Jump to content

Vontage

Members
  • Posts

    11
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Coruscant :)
  • Homepage
    http://www.parti-libertarien.com
  • Interests
    Football (soccer), rugby, tennis, killing imps
  1. I'm wondering how Combat is supposed to outperform Concentration on a Sentinel... (for info Combat is Carnage and Concentration is Fury for Marauders) I used to play Watchman as my Sentinel but now I'm starting a new one (currently level 40) Since I know Watchman I tried leveling using Concentration & Combat Combat supposedly has more burst AND more overall DPS... On the leaderboards from parsely the best Combat has 204.951 TTK while the best Concentration has 229.589 which is well below not only the other Sentinel specs but most other DPS classes as well BUT this isn't what I've experienced since playing both specs (granted I'm only level 40) What I noticed with Concentration is : - Focus Burst is basically the equivalent of Blade Storm / Clashing Blast (same autocrit) - You get a +15% armor penetration on all attacks in the Concentration tree - You get a +15% critical damage on all attacks in the Concentration tree - The base damage of Focused Burst is superior to the base damage of Blade Storm / Clashing Blast this was something I noticed playing and running tests, but I also confirmed on Dulfy / Maxjeu and the numbers add up - Focus Burst : 2877 - Blade Storm : 2402 - Clashing Blast : 2956 sources http://www.maxjeu.com/republique/sentinelle/combat ok, so Clashing Blast has slightly more base damage according to those numbers BUT it's only buffs are : +5% damage from opportune attack +10% critical damage (later in the Combat tree) autocrit after an ataru attack WHEREAS Concentration's Focused Burst has : autocrit +15% base damage from Koan +15% critical damage on all attacks +15% critical damage again from Concentrated Focus at the end of the tree + the 3% from Shi-Cho form But if I look at the leaderboards from parsely you can see the "best" of all attacks : 21669 dmg from Clashing Blast 15918 dmg from Focused Burst So my three questions are as follows... 1. How does Clashing Blast outperform Focused Burst under those conditions? 2. How does Combat have more burst than Concentration when its strongest attack (Clashing Blast) is inferior to not one but two attacks from Concentration (Focused Burst and Concentrated Slice)? 3. How does Combat have more overall DPS than Concentration? I get that Ataru attacks probably count for some added DPS that you don't immediately "see" but that doesn't explain the huge difference in numbers (204 TTK vs 230)... plus I get the impression that Concentration has more "tools" to deal damage with : it gets a buff to Blade Dance, to saber attacks, to armor penetration and to all critical damage Does this have to do with the attack precision that virtually removes the armor of the opponent? Thanks for your answers and sorry for the long post, I just couldn't wrap my head around this
  2. Hi Her's my suggestion Rather than have each companion abilities unlocked simply by leveling up, why not give them after completing companion quests ? For example each DPS starts with just a basic attack, each tank starts with just taunt and each heal starts just with a single healing ability if the player wants more he will have to gain affection with the companion AND then complete the appropriate companion quests also the new abilities should be relevant to each companion quests for example Aric Jorgan's quests it would require redoing a lot of companion abilities and quests so maybe just for new companions ? what do you think of this idea ?
  3. Hi Why not share ideas for new classes and companions ? The goal is to discuss the best class / companion combos that could be an good addition from a lore standpoint My ideas : SIS Agent Companion 1. Anti-Empire Sith Lord. We already have Scourge, but he's too generic (aside from his back story, he looks and acts like every other sith in the game). The Siths have 2 Jedis (+ Vette who is basically a gunslinger defector) so the Republic should have 2 siths. Why not include a sith that hates the Empire as much as the Jedi, explaining why he "works" with the SIS Agent. Make him a Sith Pureblood that hates all humans, or something. One who doesn't see a difference between Jedi / Sith Empire, it fits lore-wise. Also he should have a better personality than Scourge, a mix of bloodthirsty (Skadge), Anti-Empire (Forex) and Sarcastic (Gault, Guss). Also kind of like Darth Vowrawn if you know the character. Likes : Killing, Killing Imps, random Cruelty, acting Heroically (so he's not pure DS) Hates : The Empire, the Jedi, Mercy, Humans Bonus : Diplomacy critical, Artifice critical Companion 2. Hutt Healer. Romanceable. Needs to happen. With so many Hutts scattered throughout the game, why not pick up one on Nar Shaddaa ? One could get tired of the opulence and degenerate lifestyle and seek adventure, while still being a fat lazy. Also they know the underground markets so it would fit the SIS Agent story, where a lot of information gathering is involved. Likes : Using others, talking, avoiding confrontation Hates : Working, Foolishness, Naivety Bonus : Underworld trading critical, slicing efficiency Imperial Trooper Companion 1. Tusken Raider. I don't know how to include him in a trooper story but it would be cool. Likes : Unknown Hates : Unknown, Jawas Bonus : Scavenging efficiency, armstech efficiency feel free to add your ideas
  4. which is fun for pvp Leveling with tactics can be good for one reason : more forgiving of ammo since you regenerate it faster
  5. N*croP*doS*doM*so by SEWER
  6. Hi all this is a build I sometimes use for Flashpoints with my Vanguard It's a "semi-tank" build that focuses on dealing insane damage with Explosive Surge You won't be using Ion Cell but Plasma Cell so you're not an actual tank but you'll be taking aggro It's great for trash mobs, somewhat good for overall tanking (if you have a good healer), somewhat interesting for PVP (purely for big scores and utility) here is the build http://www.torhead.com/skill-calc#801GMhrdzboMZrkZfhMbd0M.3 you need to be at least level 50 to make it work so there's no point leveling with it I use it often and in terms of running through mobs it's second to none
  7. METHOD 1 : 1. Throw your two dots 2. Wounding shots 3. Repeat METHOD 2 : 1. Spam Scrap Bomb don't forget to use hemorrhaging blast also as you can see it's very straightforward, probably the most of all 3 trees
  8. À équipement égal je pense pas. Même en prenant en compte les bonus de pyro ou la réduction d'armure d'arsenal (faut pas oublier que la série de tirs est une des meilleures attaques du sniper) Après peut-être qu'avec les bonus de 33% + 25% (après la salve gravitanionelle/missiles traçants) et le bonus de 30% de dégâts critiques, mais faudrait faire que des coups critiques
  9. L'avant garde se bat de plus près et utilise un fusil (le même que le Soldat de base), il peut être spécialisé en tank Le commando utilise un cannon (qui fait 20% de dégâts de plus sur toutes les attaques de base) il peut aussi soigner ou réduire le niveau d'armure de l'adversaire
  10. Not for a healer You win a bit of longevity but your heals will be weaker bad idea stacking endurance is only good for a tank, and even then you sacrifice too much other stats
  11. PVE : Vanguard is a pure AOE madness once you reach thirty, which ever tree you choose Amazing tank (the best for passive mitigation) and amazing DOT/elemental/internal dealer Commando on the other hand is a bit slower because you lack AOE (aside from mortar and the fire grenade) good heal for pve though PVP : Both are amazing Gunnery commando can tear through the armor of any opponent, making your hardest hitting abilities almost un-mitigated (mortar, demolition round) Assault deals slightly less damage as a commando than as a vanguard, but the range makes up for it (you can throw your dots and run away ) the heal is not the best for PVP in my opinion, but still very good
×
×
  • Create New...