Jump to content

Prolyfic

Members
  • Posts

    190
  • Joined

Reputation

10 Good
  1. Hi guys, I play a fairly new rage marauder at 50 in a blend of pvp and ops and I'm trying to optimize my stats for capable burst but w/o losing out on too much sustained dps. I see a lot of rage marauders stacking power to buff the dmg on the autocrit smash, but I invested more in crit and surge to get my other abilities to crit frequently also, to take advantage of Dark Resonance (increase crit strike dmg of all attks by 30%), even at the cost of some smash dmg I'd get from more power. http://swtor.askmrrobot.com/character/e80c5419-7001-47b6-b616-6a99083bcfd2 This is an estimate of my gear and stats, 37% crit and 100% crit dmg for force attacks.. given the surge softcape is around 75% and rage gets 30% bonus (force attacks only), is it worth it to remove all the surge mods from my gear down to 75% crit dmg and replace them with power? Right now, on normal mobs/players w/o protection I am critting smash for 4200-4400. Most other abilities are critting around 2-3k or 4-5k for my reactives. I have a tier 2 and a tier 1 saber atm, but both have white +41 power crystals in them. Are there any marauders specced rage reading this with 75% surge optimized? Can you share your smash crit numbers attained by stacking power after 75% surge please? Thanks
  2. I will take a screenshot soon as I get back in game this afternoon
  3. I have this head pc but I think I got it out of story mode EV, that's what I've mostly been running lately and a few HM FPs. I just used it to steal the juicy crit/surge mods for one of my columi pcs to replace the accuracy.
  4. 10, best I've played so far it has problems but they are too miniscule to mar this otherwise great story this story is probably what all the other stories aspire to be but fail
  5. Sorry I was being unconstructive.. for the short term if thats all you have then yea I agree supercommando is great tank gear. I wear supercommando atm but the 2pc combat medic route is also very solid.
  6. In my referenced thread, the points you raise are the topic of discussion. So you are exactly right. By definition, a crit is an unshielded hit. It's a win on the second roll in the combat mechanics: crit vs shield chance with a crit result. Having a higher shield chance reduces your opponents chance to crit you. it doesn't mean you shield their crits when they do happen, it means you lessen the frequency of them. Shield absorb chance ONLY comes into play if the Shieldtech wins the crit vs shield chance roll with a shielded result. the incoming noncritical's dmg is then reduced by a % of your shield absorb then sent to your armor for further dmg resist reduction. Though buffs can push crit high enough to counter shield, those are short term situational buffs like the BH's explosive fuel or passive boosts to only a single ability with a lengthy CD or high energy cost. They comprise a SMALL portion of the total time spent soaking dmg in pvp. In EFs case we're looking at 15s uptime out of every 2min. The other 1:45 we are spent shielding regularly, and during the 15s of the buff which CAN cancel out our shield chance entirely, our shield chance also acts as a "buffer" to prevent the +crit chance buff on our opponent from buffing him as much as against other classes. so relative to a unshielded target of those high crit chance buffs, we are still much better mitigated of their dmg with a shield in hand and a high shield chance.
  7. I don't want to get offtopic comparing 31 pt abilities between classes as the purpose of this thread is to discuss 1.2 pvp changes and how it affects the shieldtech spec, though I will compare it with our other available specs. To a class that has a lot of strong dmg abilities already, taking an ability like heat blast off gcd may not seem like much but there's a few things to keep in mind. *it's elemental, thus not subject to armor or shields. *it's fire, thus buffed by the talents proto burn enhancer and intimidate that adds +6% fire crit chance and fire dmg. Not a lot but better than nothing. *it's 10m range, so you can use it on a target that you are about to engage or that is trying to escape Now take it off the GCD and you have a md range attack that is not only resource-free but vents 8 heat, buffs shield absorb by 2%, and deals +392 tooltip in addition to whatever other attack you use during that GCD. compare that to the AP's instant DD attack costing 8 heat and a GCD for 623 elemental tooltip dmg which is nice with bonus crit % but main purpose is to proc PFT or to pyro's 949 kinetic tooltip dmg costing 16 heat Thermal Detonator that takes a gcd and 3s later to deal it's dmg which is wholly protected against by armor and shields. It's difficult to compare it to other classes like Jugg and Assassin because they have a completely different core of abilities to synergize their talents with, but as far as bounty hunter specs go, Heat Blast is doing well at the moment.
  8. that's odd, I didnt really overheat more than the heat dump, vent heat, and heat blast could handle last night and I got into some really prolonged engagements. the only thing that should have really hurt your heat more than pre 1.2 was the loss of 4% shield chance for vent heat's sake but the off GCD heat blast more than compensates for that. you're right though, one night is definitely not long, only for first impressions ;D and yes, dmg changed from expertise changes but at the same time its no doubt to me that losing 15% dmg on heat blast but putting it off the GCD is a net improvement. It only fails to be so if you run out of abilities in your attack rotation (which doesnt really happen with the rocket punch resetting on shielding an attack) and was a nice extra bit of dmg I found I could dump on someone exactly when I really needed to. I didnt really pay attention to heat because I didn't wait to use heat blast when I got hot, I used it as a sneaky off GCD dps ability so I guess I used it when it came up pretty often. Yet another reason why global dmg reductions are important for a player primarily tanking in pvp, when you take your half of that dmg the healer/dps guarded it's a lot easier to swallow with 12% cut off the top first.
