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Kindran

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  • Location
    Texas
  • Interests
    Fishing. Hunting, Music, Piano, Gaming, and Reading
  • Occupation
    Student, Bookkeeper
  1. Crit is not a flawed design, power just give you more bang for its buck. It is as simple as that and crit is not useless. Accuracy is needed to hit the boss, and generally speaking surge is better than alacrity. Why is that I wonder? It is not because Alacrity is bad, but Surge just gives you more bang for your buck. The difference between a power mod / enhancement and a crit mod / enhancement is about 3-5 dps per piece in a mathematical parse. The difference in Surge and Alacrity is also about the same. Crit and Alacrity are not bad, we just have other choices which give us more bang. 1) Tokens are not flawed, you just perceive them that way because you want the best of the best. You need to spend time in order to get that. I am glad it does not take a week to get BiS gear. It is simple really, commendations give highest tier, low quality where tokens give highest tier, good quality. Excluding Kel Dragon as you cannot buy those with commendations. 2) It was better for you because you wanted to obtain gear easily. Instant Gratification one might say. If you want the best gear you should work for it. Once people get the best gear, what would be the purpose of most people playing? 3) Not really sure what you are saying for this point tbh.
  2. Every time the level cap increases there will always be huge DRs for the gear. Many people do not realize that each time you hit a new level cap the gear basically resets for you. IE Dread Guard gear was equal or less than level 54-55 quest gear. We expected Crit, Surge, Accuracy and Alacrity would require more rating per % otherwise stats would be insanely inflated. The problem is not that crit rating is bad, but that power just gave more than crit even when we received max returns on crit with low rating. I want to talk about these 3 bold sections. 1) You should realize that it is not the end result that is fun, but the journey to get there. If it was extremely easy to get the gear we wanted there would not be as much incentive to raid. MMORPGs are designed to grind. That is a HUGE purpose of this genre. 2) Of course the Campaign / Dread Guard era was much faster to get max tier in. All you had to do was craft the end tier pieces. 3) One could argue that it is still easy to gear up alts with Legacy gear. Just run raids on your main and send the pieces to your alt.
  3. It is not rounded up to 110%. The reason why other stats are better at this point are due to how much rating is wasted when you equip another accuracy piece. You only get about 60% of the value when you equip another Accuracy piece, and as such is not as much of a dps gain as say equipping a surge or alacrity enhancement.
  4. There is enough of this in one particular thread now, and the Devs finally got the point. There is no reason to post something like this in a guide thread so please don't.
  5. Granted I do believe we have a few issues, these 2 screenshots show near to nothing. What they do show is your damage compared to everyone else, but it does not show the length of the match. Judging from the damage other people also dealt I am assuming that the 2nd match lasted half as long and with 4 times the deaths on your end, along with a match that did not last half as long, your damage is within expected bounds.
