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Funick

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  1. Best burst comes from using HiB before proc then get proc then HiB again (with grenade mixed in), incendiary round our other dot (useful for delaying procs and becuase 30m range so we can always assist) costs 3 ammo, also even while fighting someone if you are the only one applying dots and they cleanse when they hear our proc you have to reapply dot before HiB which slows down our dps and costs extra ammo, with multiple vanguards this is a non issue because as you said we each apply a dot simply by trying to get procs, further more when switching target someone still working on getting a proc can get the dot on while those who have proc already can just go straight to HiB. Having multiple assault vanguards assisting allows them to all maximize their own ammo efficiency and damage and means those at greater than 10m range can still assist with HiB without having to use incendiary round. If sentinels all try to assist they set themselves up for chain aoe stun and mass aoe. did I mention unguarded healers regardless of type don't live against untaunted vanguards. Guarded healers especial hybrid sage with aoe kb root have a decent chance of living through the taunted sentinels. Taunt is 30% damage reduction, inspiration is 15% damage increase... Yeah well placed awe and using their speed to outmaneuver is team sent's best chance but I suspect the team vanguard's ability to actually keep healers up will actually lead to much greater ability to hold points in the long run. The better group comps I've been seeing are 2 tanks 2 healers 3 dps vanguards 1 combat sent. or replace a vanguard with a gun slinger. Either one of these I'm confident could beat 6 vanguard 2 healers or 6 sents 2 healers pretty consistently, you are right sentinel speed is pretty important.
  2. yeah cammo against 6 stealth detects nice try, there's no getting away other than maybe combat sent speed. you don't run all 6 assault, have at least two of them in tank stance either tactics or shield tree, I've actually run into this in rateds, it's biggest disadvantage is lack of mara/sent speed boost so they can be outmaneuvered but the brute force will beat your group unless you are very organized with cc. 1v1 sent/mara should beat vanguard/PT most of the time but in groups vanguards make each other better, they can much more easily assist without all being in aoe for cc or damage. they save amomo by not always having to apply their own dot before using HiB/rail shot so each one's damage actually goes up. Finally they can taunt or pull off of each other. I have little doubt that group synergy provided by vanguard group easily wins especially since they have tanks so their healers have a chance at living long enough to do something, while the sentinels watch their group's unguarded healers die instantly to 4 dps vanguard/PTs
  3. so if I expect my class to be god why am I pushing for it to be nerfed, I think sentinel should also have it's defensive cool downs toned down but that's for another thread.
  4. Tank stance with assault spec got heavily nerfed and is no longer viable. Tank stance with tactics is one of the best tank set ups and still does solid dps sustain but this is not the set up we are complaining about in this thread. This thread is about assault spec going for full dps and getting some of the most consistent best burst and pretty much be the dominant dps in rated wz's Also yeah vanguard was advertised as the ranged tank but as it has no means of keeping anything at range and especially in tank spec stockstrike(melee range) is pretty much your best attack you pretty much are just a melee tank like anyone else, the only aspect of Vanguard that really supports ranged tanking is the aoe detaunt not being based around you but rather your target.
  5. also make sure you understand how they add and that shield doesnt work on crits. consider the following: 25% defense chance(after factoring in acc) 50% shield chance against say a 20% crit chance would mean: 25% of white damage* attacks gets dodged 15% of white damage attacks crit (20% of 75%) 37.5% of white damage attacks don't crit and get shielded (50% of 75%) 22.5% of white damage attacks don't crit but are not shielded. *most pve damage is white damage while much of the pvp damage is yellow which bypasses all defense/shield. so while at first glance you may expect 75% of attacks to be shielded or dodged actually only 62.5% are and of course shield only partially blocks the damage and only on the weaker hitting non-crits, also if crit and shield were to add to over 100% the crit over rides and effectively caps the shield chance.
  6. in pvp with full buffs I run: 1832 STR 965 power 240 crit rating 371 surge 159 acc. 1208 expertise this gives: 617.8 melee bonus damage 31.85% melee crit chance 77.95% crit multiplier 22.84% expertise damage multiplier 96.3-102.3% acc depending on spec. oh and 18995 hp um I switched out all the WH mods for ones that have +39 power or crit and switched out all the enhancements for ones that give +41 power or crit. I used power crystals in my light sabers. I used orange belt/bracers with 61 pve might armorings and WH mods. I run STR augments
  7. I am a fully optimized WH vanguard. I'm pushing for it to get nerfed. Rated wz are just silly when its mostly a question of which team has more PT/vanguards assisting each other and both sides are simply focusing the other side's vanguards/PTs. either your vanguard is one of the worst played or geared dps vanguards in the game (considering assault vanguard has one of the easiest dps rotations in the game) or your guild has far more dps than is actually necessary to clear all the content and you are far too concerned about damage meters as clearly damage is not what is holding back your group. dps vanguard easily puts out enough dps for completion of all content I say that as someone who has and with vanguard as one of the top dps in the group.
  8. Funick

