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I_LUV_CHICKN

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  1. Anyone acquire all (6) pieces of this set bonus yet? I'm currently at 3/6 pieces. I understand this set bonus really doesn't have much value to add for single target boss fights, but was curious for the sake of any add heavy fight, if anyone has seen if it has good numbers to add when properly used. thanks
  2. I have been using the full (6) piece set the last month before and after the recent patch for Guard Cannon utility fix from 6.2.1. This set bonus was designed primarily for Tactics Spec and will say this much if you haven't been trying to get this set or considered it. FUN AS HELL to play. Right now unfortunately my parsing has been bugged and haven't been able to update what my rotation looks like, but when it was working, my opening rotation with Vet Ranger + Tactics + Energized Blade Tactical is hitting around 28-30k as an opener, primarily attributed to Salvo stacking up to 5 times (3% damage per stack). for each rocket fired you 75% chance of additional rockets, which tactics possessing (7) rockets, maxing at (14) rockets with as high a chance of the rockets proc'ing. My rockets on average will hit for 12-14k on (70) content and 16-19k+ on (75) content with all buffs applied. times that by 14 and that is 168k damage on the lower spectrum for (70) content, to give you perspective. With guard cannon utility fixed now, you have the opportunity to not only have massive firepower from multiple rockets, but great healing from it, something meter brawler + plasmatech/Pyrotech does not do. Guard Cannon's passive utility gives 3% heals per rocket. With Veteran Rangers ability to double each rocket nearly guaranteed, you can heal up to 42% from rockets alone and save your adrenaline rush for other times in a fight you might need it. This Set Bonus is a force to be reckoned with, and although in longer drawn out fights will it more than likely drop off in damage compared to plasmatech/pyrotech potential. Its most certainly viable in just about any scenario I can think of. I believe it has potential to be a 1v1 dominator in PvP if played correctly as well with this set bonus. That's right, I'm talking to you Guardians/Juggernauts! Let me know if you have any questions in regards to further testing of this set up.
  3. Appreciate the feedback and I have to agree after some thinking about the overall Shield Chance perhaps being reworked into maybe More Armor added for those 4 seconds to help Shadows with unmitigated Damage due to wearing Light Armor versus Vanguards and Guardians.
  4. Ballast Point is a set I have no experience using yet, as I have only one piece, but from what I've seen and witnessed, no one really uses this set anyways which leads me to believe it is a very niche type of set and overall much less desirable than most other available sets for shadows at the moment in comparison. Overall it seems very underwhelming for a Dxun MM set, unlike what Guardians and Vanguards have respectively received. Current Set Bonus: (2) 2% Endurance (4) Deflection Grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics. (6) Increase Elemental, Internal, Kinetic, and Energy damage reduction by 3% Set Bonus Re-work: (2) 2% Endurance (4) Deflection Grants Ballistic Immunity for 6 seconds. giving you immunity to movement impairing effects, knockdowns. and physics. (6) Increase Elemental, Internal, Kinetic, and Energy damage reduction by 3% and in addition when Deflection is active, increase Armor Rating by 50% for 4 seconds (Ballistic Armor Buff) *Edit*
  5. Squad Leader Set Bonus at the moment is extremely Niche and very situational with minimal effectiveness in most combat scenarios. For the most part its main boons are giving a 10% shield to nearby allies (I think something like 8m) and in addition giving you an additional 10% on top of your 25% = 35% but for only 3 seconds and limited range The change I'd propose would be to turn this into a (6) piece Support style Set Bonus that can be beneficial to both tanks and healers, with commando healers being the primary main benefactors due to utility shield CD reduction capabilities. Current Stats: (2) 2% endurance (4) Whenever you take damage with reactive shield, a weaker shield (10%) is applied to allies for 3 seconds Change to Bonus: (2) 2% Shield (4) Whenever you activate shield, a weaker shield (3%) is also applied to allies for your shields duration within 30m, every time you take damage, your shield gains (Adaptive Shield) stacks up to 4 times (12%) (6) When shield collapses, Allies affected will receive buff for 8s that allows for 10% more heals and 15% movement speed (Leaders Charge Buff) Let me know your thoughts.
