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Kiisu

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  1. Decent dps can kill 2 mobs without problems (even 2x dps mobs in nightmare mode is doable).. So just leave your healer out and get your best dps to kill 2 mobs. Just note that he has to finish one, then start another to avoid the debuff thingy.
  2. You can only get 26 armoring schematics from the armorings dropped by kephess in hm. Extracted armorings from bh/campaign gear wont give you schematics.
  3. Read the chart correctly please. This is the bonus % you get only from rating. For example 300 crit rate gives you extra ~11% crit.
  4. It's only an issue on trash, and since it's trash, it's just a inconvenience which you can actually bypass. Just run into cc'd targets, pulse them apart (that wont interrupt cc), and shrap away. Or you could ask your tanks nicely if they would harpoon/pull some targets away (also wont break cc).
  5. Tbh, its not balancing imo. Not saying you're doing anything wrong, but 24.4k is low for a tank and I'd call it stacking mitigation. For the other end of the spectrum, just tanked HM kephess with my alt yesterday without any issues at all as vanguard: 30k hp, 52.6% shield, 57.4% absorb (+8 with power screen) and whole 10% defence. I'll pbly try at some point what happens if I switch end augs to def ones.
  6. I don't even get why you are so upset about this. Since most of you are pvpers here I would think you would relish the fact that wounding shots does more burst because of that simple fact.
  7. SM/HM EV and KP are easy. Even NMM's of those are quite easy tbh. You should probably start doing sm ec and old nmm's if you find sm/hm too easy.
  8. No matter how much def and shield you try to stack, you will take full-hit attacks and you will take them several times in a row, it's good to have a hp buffer for those times. Running around with 22k (as mentioned previously) makes you just annoying to heal, hell most 61 geared dps/healers have ~21k hp.
  9. Actually no, its not a good test, since wounding shots without dots present won't have internal dmg component. Hemo blast charges will go off on wounding shots internal dmg components which i think is working as intended.
  10. Nonsense, you can have 30k health and still have more than enough defensive stats.
  11. Fore pve: you don't need all that fob, and speed shot is a good chunk of your damage (highest after your bleeds and wounding shots), stupid not to use use since you've already specced it to have more dmg. As I just said in another topic:
  12. Basic outline is shrap bomb + vital shot + hemo + wounding shots, then you have some fillers (speed shot, sab charge, aimed shot, flurry of bolts and of course quickdraw) until wounding shots is back up. After 2nd wounding shots you basically start over again. But you shouldn't be mechanically pressing 1234. Since our energy regen is dependant partly on dot crits, its not always consistent, so you have to actively pay attention and sometimes delay skills if it puts you under 60% or sometimes you can squeeze in some extra stuff if you regen more. Also the pve bonus (+10 energy from illegal mods) actually is very good for the purpose of putting you above 60% threshold. Note that your wounding shots will still do full dmg even if your dots have worn off and replaced with weaker versions. Oh, and you should also keep flourish shot up, although its not needed any more if there are other armor debuffs, its still a good practice.
  13. Trash doesn't matter, so don't even consider that tbh. And you do need some aoe on the kephess fight to burn down those trandoshian packs. I would recommend either sab/df hybrid posted above me, or go full DF. They're pretty much equal on dps and are a matter of personal taste. Difference is: do you prefer free hemo blast, extra dot dmg on targets under 30% and a bit of slack when getting of 2nd wounding shots before dot refresh? Or do you prefer shock charge, contingency charges (which give energy back to offset the free hemo blast vs costly shock charge) and a bit of extra aoe. I've tried both, found pure df more comfortable but it's quite personal preference. What they give over ss, is the fact that its largely internal dmg (especially good since they nerfed armor debuff stacking) and you still do dmg with moderate to heavy movement (fore example you could be the runner on tanks without losing too much dps). They take quite a bit of getting used to, especially if you never tried them before, but I'd recommend to try for at least a week and see if you get used to it. Also, 44.53% crit is a bit overkill imo, you would benefit more from power.
  14. Not much has changed for (df) slingers tbh. Not seen any math to prove that pvp power ones are actually better. That extra clicky power during burns (for example walker burn in hm kephess) could be what your group needs (although I personally dont feel the need for it).
  15. This is what I currently have. Belt and bracers still need 61 skill armorings. Barrels are patron, but nothing I can do about that at the moment, so are armorings in helm and chest (but i go for the looks+set bonus there). Note that stim is missing from those stats. Running 2/8/31. Relics are kinda personal preference, could swap out matrix cube for clicky power if you need more burst at certain points. Except for what was mentioned I wont swap anything out, and even that difference is most probably unnoticeable. And you should use cunning augments, because at some points you can then switch out crit rate (mods/enchantments) for power.
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