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Ottoattack

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  1. Agent story is better than inquisitor. Both dps disciplined for operative are better than sorc in PvE and PvP. Healing is debatable. I personally prefer sorc healing (after the recent buff). I think all 3 healers are serviceable in all content.
  2. The new aoe attack sucks. Lacerate does higher damage on dec. There is a delay between the attack and it landing, which makes the slow component useless in PvP. It’s only use is to proc May cause injury tactical. Also, I never saw a point in removing phase walk or chain lightning. Overall devs made very stupid decisions in the end of 3.0 and in 4.0, where they removed most ranged attacks from PT, sin and ops. Then added leaps. While I think phantom stride works well with dec, it does not with hatred. It is much worse design wise for ops and PT. As previous PT main, nerfing HO, adding leap to dps and removing range on RS and aoe skill was the end of the class for me. Same as well for removing 30 meter range attacks from hatred. I still think dec, and to a lesser extent hatred, have good combat flow, and do not suffer from bloat like some other classes/disciplines. But removing combat options, that were never issues to begin with, is bad, and limits game play.
  3. Two questions for concealment in PvE: 1. Which tactical performs better damage wise, Volatile Strike or Acid Lash? 2. Is corrosive dart worth using? It surely is over rifle shot, if you are far and dont have energy issues. But how about if you have TA and in melee range?
  4. Avoiding PvP discussions, yes, there is on overall PvE damage increased. It is not an opinion. Will see parses soon (you did not link any and I did the math). The loss in 6 GCD burst window is about 10-12%, while outside that window the gain is 8-9%. You can do the calculations yourself based on valk damage distribution. Assuming you have 7% alacrity, you should be doing between 4-6% more damage. Also, losing guaranteed critic, is not 100% damage loss. In 2 melee hits, 1 is going to critic. If you have the right stats you should be at ~42% critic chance (47% after force critic). In 2 hits one would critic, so we lost 1, not 2 critics. More accurately 53 in every 100. So, in 2 mauls and assassinate following recklessness, 2 are going to critic now (1 guaranteed and 1 in 2 based on regular critic chance) as compared to all 3 critc before. As for PvP, not my territory as of late. Again, if deception was wholly dependent on 1 extra critic, you probably were playing it wrong. If you think deception was originally weak and needed a major buff, that is a different issue. Not going to bother regarding dec. being glass cannon. GL selling that, LMAO.
  5. I did not consider recklessness from MR. It could outdps DK in PvE. I know that the 30% impacts melee only, but that close to 45% of your damage distribution. Also, DK reduces recharge by 15 secs. I do not PvP often anymore. However, maul is far more prevalent in PvP. I would guess it is between 25%-30% of overall damage. Probably 50-60% with assassinate, VS and RS. Having 30% damage for these skills is pretty strong. Of course having 4 guaranteed GCDs of critic with MR would be way stronger. I think if MR is reduced to 4.5 secs, we could safely make it proc without requiring stealth. At 6 secs, it probably would be too strong, when you combine 6 secs + recklessness. And saber master still exists... for some reason.
  6. I am still debating regarding mystic set, but it is beyond any question that sorc healing got a major buff. Like 15-20% buff, when you combine everything. I think reviv pops RM 6 piece (not certain). It is very easy to drop and maintain reviv all the time. And energy management is far easier now. Plus the new roaming mend tactical is pretty solid. I am curios how are things in PvP. Now every single skill, except dark infusion (which is rarely used), require you to be stationary. This should be a big buff to mobility.
  7. Dec: PvP, did not notice a difference. 3 games for daily. Not that I was expecting a difference anyway. PvE, slightly stronger. It is about 6% overall buff. Discharge hits harder and RS can hit very close to maul with duplicity.
  8. I think removing the stealth requirement can give murderous revelation some usage. I do not think dec would consider it over DK anywhere, but hatred could, especially if it impacts the dots already on the target. It could become hatred defecato set, since hatred going out of combat does not reduce recklessness CD. Could also be good for tank for additional damage and threat generation (not that these are issues). Just for dec break down with, recklessness it is guaranteed 4 GCDs of critic which is equal to 6 sec MR in uptime, and would be usable twice in roughly 125 secs. Within same time frame you could MR 5 times within the same time frame. Then assuming 7% alacrity, you should have around 60 secs uptime of 30% extra melee damage with DK, every 95 secs. I do not see it being better for dec in PvE, but should not be far off. PvP, the 30% melee damage is far more important. And you want to use stride as a gap closer. Hatred has serious survivability issues. But that is a problem for another thread.