  6. I've recently been testing out parsing and utilizing in operations the more underused Veteran Ranger Set for Tactics Vanguard, and noticed for their Heroic Utility 'Guard Cannon', which gives 3% healing for every rocket shot, not working for the additional rockets that are fired from this Set Bonus's 75% chance for every rocket you can fire with a total of (7) rockets. I don't see this as something game breaking, as other classes have not only self cleanses and defensives that heal them right back up to full HP, if not near full then. This Set Bonus has proven to introduce an interesting playstyle that differs from the meta Meteor Brawler, and I believe if this is fixed, would offer even more versatility with added survivability. With the variable in percentages, you are guaranteed at least 11-14 rockets most of the time with this set bonus. and on the lower spectrum with 11 rockets and 3% healing, if it was working, you'd receive 33% healing, with the highest amount being 42% healing, not to mention the passive, every 10s autocannon rockets when your rockets goes on for 60s, while shoulder cannon is on CD. I don't play Powertech with this spec on Imp side, So I can't confirm on that side, but I've been told it does work otherwise on their end. Perhaps anyone can confirm here?
  7. Yes, Tanks are the leaders in nearly all of SWTOR, at least they should be, if that isn't the case in most scenarios. As for the role of being the one who receives the most damage, its your job to utilize your defensives and shift the flow of how the fight is to be orchestrated, much like many other MMO's like and before it. I definitely love to play as a tank, as it serves as a vital role in most any given situation, and often is what makes or breaks an entire operation being successful, pinning more responsibility onto you. The big plus of playing a tank in this game, is that you'll always have many doors open to you to play with groups, whereas playing dps is feast or famine in my opinion, and finding groups (unless in decent guild) is harder to come by. Healers can be held in similar regard to importance to being requested for groups, but still more than both dps and healers, are tanks highly requested, being fewer in-game. Give it a try!
  8. Hey bioware, just throwing it out there, but the Tulak Hord lightsaber sounds wimpy upon activation in comparision to other sabers, not to mention it has the unstable effect and doesnt sound anything like them. Suggestions for a good change would be to make it either sound just like the other unstables (better at least than what it is now), or have a unique mixed sound recycles between already current lightsabers. I personally would love to hear a lightsaber have the activation sound of the blademasters followed by the humming of the unstable versions, being that it is unstable itself. This in turn would provide some uniqueness to it being that it is a $50+ virtual item. Nothing too demanding. Many I'm sure would agree its current state of sound is very underwhelming.
  9. One other suggestion I’d say instead of dots, would be to simply bring back 4 stacks with current build while zen/berserk is active and 3 stacks for when not active. This would essentially make it similar to how it peformed before then for those who already mastered the class, while at same time making the learning curve easier for those still understanding how the best potential rotation works. I see no way this would make it overperform, even when new augments are released, since other classes will similarly increase in effectiveness likewise regardless. Please feel free to share your thoughts.
  10. In my experience after the whole changes of playing my combat sentinel for 4+ years now after 5.6.1 changes to how precision works. Clipping was one of the reasons that combat sents were able to maintain a higher overall dps/parsing with every other class, including its sibling specs. Unfortunately, this was seen as an opportunity for some and a lost opportunity for most for overall higher numbers whether in operations or training dummies, which was true. That aside, after the changes of precision from 3 seconds of a window to 2-3 stacks (dependent on zen/berserk active). this greatly limited our overall damage output, making this a giant nerf, as precision/gore is our bread and butter to maintaining high numbers, let alone simply causing high damage. I don't claim to be the greatest of my spec, but neither am i anywhere close to mediocre. My highest parse pre-5.6.1 patch was close to 10.2k on a 1.5 mil dummy (debuffs added). after the patch and even increase of better augments later on, I struggle to hit 9.8k, averaging around 9.5-9.7k expending much more effort in trying I'd arguably say than before than. Is this bad DPS? I'd say no, but that aside, the differences from other classes and specs who hit 10.5k+ still, even concentration, is something to raise to question. What could be done to tweak this class to be in line again with them? People may be comfortable with a now 10 second window that provides stacks, but ultimately theres a lost potential from before. Here's what I'd propose to bring back in allignment to othe classes. Add a bonus to Zen/beserk than in turns adds a bonus to precision window. Although Combat is not a dot class, i felt the small addition to blade barrage as a dot before they moved it to concentration, was nice. I like the idea of Zen making precision cause burn damage for x amount of damage for every stack consumed. It would be a smaller number, nothing that makes it close to watchmens potential of dots, but dots nonetheless. This would provide the class with higher maintained damage, while still keeping in line with its current state. dots in my opinion for this class wouldn't make sense for people, but neither the state of its current self, being its a melee class. I feel theres othey ways like editing crit bonus perhaps, but let me know your guys feedback and if you feel combat/carnage is lacking after the patch and since then with even new augments.