    How to counter Gore

    you should not automatically stun a mara when they are on you, filling their resolve at the wrong time depending on their spec can be a death sentence. If you want to stop getting owned by sentinels then learn their specs and when each should be stunned. For instance a combat spec should be stunned when they use precision slash for their armor pen buff, if they have full resolve and they use this you are dead without some major tanking help. They are a melee dps class, they have to go into melee range to do their damage. That means they have to follow you to do damage, so you can lead them to your team mates so they can peel. it also means roots which are not on the resolve meter can completely shut them down. know a class's weaknesses and strengths before you complain. the OP part of sentinels is their excessive amount of defensive cool downs, their damage and ability to assist their team mates can be greatly reduced with good team work on your own end and knowing how to keep them at bay.
  9. um if you kill stuff to lvl collect drops sell to npc if you quest, complete quests get paid if you space missions um complete space missions get money if you wz finish wz collect money. (leaving early doesn't get you paid) also be very careful about crafting, make sure you are saving/making money not just wasting it. really never heard of anyone being unable to buy basic upgrades while lvling. once you are 46+ you can do ilum dailies for a lot of money.
  10. so do you want balance based on pve? in pve it really doesn't matter who does the most damage, only if your group can clear the content. pve is so easy in this game many have long since cleared all content available and have done so with pretty much any dps class present in their group. in pve it is my understanding that currently GS sents and vanguards all are maxing out around the same at the top of the damage meters. (if you have evidence of something else feel free to link) . in pvp: sents are kited, greatly reducing their dps output, GS are LOSed greatly reducing their damage output. Vanguards are extremely difficult/impossible to kite due to having 10m range snare and 30m on several abilities, pull makes up for no leap. Vanguards are difficult to los because they are don't have to stop moving to use a lot of their damage like a GS. So vanguards typically don't have their dps reduced nearly as much as GS or sents in pvp. This is where the idea of reduced range on vanguard makes a lot of sense in keeping pve mostly the same but helping balance pvp.
  11. well 98% I know at least used to cap your acc for all pve, not sure if that's still true, don't really run pve anymore.
  12. as you said in your first sentence they are in heavy armor, the key to their defense in group play is having this passive mitigation so when guarded/supported by their team they easily survive, other classes if caught without cool downs or stun locked so they can't use their cool downs go down much easier. One of vanguard/PT 's biggest strengths is they don't depend on their cool downs to take people down or survive (although it gets some decent cool downs). Also you forgot to mention Vanguard/PT's biggest defense which is their ability to kite while still putting out full dps and keeping their target snared.
  13. yeah 3-5 seconds of having to kill guy next to you first. if there's no one else left alive for me to kill then does it really matter? btw we can still apply our dot through resilience with hammer shot (dot will do no damage and only has a chance of applying) which allows for use of HiB. vanguards strength isn't 1v1 although they can do very well in most 1v1s. its their burst and how difficult their dps is to kite or LOS due to their mix of mobility, range and passive defenses. This also allows for some of the best assisting. There are other dps that can situationally put up more dps or set up as big of bursts but no other class can put out their dps and burst as consistently in rateds which is why you see so many top rated teams relying on vanguard/PT dps.
  14. um... HiB is a special attack this is different from a tech attack because while they have the same amount of accuracry, tech attacks are not subject to a defense check, only resistance counts against tech attacks and other than shadow/assassin shroud no one will have any resistance in pvp. HiB as a ranged special attack does have to deal with a defense check, everyone has at least 5% defense chance. so to make sure HiB doesn't miss you would need 95% basic acc or 105% special attack acc. now inquis/consulars have 10% base defense chance and tanks can run upwards of 20% defense chance in defense gear so some like to run 100% basic acc to deal with the 10% defense chance and do better against tanks. Personally I run 96% acc because the trade off is acc vs surge and none of my other abilities really need any acc since they are tech, if a target has very high defense chance I just save HiB for other targets.
  15. operative would do more damage with less expertise than that, to have that much you aren't using power crystal or orange belt/bracers with 61 pve armorings. The expertise of WH belt/bracers or expertise crystal are not worth the loss of main stat or powe for damage. maybe expertise is not the problem...
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