  9. Honestly, not much to discuss here. Murderous Revelation is garbage set. Using stride from stealth is dumb. Why should I waste a gap closer in order to get 6 secs auto critic, when DK does that and way much more? And in PvE it is even worse, since you want to use stride after you used reckless and discharge, you lose 15 sec of discharge CD, and 30% melee damage for 30 secs after recklessness. It needs a full redesign. It does not remotely work.
  10. Hello, going through the questions: 1. No, there are no different layouts between and vet FP and Master FP. Are you certain it is the same FP? Some bosses are different, but not all. 2. Depends, but healer can and do get hit. Some bosses do random attacks, so healer will get hit regardless. Bottom line, if you manage threat, healer should not be getting direct attacks. 3. Not everything is tauntable. Example, the hounds in mandalorian raiders are not tauntable, they attack randomly. Your role, as tank, is to take the boss to a corner. Keep him away from the hounds, so he does not buff their damage. And taunt him after he CCes you. Same for the robot boss in Korriban. Actually, that specific boss, the tank does not do much. Just AOE the adds, and stand out of the bad circles. Both fights require awake dps, which in my experience, tend to be the biggest problem in most master FPs. I would also advice with the following: 1. I do not play Jug tank, but you want to start AOE with smash. Not sure for single target. Just do not start with taunt. 2. Need to know your rotation. You want to maximize your dps to ensure you maintain threat and maintain defensive procs. 3. Keep eye on health for everyone in the group. If someone other than you is getting attacked, taunt the attacker. If you are in doubt, AOE taunt. 4. Make sure you use guard. If you are in doubt, guard the healer. Generally, you want to guard best geared melee dps. 5. If you are not sure ask. No one will get upset if you mentioned you are not familiar with the fight or not sure about a mechanic. People might if you do not ask and mess up the fight. It does not hurt if you say in the beginning of the FP that you are new to tanking, or to that specific FP. 6. I would not run master FP for an FP I never ran on vet. Make sure you are at least familiar with the FP before you run it on master. 7. I probably would select what FPs I want to run, instead of random. I would start my way up one by one. Merdian (imp side in particular), Zeildrog, Umbra and Tython are difficult. Unless you are highly confident in your role, I would suggest not running them for the time being.
  11. I do not know if we are locked in. But again, if we can remove all resource generators from effecting Fanged God. In addition, I dunno if this going to be enough damage, however Carnage still needs a differentiation factor. Fury has better uptime, better range, better AOE and better burst in PvP (due to range and uptime), and probably still better damage. To differentiate Carnage, it needs a bit more in the utility. I would suggest again to reduce Predation cost from 30 fury to 25 (and CD with the utility to 25 secs as well). This at least gives it an edge in utility that could potentially be used for.
  12. What is the expected release date for 6.1.1.? The notes have been out for a month now. Not sure if there will be any additional changes. And with the exception of Carnage changes, there has been no other responses from BW.
  13. Is it possible to remove fury/focus generators from consuming Fanged God stacks, similar to how they do not consume ferocity stacks?
  14. Sticking with PvE, currently the guaranteed critics are 6 hits: 2 discharge, BL, 2 mauls and assassinate. This will change it to 4 guaranteed critics, 2 discharge, BL, and 1 maul. With the next maul and assassinate being between 45-48% critc (depending on your ctitic rating). Add in about ~9% higher damage of discharge and BL, in this time window, only AP PT, under EF with SR, can deal more damage (which is far less recurring). So saying that burst is no longer here is... just false. Dec. for all purposes, is still the burstiest spec in PvE, considering that discharge resets out of combat and one demand with cloak. AP has to wait two minutes for SC and EF, and no other spec can match this damage in that time frame. Fyi, the math comes out to be ~12% burst loss during the 6 GCD window. I get it more in PvP, were one of the strategies is to CC the target in 3 maul. This still is viable, just not as effective. And it was not the only tool dec. has or the strongest.
  15. I tried to do the math for dec. sin based on Vulkk website PvE skill damage percentage distribution. Using Awakened Flame and 40% critic chance, we are looking at approximately 8.35% buff, excluding the loss of guaranteed critics. Not really how best to factor in the guaranteed critis. But, I will be very generous and say they are 3% total dps loss (I think it will be between 1-2%), we are looking at a 5-6% overall increased damage. Not bad.
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