Jump to content

Etrain

Members
  • Posts

    16
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Chicago
  1. Nefra (16 NiM) Relisse - Concealment Operative - Descension - 3565.04 Draxus (16 NiM) Relisse - Concealment Operative - Descension - 2796.67 Draxus I was killed but battle rez'ed as the following 6 sec log shows. Still need to up the dps for a kill parse though
  2. Once again, you're not reading my point. I've never said, not once, to use EP in lieu of shiv, backstab, lacerate, or cd. Instead, I'm advising that, when all of these are on cooldown, it's advantageous to use EP granted AP is available. This has never, ever, been a discussion of EP being more energy efficient compared to damage. Using all those abilities because of equal or greater damage for less energy is obvious. This has been, a one way mind you, lecture on what to use in that window when all abilities above are on cooldown. Also, I do check logs since I picked the game back up about 3 months ago. If you would check the local boss logs on torparse you would see that I'm actually better at some of these fights than you. Additionally, most servers have at least 3 or 4 guilds that have been clearing 8/16 DF and DP for since Thanksgiving as well. If you refuse to comprehend what I'm saying and continue your pretentious tirade touting my incompetence of energy/damage values while avoiding any constructive discussion regarding possible rotations alterations on a fight by fight basis than I have nothing to discuss and will no longer respond.
  3. Tyrans - you endanger the raid by not leaving the hitbox to drop Infernal. I can comfortably say that rolling out, using EP, and rolling back is much more beneficial for everyone. Corruptor Zero - not a great fight for me because my computer doesn't handle it well but it seem obvious that if you roll out you'll have about a second before you can roll back in. Calphayus - lol, wut? What boss are you playing. Distorted perception targets a random player(besides tanks?). It hits ranged more often because of ranged dps + healers. If you get it then you need to run out. If you've never gotten it then you're lucky I guess. All of these scenarios allow the use of an EP/Cloak/HS/AB if you use AP around 45 instead of 30ish. I'm not sure why you're being so dismissive of my advice. I took great advice from you're opener, I'm sure you can learn a thing or to from me.
  4. Corrupter Zero - anti gravity field Tyrans - Infernal Calphyus - Distorted perception Raptus - Force Execution Council/Raptus - Whirlwind I want to clarify that I'm not advising to use EP instead of a Shiv, BS, lacerate, HS, or CD. However, there are a handful of opportunities in each instance to exploit EP with AP. The window to use an EP is so far in between that it usually lines up with an AP. Regardless, for some 4 shiv rotation i.e. shiv > lacerate>lacerate >RS/AB ....that RS/AB can be replaced with EP/AB granted an AP is available. *Gap closing is a non issue now that exfiltrate will be free.
  5. Uh, no. EP hits much harder than shiv. The point I was trying to make is there are gaps in the rotation that allow for AP to be exploited. Mainly, instead of using RS/AB you can use any other damaging ability with AB. This includes cloak/hidden strike, explosive probe, and overload shot. Overload is weaker than shiv but explosive probe can crit for 8.5k. Most importantly, explosive probe is a ranged ability. Certain fights have mechanics that require melee to stay away from the boss, further increasing explosive probes utility. Like I said, it should only be used with AP so any energy concern is a mute point.
  6. The PvE talent points, for concealment, should remain unchanged in 2.7 if you want to be the most useful for a raid. The change to jarring strikes is simply a quality of life issue and should only be taken by players new to concealment. Revitalizers, especially with the new NiM content, can be beneficial to healers. It's not that strong of a defensive CD, I'd actually call it a soft defensive CD, but stacked with the +4% endurance it's healing nonetheless. Right now, for me, it's just over 8k healing over 15 seconds. Additionally, in the opener I would add an explosive probe after a couple lacerations following the cloaking screen. As the guide states, this is the opportune time to use adrenaline probe so might as well take advantage of it.
  7. Will this ever be implemented? I consider myself pretty decent at PvP. I have a Jedi Shadow and a Sniper and play each one differently. I try to be a pain in the *** on my Shadow trying to 1v1 and node guard on my sniper hurting everything. Now, my biggest grievance to my enjoyment in this game is the lack of targeting. I use my mouse for movement and have keybindings on it so I use it quite a bit but I find I often lose sight of my cursor so attempting to click on a character becomes very, very tricky for me. My options for targeting come down to two things: 1) If I'm playing a random (most of the time) I'll just tab target and hopefully land on what I want (a marked healer for instance) 2) If I'm running with some guildies using vent I'll target of target stuff to burn enemies. Regardless of whether or not I'm doing solo randoms or with my guild my quality of life is diminished severely by my lack of accurate targeting. So, will this ever get changed? It's one thing to get get beat by someone because I was out-played, out-numbered, or out-maneuvered but to get burned down because I spent 5 secs trying to target someone to interupt a Thundering blast or something makes me pull my hair out. Now I know everyone is playing the same game but I think my ability to recognize big interruptable casts and be able to switch targets quickly and accurately should be rewarded.
