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Mattmonkey

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  1. LoL hey mate. who knows how long for this time. I'm just getting back into it but it seems the balance has changed a lot. I'm in 3 different guilds and all have vigilance / vengeance spec in their DPS line ups not watchman. Maybe its just me but the battle cry used to be why cant we do what Sentinals do. my sage has inspiration.
  2. I wrote a guild for Vigilance back in 1.2 because the class was so poor. They asked the community for feedback at around 1.4 and I described the class basically as it is now and said it would never happen it would be way to OP. however I have not played for a year partly because my favourite spec was broken in HN and NIM content and logging back in I find its been developed a LOT. yes it still has MS but it now procs every PB. they have increased the amount our dots crit. They have let us stack alacrity to shorten our MS if we like. they have done a pretty good job of fixing the class its playable now. Fights like underlurker that are hard on Melee DPS classes I can still do like 75% of my max DPS. So I think well done bio ware.
  3. Yes MOOOOR deeps. It would be pretty easy to quantify the how much damage the extra armour mitigated. After encounter check out the damage received screen on Tor parse (or what ever you use) and calculate the extra damage more armour would have saved you.
  4. yes that's how I would do it. TBH I expect the 1 point in swelling winds produces more DPS than the point in swift slash. If your the kind of DPS that is slow to get out of the AOE damage the extra 15% armour rating probably will produce more dps than the other skills (time spent in the AOE dps-ing); but it is bad form to be slow to get out of the AOE damage. Personally I prefer to try to top the DPS charts and like to have good form regarding avoiding damage rather than making the healers heal me. However I don't think there is too much DPS loss in the high armour build so I think its viable. If you have good form and the 15% armour your healers will appreciate you. someone could produce a some of 5 min parses - say 5 in each build so we could get accurate about the actual DPS loss.
  5. Absolutely mate good idea. Actually I almost did not update this because your guide is good and pretty complete from my point of view. But I decided I didn't want an out of date thing floating around.
  6. Yea agree mate. stacking Alacrity is pointless. both GTN and resource gen don't help us - it makes it about 1/3rd as useful for us as other classes. The only ability we get a benefit on is Master Strike and that is a bit less than twice as frequent as it was before 2.6...
  7. Good to know it works on Master Strike. The issues has always been that Alacrity increases resources generation for most classes, for us it does not. However its true that if surge is hard into diminishing returns we might as well use it. Does anyone know if it shortens the length of time it takes abilities to cool down? a 10 second cool down on Plasma Brand would be worth while.
  8. Don't go to too much trouble. it got discussed on page 4 in this thread. if it hasn't changed it will be the same.
  9. have they change Alacrity so that it shortens the channel time on Ravage? it did not used to.
  10. That makes a lot of sense actually because the dots don't level hardly at all with gear the only real way to get more damage from your dots is to stack crit. Crit also improves all your other stuff so at a some point its going to be better to have more crit. Are we getting into diminishing returns with power now? that was not on the horizon back in the day.
  11. Thx man this is really clear, you guys have worked out the details. Ran a raid last night and found myself using: Throw - Leap - Shatter - Ravage - Impale - Ravage - Scream - Vicious Throw - As an opener, when I did the math this morning I noticed that scream is better DPS than ravage by about 400 so probably using it before the second ravage is better. You still got Vicious Throw to clip the second ravage. Not sure I agree about Impale over Shatter for short bursts. I think it depends on how many of the Shatter Dots you get. Once you get 3 Dot you get 6493 over 9 sec or 721 DPS while Impale is 5231 over 9 sec this works out at 581 DPS. (still just using averages from my parse yesterday). If you get just 2 ticks from shatter in 9 sec (have not tested this recently) then that's 5342 and at that point its pretty much the same either way. It would be good to know how people figured out to use more crit and what changed. The dots are the same as when I stopped playing but I get that people are parsing higher with more crit now - so i'm wondering what the developers did. One thing is for sure the fix to Ravage made sense for a long time i'm glad they finally did it. It does mean there is less to work out about our rotations now - we got much easier to play. I'm hating playing at 155 lag, rotations are so much harder to maintain smoothly in raid conditions, so that will take some working out.
  12. If you look at Shatter another way its helpful I think: The up front damage from my prase today is 3058 for shatter while Impale averages 3965. With impale the ticks are small there are 6 of them 1 per second for 6 seconds so if you delay Impale you effectively delay the whole amount of damage which on my parse is 211x6 =1266+3965 = 5231 However with shatter the ticks are big and they happen 4 times in 12 seconds so thats one every 3 seconds (I think from memory the 4th tick happens after 11 seconds but I would have to check this). Its helpful to think about these ticks as background damage. So long as you use Shatter closeish to 12 seconds you have a continuous tick pretty much every 3 seconds maybe sometimes 4 seconds but that gap of a second or 2 does not affect the total damage over a whole fight from ticks very much. For this reason when you delay Shatter you are only really delaying the upfront damage of 3058+maybe half of one tick (1142/2) 600ish... if you follow this reasoning then it favours prioritizing Impale by 1600/delay in sec (since we are measuring damage per second). This also support the thing people have noticed that Shatter up front after leap is worth while - as getting those big ticks rolling straight away behind ravage makes a big difference to total DPS while Impale before ravage not quite so much. Of course this might be a little academic because what I got from the response to my parse today was that if I Lurn To Play I will be able to use both abilities and ravage on cool-down. However when they both cool down at the same time Impale>Shatter>Ravage
  13. Thx mate appreciate it. I decided because the bleed on Shatter ticks 4 times over 12 seconds that's the ability to use second rather than impale that hits bigger up front - if i'm half a second out it does not affect Shatter damage as much overall. Great to know Uracles is still playing
  14. OK can you guys take a look at this parse http://www.torparse.com/a/596683 what can I do better? Take a look at the bottom one its the most stable. I gotta tell ya im at 155 lag - used to be 56 consistently before our oceanic servers got shut down. I'm in a mix of 68 & 72 gear so not worried about the DPS but more the rotation. cheers
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