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Aelanis

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  1. Not sure if you saw the range nerf on Death Field, but that's it. They also still haven't announced new group content, over a year since they announced this current expansion. They're on track to go 2 years with no new group content, it seems.
  2. Have you played S&V or TFB NiM? Most boring instances to tank in the game. You have more to do in most HM flashpoints. Besides, I've seen way more groups fail due to garbage DPS than tanks or healers.
  3. My wish list: New, balanced, bug free content. Remove either balanced or bug free from the previous item. Remove the other qualifier from the first line item. A nice mix of survivability and damage for Hatred, by boosting the damage on Thrash somehow (proc please?) and turn the self heals into a damage absorption bubble. A new ability to tie burst to for Deception, both the Static Charge stacks and a little more burst back besides. I'd love to have my 15 second Force Speed back.
  4. Somebody never tried 16 man Cora HM on a Sorc. It didn't matter how good your healers were: if the mouse droids targeted you, you died. Survivability matters, though there is a serious lack of meaningful heal checks that matter that involve healing party members through damage. But it happens, and that's when survivability counts. It also seems like you didn't do HM raids in 3.0, when you played a Bounty Hunter or you held your group back. This is about making class choice purely a preference. I'm also not sure if you're aware, but the suggested +/- 2% spread is pretty nearly tight enough that last place can beat first place with some luck and purely equal skill and gear optimization.
  5. 1.2 million?! Woooooooow, I'm SO IMPRESSED. /sarcasm I mean, people were only pulling 3 million last expansion as Hatred.
  6. Honestly, I think you're blowing a few of those bullet points out of the water. For instance: Name a single fight where your group's AoE will make or break the fight. None of the rotations in this game are particularly hard to execute. Maybe this is a bit biased, but most Disciplines regularly use less then 10 moves and in a very particular order. Having to adjust to a boss fight is not hard either: it just requires a time investment in practice. Easily your best point, and, from past examples, one I don't think the combat team can compensate for in terms of balance without simply homogenizing the classes. So make the DPS checks harder. Not in the 4.0 way by increasing health, but by making good DPS harder to maintain. This is a small rebalance issue, and honestly only requires some small tweaks to bandaid, if they won't put in the effort to do it right. Besides, like you implied: the true potential will rarely be seen anyway. Here's another thing that could easily be solved with some clever design, but again, not something I'm expecting. If the DPS checks are sufficiently tight, then you'll see a reason to take the sustained doing lightly better average DPS, or else the burst specs will need to step it up. But gone are the days of 0% Brontes wipes. This is all theoretical anyway, so I don't expect it will ever get noticed. I think your miscellaneous concerns are much more pressing, to be honest.
  7. It's more or less perfect for the pull. You do your last GCD and Stride out, get pulled back in, and keep going smoothly.
  8. 1) Darkness makes the best use of Overcharge Saber, no contest. 2) The DPS boost is mostly negligible in Hatred unless you're on an AoE pull. Otherwise it's not the worst suggestion I've heard, except that every other Discipline would complain about it.
  9. Maybe a little overboard, but fine work. The only thing I would add is PvE knockback/stun immunity on Ravage||Master Strike (not the stupid new name) for Vengeance||Vigilance. I also don't know if I could stand by the choice of placement for AP||Tactics any more, either.
  10. I think some people are overplaying the ranking system here as the important part of the idea. The actually important bit is the overall spread. The Disciplines being balanced to a +/- 2% point means that, given equally skilled players in equally optimized gear should be trading off the top DPS spot on a regular basis due to variance in damage rolls and crit successes. I looked over Bant's changes, and they're quite well thought out, and it really is too bad that BioWare probably won't read through this thread.
  11. 9 second reset on Raze makes the rotation flow perfectly. The rotation is super clean pre-execute. What you would want is a damage boost on dots applied via the original abilities and not through Lacerate, or remove the spread entirely. Also, consider a a shield a little like a sorc bubble that gains strength as you self heal at a 1:2 ratio of absorption to self heals, capped at 10% max HP. It'll never happen, but it's neat.
  12. Super try-hards who want to always be shimmed up do. It's not possible to see the difference through your crit variance, so I wouldn't bother with those stims. Bant's thread is otherwise what I would suggest.
  13. Check my guide in my signature for a stronger opener. Aside from that, just work on timing those dots correctly, seems like they fell off a couple times based on my guess for your Alacrity and the average and minimum times between uses. Again: this is from mobile, so I'm not digging too deep.
  14. Work on that Blackout rotation. Your minimum time between Blackouts should be 12 seconds. More Blackouts means fewer saber strikes. Hard to say what else from a mobile device, but other posters have ahd it right: don't compare to top parses, their average crit percentages are way off as they're super lucky. Find good parses with at least 3 or 4 other fights in the log and average out the DPS, then average the same number of your own fights. It's odd to be back, finally, and on mobile to boot.
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