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Quantemoq

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  1. sticky grenade exploding after time runs out ftw
  2. highest parse of gunslinger/sniper = 3358 dps http://www.torparse.com/a/236380/5 highest sentinel/marauder = 3242 dps http://www.torparse.com/a/305237/1 highest scoundrel/operative =3127 dps http://www.torparse.com/a/319950/1 highest commando/merc = 3117 dps http://www.torparse.com/a/308636/1 highest sage/sorc = 3005 dps http://www.torparse.com/a/294314/5 highest vangaurd/powertech =3002 dps http://www.torparse.com/a/319062/1 highest guardian/jugg = 2940 dps http://www.torparse.com/a/278969/14 highest shadow/assains = 2818 dps http://www.torparse.com/a/273652/1
  3. if you main hand is 72 pve instead of 65 conquerer you gain a ~0.5% damage increase but a small survivability loss. if you have a lot of white attacks it is a bit more. (since all white extra damage is on the mainhand for most classes) everything else is not worth to be replaced by pve gear after the last patch.
  4. depends. if you go for the 2/22/22 spec or 8/8/30 you might want around 100-200 crit-rating because of assault trooper. otherwise 0 crit and full power. accuaracy to 110% for pve. (tech acc) pvp i'd take accuracy to 104-105 % (which is basically 3% from talents 1 from companion and around ~1% from enhancements). all other secondary stats should go into surge for both pve and pvp. and ofc aim augments unless you do not take steely resolve for some reason.
  5. if someone else consumes your "suppression" he will also get the +20% (suppression damage bonuses stack +20% +40% +60% etc) on whatever dot they use. same is if you consume someone else's dot so i don't see that much of an issue there. ofc, if you have 2 telekinesis sages and one balance. the two telekinesis guys will eat your "surpressions" with their dots without providing any extra "suppression" for you -> they get higher dps because of you and you get lower dps because of them, but the total dps delt to the boss is more or less the same.
  6. well the feat that gave arsenal mercs 30% extra crit damage was bugged and did not work back in the days. even though since the very beginning people were posting in the forums about that bug , it took about 4 months to fix it.
  7. at that level you have very few abilities. so i suggest you find out who is healing in your team and put "guard" on him (and stay within 15 meters). if you do not have a healer, figure out the highest dpser in your team and guard him. eventually a tanks objective is "pealing". which means to pull/cc/taunt the target that tries to burst down the player you guard. aside from that, a tank is usually the one carrying the ball in huttball (although usually guardian tanks and shadow tanks will do that) PS: calling incomings early and correctly is crucial ! so if you do that you are already helping your team more then many.
  8. except for the fact that "barrage " (aka the unload proc) doesn't make unload free but increases its next damage by 25%.
  9. your reply doesn't make a lot of sense. he is comparing tofn to grav daragon, not to other mmos. not like they have different content there.
  10. http://image.noelshack.com/fichiers/2013/09/1362011240-dr-curve-2-0-swtor.png as you see in the graph no matter high high surge gets it can never surpass +30% (50% is base +30%= 80%) you can get +1 % extra crit multiplier through maxing out certain companions. furthermore you can get +crit multiplier through talents (although most of them won't show in your char-sheet except for dark resonance http://www.torhead.com/ability/BhBT90/dark-resonance) but even though it doesn't show in your sheet, you can get crits that deal more then 100% extra crit damage. all talents multiplier stack ontop of the base surge value.
  11. with the change on how shielding works (now shielding all kinetic/enegry damage no matter if force,tech,ranged or melee) a lot of classes including sorcs have to deal with it. the best setup against it are classes and specs with high critchance (crit overwrites shieldchance) and high internal/elemental damage (because they cannot be shielded). that would be both powertechs speccs and leathailty snipers (they have 50%+ of their damage coming from elemental/internal damage and quite high crit chance on the rest of their attacks through talents)
  12. i know that from the 2.0 description of "assault trooper" one should recieve a 30% extra crit damage boost to : "plasma cell, high impact bolt, ion pulse, incendary round, and assault plastique." but my ion pulse doesn't recieve it when i crit. is that a know a bug ?
  13. the problem with vanguards is that it looks super ridiculous when he holds his blaster like a sniper rifle to shoot a target only 10 meter away (especially since 10 meter in game seem more like 5 meter in real life) it looks as if he's myopic or somthing. furthermore he almost never changes the stupid "aiming" pose. high impact bolt, iopulse, pulsegun, mortar volley all look almost the same just with different projectiles. and it looks totally stupid running into melee with a long blasterrifle (almost pokeing the target in the eye with it) just to hit the target with the back of the gun? also a lot of the attacks that come out of the blaster rifle don't seem to fit. i mean mortars? ionstorms? for the big *** gun of the commando it makes kinda sense but a blaster rifle? (same weapon as the operative of the imperial side). the pistol of the powertech is tiny compared to the armor but it fits the idea of the class. the armor is the weapon of the powertech and the pistol is only used for the weakest standard attack. railshot is fired out of a gun on the wrist, same goes for flameburst and flamethrower and all the rockets, the "death from above" is fired while the powertech flies in the air with his jetpack and the missiles are launchen from both arms. and unlike the fumbling attempt of the vanguard to hit the target with the stock of his rifle, the powertech activates boosters on his boots and performs a "falcon punch".
  14. i'm sorry to be a nazi about that. but there are no "physical attacks" , nor is there "physical damage". there are only force/tech and ranged/melee attacks. and kinetic/energy and internal/elemental damage sources. armor protects against kinetic/energy damage which is dealt by about 60-70% of all attacks (unless it is a powertech).
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