  8. PvE operative here. I'm at work so I'll make this quick and come back to this later.... What's the deal with overload shot? Shiv, lacerate, back stab, hidden strike, and orbital strike all work well together when you proper ally use adrenaline probe and stimulating boost. So in comes overload shot, it's like 17 energy and does a little bit more damage than an auto attack. I'm actually more inclined to drop to cover, auto shoot, then explosive probe still over an overload shot. An operatives static damage boost to this ability implies they want us using it as a filler of sorts buts it's sooooooo weak.
  9. ^^ 8/10 for Fracture. Don't really care about the ending but that' your gig. Ruach the Infernal I was looking up anything that had to do with force in other languages and this came up in Hebrew. Apparently the phrase ruach hakodesh refers to the divine force, quality, and influence of the Most High God or in layman's terms an invisible force (like the holy spirity). I play a Vengeance jugg and my favorite ability in game has to be Force Scream so naturally this fit. The Infernal title gives it a bit of a Sinister edge
  10. The difference between( this is assuming Rampage procs off Shatter).... 1) Shatter > Impale > Force Scream > Ravage 2) Shatter > Force Scream > Ravage really depends on the encounter. I use 1 a lot for the opening salvo, re-engagements, burn phases, and when enrage is almost off CD. A good example would be when you need to burn the shield off Ciphas in the Dread Guard encounter in TfB. Another would be the opening rotation on the Jealous Male, also in TfB. Rotation 2 is more appropriate during the "meat" of the fight where Enrage is still on CD and your rage accumulation rate won't be as high. I will also note that I use the War Hero Relic in tandem with the Dread Guard proc relic (elemental dmg) so rotation 1 will give my relic greater uptime and this is why Enrage NEEDS to be used on CD given your Rage is <4. As far as a <30% burn phase we'll never have enough Rage to hit all our abilites. Its already tough enough to get our abilites going without vicious throw. Sometimes you need to ignore Impale/Force Scream in favor of a Sundering Assault/Smash/Saber Throw/Assault so that you can get as many vicious throws in as you can. Of course if Savagery will drop off use Shatter/Impale before that vicious throw.
  11. I would move two points from Battle Cry to Decimate. If you're having trouble with rage buildup work on using your enrage ability. Also, move Impale before Force Scream in your priority. The trick is to still use Force Scream before Ravage if Ramapage is procced.
  12. Pooled Hatred was nerfed and nobody really knows why. Even when it was procced it never exceeded a single stack in PvE and I've never seen it go above 3 in PvP so it makes it a useless talent point expenditure. Sundering Assault's only purpose is a rage builder and armor debuff, not a damage dealer. If you find yourself forgoing a force scream in favor of sundering assault in order to build rage, especially when enrage is usable, you're not playing the class properly. Get in the habit of using sundering assault, shatter, impale, force scream, and ravage one after the other. Not sundering assault, shatter, impale, sundering assault, and ravage. Always remember that enrage is on a 55 sec CD, with the 2 piece, and should be used on CD when rage strapped. A good example would be for an opener (my guild runs with a sniper so I don't have to worry about keeping 5 stacks of our debuff on the target) Saber Throw > Force Leap > Ravage > Sundering Assault > Shatter > Impale >Force Scream > Ravage > Enrage > Shatter > Impale > Force Scream > Ravage > Sundering Assault. ^^This is best case scenario if either a shatter or impale procs a ravage. It simply illustrates the idea of how much more damage you can do if you forgo sundering assaults in favor of enrage.
  13. Well you get your crit % from your rating so I appreciate you calling a square a rectangle. Point is dont go above 30% or whatever rating gets you there. The only benefit I can see to being a little over 30% is that it also increases your force crit chance for abilities like shatter and smash. I'm at work so I can't quite remember what my force critical chance is. I know force power plays a role so it might be different. Can't recall.
  14. OP is asking how to gear his augments not his gear. He seems to be well versed in jugg gearing so I'm assuming he has 100% accuracy, 30% crit, 75% surge all UNBUFFED. Every point of additional strength adds 0.20 base damage and 0.02% more crit while a point in power adds 0.23 base damage. Both crit and surge suffer greatly from diminishing returns after you exceed the numbers above. I believe the extra crit you get from strength does not because its such a small influence. The way I see it you can augment all strength and drop a crit mod to balance your stats without going over 30% or get to those numbers and just augment the power/overkill. Personally, I run all overkill augments. Reason for this is I'm almost full DG gear (missing head and legs) so I'm getting a lot of base strength from the 27 armorings. Any extra strength would just put me beyond the 30% crit mark. I also run the dread guard internal dmg relic because its got a little power and I prefer dmg proc relics. I also have the WH relic with all the power. I just feel more comfortable with my stuff hitting a little harder across the board compared to increasing crit a little. The only thing I never realized is the 3% strength increase through talents. If anyone on The Bastion wants to chat and inspect my gear or just talk jugg DpS stuff message Ruach in game.
×
×
  • Create New...