Jump to content

bbare

Members
  • Posts

    792
  • Joined

Reputation

10 Good
  1. It's a flashpoint... Just switch to vengeance and suck it up. It' s not like rage is any good anyway for end-game content. Ur gonna run vengeance (Or tank) anyway for just about every ops boss, because rage is ****. So you might as well learn that rotation. And I would try the tanking spec too, because that would get you into raids more easily.
  2. He doesn't mean the actual damage reduction stat from armor, he means total damage reduction taking into account, shield, absorb, defense, armor, etc...
  3. They both do about the same on a dummy, but engineering is more difficult in a raid setting because of the manual placement of plasma probe and orbital. Eng has a bit more burst for adds but with marksman being **** no one is bringing a sniper anyway for add duty. So has anyone found eng better on some fights, because it seems virtulence, while slightly less impressive on the dummy, it is better in a live raid setting?
  4. Good Guide, but a little suggestion would be to make a list of the bosses in which Annihilation is preferred over Carnage. Annihilation is obviously more suited for single-target continuous fights with little interruption like TFB Dread Guards or S&V Cartel Warlords. However, It wouldn't be as suited for KP Fabricator or S&V Styrak, because burst is much more important.
  5. Well if you are soloing, I don't see anything wrong with it. Soloing stuff on my sin, I sometimes go darkness with dps gear sans a shield. However, if you were to bring that Jugg into a raid, it would be a bad idea. There is no middle ground when it comes to ops, you are either a dps, heal, or tank, no hybrid. Not only would your dps be lacking, but you will be generating too much threat and pull off the tank constantly because you will be doing more damage than the tank with the same threat modifiers you get from tanking stance.
  6. Deleting the .exe file fixed it for me as well.
  7. Exactly same scenario. Let's cross our fingers...
  8. This is a very minor bug, but the new versatile stim (the blue one) has the wrong stats listed. It has endurance and defense when it should be power and mastery. However, if you RE it to get the purple one, the stats are correctly listed.
  9. Marauders are supposed to do the most dummy dps. They are a melee dps-only class. To compensate for not being able to tank or heal, they are awarded 5% or so more dps over the average. If every class had the same dps, it would be trivial to play a dps-only class. You would be more suited taking a tank or heal class because you could cover both if needed So the whole concept of dps-only would be pointless. Juggs are fine. They don't need a buff. Just because they are average, doesn't mean they aren't viable. The dps requirements aren't too tough to eliminate them from endgame raiding. It's just more preferred to use a marauder because they are supposed to specialize in damage. Juggs are ideally tanks that can viably, but not ideally dps
  10. The only time you really need your dps at your best is during ops. In which you will spend at most 7 stims a week which is easy to manage. So doing heroics, fps, or whatever is fine without using the stim you don't really need to be at your best. What matters is the high-level ops.
  11. The stims are 218 accuracy and 90 crit (According to Dulfy) So two enhancements, 2 augments, and the stim would equal 700, slightly higher than 110% but not entirely useless because as it should be pointed out, offhand attacks have less accuracy.
  12. Anyone do any theorycrafting on if the new accuracy/crit stim is better than the mastery/power one? It might allow some flexibility with augments and provide a bit more dps because you wouldn't necessitate using as many accuracy augments
  13. You could, but it would only be 10 extra energy from the old pve set and honestly if you need to double up on the pve set bonus for the hybrid for energy management, you have some errors in your rotation.
  14. I've been throwing a corrosive grenade out on Vilus Garr in my filler (We take out Horic First) because: 1. He doesn't heal unless he is significantly injured. (What exactly does that mean? I don't know, but it isn't more than 94%) My corrosive grenade does a good amount of damage, but throwing that on him every 21 seconds isn't going to make him heal. 2. It helps with energy management. Its not just the fact that crits from corrosive grenade give me energy. Corrosive grenade has an amazing DPS / Energy ratio. Corrosive grenade actually puts out almost the same damage as a SoS while only using 1 gcd, with the same amount of energy per second.
  15. The benefit of the extra 2 ticks of orbital strike is that it probably means only 2 people at most will have to deal with adds. Heck, he can probably get down those thrasher adds pretty much by himself. I'm sure your engineering build can take care of the Titan adds by yourself. It means that there can be 1 less person having to deal with adds meaning more dps on the boss.
×
×
  • Create New...