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Teioh_White

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  1. I mean, generally it shouldn't really matter if folks know what's up. If someone says help, I just assume it's the weak side calling for help, as if it's our strong side calling...well, ain't really any re-enforcements to send. So, I'll just peel off an go trucking to whatever our other node is. Doesn't matter if it's mid, west, grass, left, whatever. It's the one I ain't at. Though, hopefully a team shouldn't need to call out. First step is I'll run over to make sure not just one person is left on a node by themselves, though half the time when I do that, the person there runs away. If 6 folks can defend against 7 folks, that team's likely to just out muscle us no matter what we do. With two folks there, if there a decent pair, should need 3+ to push them off. An if that many folks are going to the weak side, I can just look where i'm standing on strong side, notice theres 5 of us trying to kill a heals an a tank, an realize I better start a hustling. The two folks on the weak side should stall long enough for it to become the new strong side. Of course, most folks will just keep whacking away at that Guardian with their 4 buddies, then complain no one was thinking for them.
  2. Well, there's really no logic in saying that just because you've done something one way, it's the best way of doing it. It's completely unrelated to the issue of what's best. If you want to argue 'viable', sure, that's an effective train of thought. But just saying that you've done something one way doesn't prove it's the best at all. You have to show other methods aren't as effective. And, I must admit, a bit amusing that you think it's actually a plausible argument. Also, the getting defensive and bragging about a video game is always a good bonus as well.
  3. http://www.torparse.com/a/35535 Only one I can find of myself on a dummy right now. Was about 1830 after 6min A few months old, so no 63 stuff in there. Also, that's higher than normal for me. If I had to put money on what I generally get on a dummy with rage, I'd go with 1775-1800, I've gotten a ton of parses that end in that range. Not super great, and maybe some folks can do better with Veng, though I can't. Off the top of my head, the highest i've gotten in Veng was around 1750 on a dummy, though most are lower. Though, i'd have to do them on the same Op to get a good feel, as Veng gets a nice boost under 30% (rage does as well, but not quite as large), and makes more use of the rage given from AoE's than Rage. I don't have many live action parse of jugg Dps, as I generally always have to tank. I think the last time I actually got to dps was a HM EC in Oct. I can drag that parse out if interested.
  4. Any reason why those who run in premades because they don't like losing don't want their own bracket? Hmm...guess that sorta answers itself.
  5. Well, to be fair, the PT bonus is 2% against everything, not just wait. I know i've shrugged off spits from TFB with it, so not certain how that weighs in there. I don't know how an extra 22 HPS from the shield stacks up to 2% chance to resist anything, but I would miss my two more seconds on invincible. Also, I'd feel weird looking like my PT on both Chars.
  6. Hey there, I was curious if anyone knew when Sonic Barrier's absorb came into play. For example, say 1500 white damage is coming in, does it first check to see if it's shielded, assume it is at 50% absorb, then goes through armor, say 50% again, bringing the damage down to 375. Then the barrier is there, and that 375 is taken from the 1000 barrier, leaving 625 for the next attack. OR, is the barrier outside the armor and the shield, so 1500 comes in, 1000 of it is absorbed by the barrier, the remaining 500 triggers the shield, taking it down to 250, then the armor is there, bringing it down to 125 coming through, with nothing left of the barrier?
  7. I guess pretty much the same as most folks. Always go for the low endurance stuff, split Acc/Surge on 3rd stat slot, mostly power with 2nd stat slot, though I like to get crit around 300. I guess one thing I see a lot of PT's fail to do is wear the PvP set bonus instead. 15% more crit is almost twice the boost to RS that 8% damage increase gives, and you'll want to sync Crit Buff with DG relic anyways, so recast down a bit of a waste.
  8. Around 1950 or so would seem about right. I sometimes get up to 2050ish over 6 min, but sometimes the crits/procs don't always come so good.
  9. On the flip side, if 3 people have done this 9001 times, and the only pleasure they can take from it anymore is completing as quickly and efficiently as possible, it's just as rude to demand they comform to you wanting to adding 20 minutes to a single FP, something they may do three of a day.
  10. Not sure what theory that is. Simcrafts or something? Anyways, I've got a wall of about 1850 for my Jugg over 6 min, where we have Mara who regularly break 2k. Armor debuff is real nice though, so if you don't have a Jugg tank or sniper/merc dps already, it's likely worth it to bring a Jugg along.
  11. Really do you want to have the option of tanking or healing, and go based on that one. If you want to be pure dps, I'd steer you towards another class, but between these two, a shadow (should) do more. I'd say more than passable dps as well, the only classes I'd put above a shadow in dps would be a Sent, GS, and VG.
  12. Accuracy/Alarcrity/Surge all share the same spot on gear, so you only have to choose between them. They also both have caps, Accuracy from getting 100% accuracy, Surge from the harsh Diminishing Returns. Generally, splitting the 10 spots on gear with those stats down the middle is a good choice, leaving you with 99% accuracy and 75% surge in 61 gear. Based on Class/Spec, this varies. Example, a Carnage Mara gets +6% accuracy, so they can drop 2-3 surge pieces for an extra 2% or so crit damage.
  13. http://www.torparse.com/a/42974 Last one on the list, seems to be the best I can manage out of Pyro now over 6min. Was showing about 2050 in mox before I backed out. Stim, buffs, no armor debuff, no addrenal, no blood lust.
  14. Surge does have a cap, generally no more than 5 of your 10 slots that can have surge/accuracy/alacrity should be used for surge. Rage and Veng can both make a case for going with 6 though, as Veng gets +3 Acc, meaning 4 or possibly even 3 slots for acc is enough, and Rage, it comes to 1.5% more acc, or 1.5% more crit damage. As more than half of Rage's damage doesn't care about accuracy, and 30% of Rage's damage is auto-crit, that extra 1.5% crit damage generally comes out a smidge ahead. Nothing so big to waste mats on though if you have it the other way.
  15. Pretty much, though if you factor in the armor debuff damage to the raid, it probably isn't that big a difference. On my best parse, I will do around 1875 with my Jugg, while the Mara I parse with is normally around 1950. I suppose I should ask him to do a few parses solo, so I can claim any extra dps from the armor debuff as my own. I use Rage for Jugg, by the way, as it just does better dps at the moment. May not like it, but not using it would be like rolling as AP for PT. Sure, not a huge difference, 7% or so, but it's large enough to have trouble ignoring.
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