  9. I like the concept of the build, but for my tastes it gives up too much survivability and mobility to accomplish little more than the heavier tank build can still do. loss of shield chance, heat screen, armor, speed boost will hurt a bit for the solo pvper, but you do have a 6(?)s interrupt and the cool blade attack. I think if the goal is protecting healers though, having the extra mitigation to split with them thru guard and more easily survive and to reduce burst crits and require less healing yourself, the heavier shieldtech build offers a lot more than being able to interrupt more frequently.
  10. Yea, the major difference in the iron fist and the one I outlined is the trade off of 6% passive shield chance for the 8% rocket punch dmg. its a personal matter of balancing the dmg->defense of your character but to me that loss of shield chance hurts not only because your heat venting relies on shielding, but also because shielding resets your Rocket Punch, and shielding protects against spike crit dmg in pvp It also gives up the useable HoT and 2% more global dmg reduction for 9% more aim which never did affect my kill speed enough to give up the CD reduction on my only way to regain lost hp beside stims.. as well as the ever important global dmg reduction stacking from multiple talents that makes this build so hard to kill. Don't underestimate the affect of shield in pvp! Shield chance is basically anti-crit and Shield Absorb is basically anti-surge. IF you are hit by an attack in pvp, a roll is made of the attackers crit vs the defenders shield chance. If the roll is successful, the attack's damage is increased by the difference in the attackers surge and the defenders shield absorb. (reference) Shield reduces crit frequency thus burst dmg in pvp, making you MUCH easier to heal. In addition, when you are hit by an attack that wouldn't regularly crit, shielding it will "anti-crit" it down by as much dmg as critting it would boost it. More attacks in PvP are kinetic/energy than people realize. Take for instance the much lauded rocket punch.. its not elemental, it's kinetic and absorbed all the same by other BHs.
  11. I'm using something close to this 33/8/0 or 32/9/0 but a lot of ppl invest the 2 pts into pyro for the +8% rocket punch dmg instead of any number of utility talents (like the grapple CD reduction of 10s which I find invaluable for player positioning, protecting, and where there are hazards, killing). I find the utility to get/prevent more kills than the extra rocket punch dmg. The highlights of the the 33/8 build include.. Survivability *8% global dmg mitigation.. one of the only mitigation tools that works on all classes in pvp (and even more dmg reduction vs non armor-piercing abilities with 16% armor boost) *4% global dmg debuff to your enemy after using Flame Burst with +6% crit chance or Flame Sweep with +36% crit chance This yields Net +12% global dmg difference between the shieldtech and his opponent before any shield/absorb/defense, CD, or taunt mechanics factor in. 1/3rd uptime 20% accuracy debuff to all nearby enemies useable off the GCD 6-14% boost to shield absorb depending on heat screen application 1 min CD reduction on Kolto Overload, making this HoT much more useable Mobility 1 charge that interrupts and immobilizes for 3 seconds, also boosting shieldtech's speed by 30% for 4s. Great for helping catch ppl that break out of the immob. 1 pull that interrupts and immobilizes for 3 seconds, great in pvp for many things (the more creative the player the more useful the grapple) and one of our class defining abilities in pvp. A Rocket Punch with a 2s slow component, 9s DoT, and 30% extra crit chance, with a CD that is reset every other time we shield an attack (usually CDs every 5-7s or so) 15% chance to proc a 2s slow/9s dot with all ranged attacks Utility 5 interrupts that work on players, 3 of which are ranged (quell, carbonize are from melee range; grapple, jet charge, electro dart from 30m range) 10s CD reductions on two of these interrupts compared to other builds With Electro Dart the ability to remove an enemy from cover at 30m range, allowing charging or grappling Two additional ways to vent heat, 1.) 50% on shielding an attack 2.) Once every 15s, off GCD ability Heat Blast
  12. Considering the fact that you are playing one of the hardest to kill specs in PVP atm, it's damage is genuinely higher than expected in my experience (compared to playing pvp tanks in many pvp mmos) Lets put it this way. Shieldtech gains much more defense than it loses in offense by comparison. By that I mean once I'm on a target with the intent to kill (not just CC or taunt or interfere) then there is very little chance that target is going to either escape or survive. I have never got stuck in a situation where I simply lacked the dps to take a player down over time - although with shieldtech it truly is sometimes a war of attrition. You really don't have to do great dmg to win if you can reduce your opponents dmg by more of a % than the difference in your DPS and his. The one thing this build lacks is escape potential. but 99% of the time its trying to keep players as close as poss, not get away from them. I lured several marauders into one on ones last night behind scenery and found my defenses more than adequate to keep me alive long enough to dps them down, previously the class I had the closest fights with. Healers weren't much of a problem at all between the heatless quell, stun, and cryo I had three easy interrupts/CCs to shut them down and easily dps them to death alone if need be (mercs being the most difficult)
  13. I havent done it yet but right now it appears entirely possible so long as the gear isn't labeled "Classes: warrior". I thought about it last night and it looks like it would cost about 100k+ per pc, twice as much if you wanted to keep the jugg mods for some reason. The pvp gear isnt class labeled atm is it? edit: fixed my label, ty
  14. I'm of the impression that you should play the spec thats right for your playstyle, regardless of current patch changes. A lot of adaptable ppl would disagree with me and successfully play multiple different roles with different specs, but usually I find solid pvp tanks are going to be ppl that are really in it to protect the team, not dps that have rerolled due to a patch (not saying that's anyone here, just in general). It's hard to shift ones mindset from dps, assisting, and killing - to taunting, guarding, CCing, debuffing, and otherwise protecting. Some ppl rolled BH to play melee dps and for those this patch may or may not be as enjoyable as it is for us, but otherwise I agree in that if you're going to roll shieldtech, make sure you update your playstyle to suit its strengths.
×
×
  • Create New...