  11. Hey there, as it goes and I'm 100% sure this has been posted in the past, but a hood toggle, or simply fixes to allowing other headpieces that should normally have no issue 'clipping' a hood be added to being allowed within one. There are several reasons why a toggle would solve both the problem of people liking the option without and especially with. One good example of a helmet that should be able to enter hoods is the Phantom/Classic Phantom Armor set, as within the preview and by default the chest piece armor has a hood, even after patches 5.5+. This is a pure aesthetic change I feel wouldn't take very much altering to the game, but as a QoL(Quality of Life) improvement, many people would be happy to see this happen. I am readdressing this topic in hopes people can be both in agreement and the slim chance Dev's consider this a future option to this great game.
  12. I guess it really depends on how well you understand your defensive Cooldowns. Sentinels/Marauders have one of the best defensive CD's in the game generally for all specs, and some more specific to other specs. The class by itself is generally one of the squishiest classes in the game if played by one who doesnt fully understand how best to manage CD's, not to mention your a pure dps and melee ranged class. It's understandable to give a melee dps class a better advantage to CD's to insure better survival, without being too tanky. The class itself if played properly is a force to be reckoned with, but at the same time is limited if pressured by more than one person if were talking PvP. for PvE they now have several methods after 5.0+ to provide survivability in sticky situations like blade blitz (sentinel) and utilize the utility point that gives pacify not only 90% accuracy reduction when used on people, but also 75% damage reduction for 6 seconds which when paired with rebuke is nearly equivalent to a guarded by the force, if a little less in effective protection. Again the class has no self heals aside from minor ones from watchmen, so this is understandable.
  13. I completely agree. By removing abilities rather than simply allowing all to most abilities within a zen/berserk window, you destroy more creativity within this class and limit it more and more to making it a one way street to how damage is "best" achieved. I won't argue that there's more than several methods to achieving good and great numbers, cause there is. But for this class spec in general, being that precision/ferocity is the basis of how sents/maras achieve their damage that sets them apart, it goes without question any sort of nerf or change at this point and time to that direct ability is a huge compromise to this popular class and something I believe most people are against as far as this decision goes. I just hope Bioware opens their eyes to these recent posts and reconsiders, especially for the loyal players that still care about this game and its future no matter how long or short. This may be in vain, but at least we can say we tried.
  14. Here is my final assessment to why this is a terrible decision. In my honest opinion, nerfs are completely essential within a game to allow for other classes to have opportunities to shine, or another term be "the flavor of the month." There will never be a complete balance where developers can make everyone satisfied with how each class is performing, but when changes are made based off pure data and a lack of thorough community involvement or simply testing it out thoroughly themselves before making the final changes, especially on a classes essential abilities, there's something wrong there. For whats going to happen to the listed class ability makes zero sense. It wasn't broken, nor was it something only 1% of players could achieve. I mentioned this destroying creativity with the class by reducing "affected" abilities within that short window, and I stand by that. Combat/Carnage deserves to be one of the top DPS, As its very unforgiving when you mess up on your rotation and provides no support towards self preservation other than the general CD's versus the other specs. I combat team for this game needs to seriously assess their decisions more thoroughly.
  15. Come 5.6, combat/carnage sents & mara's will face a determinental nerf to their class ability Precision/Ferocity that will limit "only" certain abilities affected by precision/ferocity, our most vital asset for achieving damage, by putting 10 sec stacks on it, and negating other abilities from being used within precisions/ferocity's window of damage however we choose. This is another change that will limit creativity in how a class can be played. The main reasoning behind this is that people who suffer from server lag versus others with better connection are at a constant disadvantage and thus creates a gap between those who can hit the "clip" versus those who cannot. this is flawed logic. I run this game at 10-15 FPS and no problem can hit the "clip" without fail, not because My computer performance, but because I practice at the class and became good with it, like anyone who tries. But enough about me, If ever there is a sliver of chance the developers reconsider this decision, post something in accordance to the information you've gathered. Up vote or /sign this please! Thank you my Fellow Combat/Carnage Sentinels and Marauders - may your alacrity stay High!
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