The main thing I would actually focus on is that smash will have a longer cooldown now due to the removal of (correct me if i'm wrong, been a while since I played as rage) force alacrity, where the cooldown of all force abilities is reduced whilst in shii-cho form. This to me seems like a huge thing and the difference between life and death in a lot of fights! So at least the way i've seen things is that the 2 AC's are now equal in terms of dmg/cooldown timer/rage cost for everything you will be doing in the rage spec. The main difference between them is the utility each class brings to the table, which i'm sure everyone can argue about til the cows come home so I'm not really going to touch on that topic haha!
  9. I think the loot tables are definitely somewhat broken! My guild and I have now done, 4 or 5 HM EV's, 1 NM EV, and 2 or 3 HM KP's (plus additional late night runs too, unsure of how many but from what I've heard, no warrior gear drops on them either). And from all of these runs only 2 Warrior gear pieces have dropped as opposed to a healthy supply of every other classes gear! Both of our BH's are now in pretty much full rakata, couple of our inquis are in mostly full rakata, and others on their way. Whereas Warriors, well, me and a Jug have 1 piece each. First few runs it was a little amusing, but now it's getting somewhat frustrating! The Jug and I even sent tickets about this too, asking surely this is not working as intended? They replied to my ticket with a message absolutely nothing to do with the issue at hand and ticket closed. Whereas for my Jug friend, still no reply to the ticket at all (and we sent in the tickets within minutes of eachother). No news is good news right? NM KP tonight though! Wish me luck eh...
  10. I really wish I did have a combat log and could have logged my findings prior to the patch with reference to the bleedout ability. I tested it out using rupture on a guildmate, spending quite a lot of time doing so. Testing and noting my damage prior to spending anything into bleedout, and after putting 1 point into it, then 2 points into it. I noted a definite increase in flat-line passive dps increase. Of course only thing to go on is my word on the matter (and that of the guildmate I was hitting). I did write down some of my findings on a scrap of paper at the time though. Using rupture on a guild mate: No points into bleedout: 175, 1 points into bleedout (15% increase): 198 2 points into bleedout (30% increase): 220. Now, you may be saying, hey! But they aren't the 15 and 30% increases, no. This is because you then need to further take resistances into account, of which I didn't seem to note down. Either way, it showed there was a definite increase, and if you were to look into the class boards, I'm sure people noted their findings into a lot more detail than I just did there. Just may have to do some digging to find the right threads as it was a while ago now that the issue was flagged! End of the day, is it a dps decrease now that bleedout is fixed? Yes, all the math shows that it is indeed a dps decrease, as many of us thought it would be. Is annihilation spec ruined due to it? Of course not, annihilation is still a very strong spec to go down, and played correctly, you can still melt faces!
  11. You can also get the power/surge enhancements (Granted not as good as the posters one above me, but still pretty good, 23 end, 34 pow, 48 surge, if I'm remembering correctly!) from the operative champion gear gloves. You can buy them with champion commendations and rip the enhancements out of them.
  12. The thing they fixed was that the Bleedout ability was giving us 30% passive increase to bleed damage as opposed to the 30% critical damage. So in order to compensate, they increased Hemorrhage from 6% (Or 4% as it was bugged before and only giving 4% apparently, didn't do the test myself, but seems apparent from others who've tested it and posted on the class forums) to 15% instead. So we do in fact see a decrease in damage, as can be seen just using simple math, which is all over the class boards so I'm not sure if it needs reposting here, but just quickly, what it boils down to is: Prior to patch (assuming baseline hit without talents = 100, round easy number for easy math, crit multiple = 80%, also assuming hemorrhage tests were correct in that only giving 4% instead of 6%): Non crit: 100*1.34 = 134 damage. Crit: 100*1.34*1.8 =241.2 damage. Post patch (same assumptions): Non crit = 100*1.15 = 115 damage. Crit = 100*1.15*2.1 = 241.5 damage. So this results in you needing to have a very very high crit rate in order to justify this as an increase in dps! We are however still a strong force to be reckoned with despite of this and I'm still quite happy with my marauder.
  13. As I say, that was just a test on a random mob to test out the multiplier and how to works! As for my surge values, well, I've ripped a lot of enhancements out! Usually I aim for about 80% surge, due to diminishing returns, but just got some new pieces which had surge on, so it's a bit higher than that at the moment! It is a small nerf overall, but after a bit of pvp I can still hold my own, only thing i'm annoyed about is BW lying to us saying it'll be a dps increase, if they straight forwardly came out and said, okay, we're fixing it, it'll be a small decrease in dps I'd be fine, as they're upfront about it.
  14. Just tested it on a random crap mob, just to see how the multiplier is applied. Base damage bleed from rupture on random strong mob on ilum: 208 Crit damage bleed = 446 My crit multiplier at current is 84.26%, so add in the 30% to the surge, how we were hoping it was not going to be applied as, giving 114.26%. So a multiplier of 2.1426 208*2.1426 = 445.66 So round that up, and that is figure that came up. So sad news guys, we were in fact nerfed a little. The 30% is added to the crit multiplier, it is not it's own multiplier. So our baseline damage is lower, as is our crit bleed damage.
  15. When this occurred had you just been knocked back also? I have noticed a few times that when knocked back (generally to a different level), and a stun occurs in this time you may get stuck in a kind of "freefall", where you're stuck in the animation from the stun or falling. As you've said, no debuff effect on you, as essentially you have recovered from it, yet the animation is stuck, the game assuming you haven't actually landed yet. Has sadly happened to me a few times on Huttball. One of which times was quite amusing, as I was stuck in the animation of being force choked, but my allies had already killed the person choking me, and nobody else was even nearby any more! In the end an enemy turned up and I was able to force charge out of it and continue as normal though. A /stuck will probably fix it too.
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