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Justcae

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  1. Hey Bastion Just wanted to say that 'Never Tell Us the Odds' is moving on. So there is no need to throw us on the list for the next round of progression. Our core group has become a bit bored with the game and we have decided to move on to a different game. Since we all stick together like a bad case of herpes the majority of us will not be playing SWTOR any longer. Best of luck to all of you in the next round of progression. Hopefully some guild on Pub side will actually do the progression when it comes out. Peace out. Justcae Never Tell Us the Odds Raid Leader
  2. Ghost, The being squishy thing is actually just a result of RNG vs Harder hitting abilities and understanding where your cooldowns are best used. My current stats are HP: 44k Defense: 20.5% Shield: 42.5% Absorb: 39.8% There are times where my character will get spiked for large amounts of damages (Looking at you Raptus). You're definitely not doing anything wrong with your gear load out with the stats you have mentioned. Focus on building your screens more proactively so keep your 25% absorb up. When you actively work towards it, you'll see a difference. Don't be afraid to use your cooldowns, especially riot gas. Proactive cooldown usage is way more effective than reactive. I use 20% defense as my goal for defense, and after I achieve that move on to my Shield/Absorb min/max. The reason why I suggest defense first is that you'll see a great gain from it especially in the leveling process as it's a single stat, where Shield/Absorb rely on one another. A lot of the damage you'll see in FP's is also affected by Defense. And Hi again Ghost. You can find the evidence of this in your combat logs. Go to your ingame preferences, and then enable combat logging. Use a third party program/website like torparse, or parsec and you'll be able to see it. I was looking through my old combat logs on Torparse (all of which are sadly 5+ months old, as I took to using Parsec), and was going to screen shot an image of my ending taunt on a Thrasher fight where a single button click gave me 393k threat. This is a log where I only used my ST taunt on Thrasher 4x's. In other fights where you can use your ST on cooldown if you wished your threat gets way out of hand. By the end of a fight you'll have so much threat on the boss that your total threat will eclipse the bosses total health pool. It is the single greatest threat utility in the game. Your understanding that it is indeed how it functions will make you a far better tank. Summary: 1) Yes it does work. 2) Yes you do boost off your own threat. 3) After the initial pull of the fight, no matter how dickish your DPS wants to be they can't hope to touch you. Ever. Doesn't matter if they pop everything, they can't touch you. The only part of a fight where threat is ever in question is that initial pull and how you go through your opening rotation/taunt sequence. Ps. Sorry for the delay guys.
  3. Hey guys, Currently at work. Will be back in civilization come the 20th of December and will be able to give you both a proper response. Until then, best wishes and happy holidays. Cae
  4. Like KBN said aim ahead of where they'd be. I don't even look at the wall behind me. I'll have the tentacle faced in a straight line almost. And worse comes to worse? DPS the hands down ASAP. When the hands go down all the escaped balls destroy themselves.
  5. Loved EC, don't touch it. As far as raising it to 55, not worth the time invested to make it so unfortunately. Is the most laugh out loud funny thing so far in this thread. Lets leave WoW and its raiding elsewhere. In a land far far away.
  6. Sorry for the delay. Just cropped legacy pics, nothing special. Never Tell Us the Odds TFB NiM 5/5 http://img824.imageshack.us/img824/5991/uppm.png S+V NiM 5/7 (Warlords and Styrak coming soon!) http://img801.imageshack.us/img801/7258/4b3m.png
  7. Clicky Power relic would be best for on demand damage increase. As far as parsing on a dummy? No idea.
  8. Because there isn't any such thing as a ranged tank currently in game. We're simply a tank with ranged abilities. The only fight I can think of that we can really exploit our ranged abilities is Olok in S+V. Every other boss is either going to be right in your face even if SS were a 30m skill. Not forgetting anything. There is the base comparison for Push/Pull/Leap which are all physics skills. If you wanted to include movement you'd have to look at Hold the Line (30% Runspeed w/Physics Immunity), and Force Speed for shadows. You can further improve your speed of each tank via talents.
  9. You can clear 16M story mode with 8 people and have it be easier than 8M HM. True story. That's how easy the current SM is.
  10. 1. SS is one of your main skills in your tanking tree. It procs your Ion Cell giving you a stack of the absorb needed for Ion cell and you want to remove it from the rotation? 2. As mentioned earlier, we have a pull and a leap. You'd need to give up one of those for a knockback that you'd almost never use PvE. Which would you give up?
  11. 2794 threat according to my last log. Not great (Explosive Surge is ~2400 non-crit). Definitely not a "high threat" skill. It does add its threat to the target even if it is not pulled.
  12. If Bioware had not said that this was an unintended function this could be left this way. Regardless of class make up, you are able to get out of lazer phase, with mines going out w/ zero deaths. It just requires coordination. Not even cooldowns.
  13. Not going to bother with a whole lot of quotes here. Just trying to make a summary of what I'm seeing. The Hybrid build looks like a neat twist on Guardian tanking. It becomes tied to a gimmick almost. I think you are probably going to see more DR with the Focused Defense in Hybrid than the 30s off of each cooldown you'd get from full defense. I do think you give up a great deal of utility for that DR though. I wouldn't use the build on my guardian alt but its an interesting perspective none the less. Having watched your video and seen the mechanics going on though I do have a suggestion if you want. Nefra is an interesting boss in that it doesn't have an autoattack at all. It has it's main attack "Twin Attack", and the DoT it occasionally puts out "Voice of The Masters." Because it doesn't have an auto attack each tank is getting hit by the same stuff at the same time. There's no need for you to blow your AoE after a drop. You could simply hand of threat duty to your co partner. If you wanted to use your Guardian Leap to lower his damage in take you could save your AoE or ST for that.. I may leave that by the wayside though. Anyways, long story short, if you had him hold aggro you could do your Focused Defense thing on cooldown without worrying about the AoE thing. It'll still be just as effective and you won't ever have to see the boss turn away and crush your raid in the beginning. I think the build going forward in your progression will require you build your strategies specifically around what and where your build will be able to function to its utmost. But if you guys are enjoying it, and progressing all the power to you. I'd ask out of curiosity how much damage are you seeing in your logs on Nefra? Or more specifically just the the Twin Attack total. For instance my last four clears I had 244k (2m38s), 269k (2m41s), 249k (2m43s), 252k (2m42s). Best wishes in you endeavours going forward. Hope your twitch thing works out for you.
  14. You're more than welcome. Front page is updated with Vanguard Tanking for HM DF, w/ HM DP to come. If you guys have any further questions guys please feel free to ask. Edit: DP added to the front page as well.
  15. Actually you're still not getting it, and I am still befuddled. I'll break it down into bullet points for you so that the summary won't confuse you. Difference between minor favouring of health and max mitigation is so small that it does not matter. Period. Taking 440k vs 435.4k damage over 5 minutes does NOT matter. (Nor any similar numbers) Taking a little extra health provides very minor but welcome benefits! Huzzah! None of which are game breaking, or fight making. So long as you have enough health that you are surviving high damage phases you have enough health. So long as your healers are able to put out healing in a none stressful manner, keep everyone else up, and still have resources at the end of a fight you have enough mitigation. If you find a happy place in the above two previous points, congratulations you have a successful tank build. If you can't follow that, or you can not understand that there are circumstances where more health can be a benefit there's nothing else I can say.
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