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rob_y

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  1. There's no reason to have so many buffs showing, so here are a few suggestions to clean up the buff display - 1. Get rid of the "Sprint" buff and replace it with a passive always on ability. Alternatively, if you want to leave it, have it show no buff when it's on and a debuff when it's off "Not Sprinting" since it's almost always on. 2. Combine all of the class buffs into one buff called "class buffs" and display how many you have the same way you show stacks of other buffs. When moused over, show which buffs are actually there. Why waste four spots on the display on something that everyone has on all the time? This will help make it easier to see which buffs you, a target, or a group member has at a quick glance (especially in the ops window).
  2. Somewhat off-topic: can we see a pic?
  3. Links aren't working for me, but a few suggestions off the top of my head, in no particular order (apologies if I say an Imp skill wrong - I have a Scoundrel) - 1. Definitely use a DPS companion. Even if you want to use a tanky companion (other than Treek), use them in their DPS stance. The extra firepower is nice, and tank companions don't get all of the mitigation that real tanks get, so you're somewhat indifferent to whether or not you're getting attention or your companion is (and actually, the best case scenario is for you and your companion to split the aggro, which is easier if he isn't a tank). 2. Keep your surgical probes up on you and your companion (two stacks each, if possible). This will keep you from having to stop DPSing and cast heals. 3. In a difficult pack, mez the strongest enemy (make sure to leave your companion's AOE attacks off by default), kill the other enemies, and then heal up / regen energy before opening on the "boss". If there are three or more strong enemies, you can mez one, clear the trash and one of the strong ones, vanish, run away to heal, stealth/mez one of the two remaining enemies, kill the unmezzed boss, heal up, open on the remaining enemy. 4. Don't forget you can use your Heroic Moment in a pinch (before your companion dies). I often forget to use that because it isn't always needed, but it's a great way to get your hard stun back and also to regen some health for you and your companion. 5. Take the sedative skill when speccing so that when you open on previously mezzed enemies, they will do half damage for the beginning of the fight. 6. Kite kite kite kite kite. There's no reason a melee enemy should be able to hit you consistently. Keep him slowed (Sever Tendon or if you specced Adhesive Corrosives) and run him around while you kill his friends (might as well save the dumb melee for last since you're kiting him anyway).
  4. Why wouldn't they proc at the same time? They're technically different effects (I believe the SA relic specifically just says it shares a cooldown with other SA relics).
  5. I don't play my Scoundrel as a Scrapper much, but I remember one time in particular when I caught a Sorc doing this and blew him up in a matter of seconds and then vanished, with half of his team watching. They didn't jump in to help him, they just emoted laughs. (It was toward the end of the match, so some of their team was just sitting around at the node).
  6. I just fought in this warzone and it seemed relevant to this thread, so I figured I'd post it. The Reps had healers, they had a tank, obviously they had DPS... their composition was OK. But they didn't get any kills? I'm most impressed by the one healer who did zero damage (not even a stun?).
  7. A lot of people run AP, but in Ion cell (so make sure you don't take any of the skills that won't work in Ion cell). Good survivability / damage and you can guard a healer. Edit: Tactics, since you seem to be a Vanguard.
  8. I think they did stuff like this to differentiate the three tank classes. If PT had a leap by default, it would be more similar to Jugs. Anyway, for PvP, as a DPS PT I'd rather have a pull than a leap. I don't want to jumping into enemy groups, but I love pulling one of them into us.
  9. Well, it's possible to win when you have no healer against a team with a healer. But, it's a lot less likely to win if two of you quit. And how is this the first time you've come across this? I only recently came back to the game and I've seen this happen in ranked a few times.
  10. My OCD isn't letting me look at that screenshot while you have so many quests being tracked simultaneously during a warzone.
  11. Purple 28s in the weapon and offhand? That may be your problem there. I haven't tested everything, but from what someone said earlier, the highest you can go are blue 28s if you want to be bolstered fully.
  12. There's this common misconception about alacrity that it doesn't do enough unless it's geared in large amounts. Shaving 1% off your GCD and your time to dissipate heat can be better than adding the tiny amount of crit multiplier you get from adding surge at the far end of the curve. The better argument against alacrity would be that it causes your cooldowns to not match up so you don't benefit as much as you should from the decreased GCD (although this is probably a bigger issue in PvE). But even then, alacrity eventually trumps adding more and more to surge. Take for instance a hypothetical PT with 600 surge. He's currently getting 24.41% added to his crit multiplier. Adding another 100 surge gives him 25.78% surge-related crit multiplier, which is an extra 1.37% crit multiplier. If he instead adds 100 alacrity, he'll get 1.44% taken off his GCD time and his resource regen time (setting aside any benefit of a faster channel). OP's crit chance is under 20% as a base, but gains some benefits for certain abilities (100% for railshot which happens once every 10 GCD, and other benefits to other abilities). Let's call his cumulative crit chance 40% (which is being generous). If you multiply this 40% by the 1.37% crit multiplier, you'll see you gain 0.55% extra crit related damage from adding 100 surge (which actually doesn't even result in a 0.55% DPS increase because it's an extra 0.55% multiplied by your non-crit damage, not your average damage). Personally, I'd rather have the 1.44% buff to my regen and GCD (particularly in PvP where you aren't going to be able to use abilities like Rocket Punch and railshot exactly on their cooldowns anyway).
  13. Things like this would be less of an issue if they'd add cross-faction teams in ranked PvP. Or at least, for solo ranked PvP. Ranked warzones don't make a huge amount of sense lore-wise anyway, so I'm not sure what would stop them.
  14. OP - why are you going all surge and 0% alacrity? That seems wasteful, due to surge's diminishing returns.
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