  6. Torparse: http://www.torparse.com/a/385473/1/0/Damage+Dealt AMR: http://swtor.askmrrobot.com/character/3a6724d5-7695-4624-b94d-34bb47e5abad
  7. My apologies. I am on The Shadowlands and I just updated that on Torparse. I forgot to change that when i switched lol =p You need to get even higher now as I have a 3k dps parse =p
  8. New top damage! Kindran - Balance - 5/5/36 - 3000.96dps Torparse: http://www.torparse.com/a/385460/time/1376560425/1376560725/0/Damage+Dealt AMR: http://swtor.askmrrobot.com/character/3a6724d5-7695-4624-b94d-34bb47e5abad
  9. New top damage! Kindran - Balance - 5/5/36 - 3000.96dps Torparse: http://www.torparse.com/a/385460/time/1376560425/1376560725/0/Damage+Dealt AMR: http://swtor.askmrrobot.com/character/3a6724d5-7695-4624-b94d-34bb47e5abad
  10. You are just thinking of the PvP side. Those of us that actually want change try to find things for both PvP and PvE. A resource drain would be another ability to cast, which would lower dps. The single target damage is not fine. I currently hold the highest dps done on a dummy (pure single target) for Madness / Balance and I can tell you, we ARE behind. Any parse from a raid that shows a Sage or Sorcerer anywhere near the top spot is due to the extra AoE near a main boss. IE Dread Guards, Dash'roode +adds, Titan-6 +adds, and etc. Besides Lightning Storm for Madness and Force quake for Balance they only have 1 AoE ability on a 15 second cooldown that should be used for our single target damage. Yes it does AoE and is nice, but we need to use the main AoE abilities in PvE, which drains our force a LOT. In PvP, the only time we would use those AoEs would be to stop people from capping objectives in AoE. Otherwise it is a huge waste there. Off healing should run a dps spec out of their resources. It is not our main roles and is treated as such. Lightning / TK have the same problem with the heals consuming their force now. I will say PvP has bigger problems with Force management just because you are casting bubbles, heals, multi-DoTs, and such. You also have to understand that your average PvP combat in warzones do not last very long, thus allowing you to regain lost resources. If you do not give an execute as a direct damage crit, the other classes which have that will outclass us in PvP for the same reason, burst is king. The reason we have a hard time finishing people off is because of our low single target dps and lack of DoT protection. Also, I personally do not agree with execute mechanics as they do not promote strategic play. Its just BURST EM DOWN!!!!! In PvE where multiple variables are at play, having dps balanced around executes actually harms you more than it helps.
  11. No, a resource drain would be counterproductive to what the Sage/Sorcerer class needs. Madness / Balance needs DoT protection, better single target dps, Wrath / Presence of Mind to stack up to 2 times and better force management for AoE. Lightning / TK needs more damage placed into Thundering Blast / Turbulence and better damage options while moving, I also do not like using Crushing Darkness / Mind Crush in this spec and it just feels counterproductive to use. Corruption / Seer needs an emergency single target friendly heal and Resurgence / Rejuvenate to give 2 stacks of Force Bending / Conveyence. All specs need a passive damage reduction or an actual good defensive cooldown that has around a 90 second cooldown and some form of raid wide utility, be it passive or a cooldown. I believe these are the changes that are needed in order to put us inline with other classes.
  12. 3. Kindran - Sage - Balance - 2897.71 Log Link:http://www.torparse.com/a/369768/time/1375602176/1375602476/0/Damage+Dealt AMR Profile: http://swtor.askmrrobot.com/character/3a6724d5-7695-4624-b94d-34bb47e5abad
  13. Just give us passive 15% or so damage reduction like our counterparts have in WoW. Shaman wears mail armor and a shield (lots of armor rating) / Shadow Priest have passive damage reduction (Shadow Form). I know many people don't want to talk about it, but I think its what we need. If no defensive then give us passive damage reduction. Just a BTW, but any buff to Static Barrier would basically just do nothing. It would indirectly buff and nerf every class and I do not want any focus on Static Barrier at all for this reason.
  14. Then you probably don't raid 16man NiM cause we do get 1 shot by boss abilities that we can't avoid. Bubble is not ignored and it is placed on everyone in our raid group. Yes we take the most damage by about 15-20% from the few times i looked at damage taken
  15. The only real problem with Force Management for Madness is when we need to AoE with Force Storm. During all current PvE fights we do not run out of Force unless Nibbin and I are using Force Storm or off-healing. Madness is Force positive just as much as it is Force negative when you exclude or include Lightning Strike into the rotation. I don't know how much Nibbin has healed before, but from my own experience of healing as main spec is that the Force regen is completely fine if you know how to manage Consumption. When in dire need of heals where you do not have the time for Consumption you do lose out on Force, but it is not that bad and I think it currently works out really well. The only problem I have with using Consumption as a regen mechanic for the healing tree is that the health loss can be devastating if used when the bosses throw out there one shot random target attacks. This can be solved by knowing the mechanics of the boss fights and some minor praying to the RNG gods out there. =p Other than the Madness AoE and Corruption health loss, Force regen is fine for PvE from my point of view.
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