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drummerinthesun

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  1. Just finished reading. I might make another grid chart to digest the addition of Vengeful Slam on CD similar to the one I made all those months ago in 3.x, which is also similar to how Oofalong presented his anni rotation as well. One thing that came to mind was the very first two abilities in the opener. I noticed one of the top parsers doing this in 4.0 sometime and I swapped over to it and here's why. Firstly, I've been using Saber throw>Sunder>rest of opener. This generates two extra rage (3+5 instead of 3+3), you can save enrage for later in the rotation, and is easily done on every boss in the game. You can saber throw and start running immediately if you're between 15-20m and be in 4m range by the time the third ability needs to be activated. This also activates the 2-piece set bonus immediately, rather than activating all of your hard hitting in succession and THEN using sunder to activate the 2-piece, effectively front-loading more burst damage. Thoughts? EDIT: It's also unclear how you transition between the opener and the rotational blocks. Looking at your parse, it looks like the opener should be 14 GCD's, not 11. Your parse uses a Ravage and then Force Scream which moves you into Block 1 in your isolated cycles. The example opener stops at Vengeful Slam in the guide. I put it into an example that places Shatter at the beginning of each cycle, but you can still think of it in terms of cycles based around Impale, Scream, or Slam. It also takes the opener and breaks it into 6 GCDs that flow into a Scream cycle with optimized ability use. So it would look like this: Saber Throw>Leap>Impale>Ravage>Slam>Shatter> [scream>Hew>Impale>Sunder>Slam>Ravage>Scream>Shatter] where this section is Block 1 with optimized filler use Block2>Block3>Block1>Repeat to Block2 in your block nomenclature. I've made an image/google doc in which I've renamed the blocks so that Impale is block 1, Slam is block 2, and Scream is block 3 to make the opener flow into a logical first block. http://imgur.com/7lhQDpb Using the same nomenclature, I've placed Shatter at the beginning of each block because my brain thinks of shatter as the beginning of each block. http://imgur.com/veI78FR Both are here in a google doc if you'd like to copy/paste and mess around with it. Feel free to use this in the guide if it's helpful. This sort of chart really helped me learn the 3.0 iteration of Vengeance as well as Annihilation more recently, so if it can help anyone else, I'd love to be able to provide that for this dying community. https://docs.google.com/document/d/1x0JeNy6A04hv2JE5l13aZDX6Y0QoJO-vI38e57BXaIY/edit?usp=sharing
  2. I was afraid you had left. Good to see you around still. Since I'm impatient, I've looked at Dongo's parse on parsely here http://parsely.io/parser/view/221132/0 His priority seems to be bleeds>slam>rav>chilling scream>hew>sunder No uses of saber throw at all. Impale, FS, Shatter, Slam, and Sunder all strictly on cooldown. Ravage once every 13.7 seconds, chilling scream every 17.5 seconds, and don't waste a hew proc. Now I realize just because he has the top parse right now doesn't mean it's the best way to play the spec. What are your initial thoughts on it? I really can't believe how they butchered the keystone ability of the spec (not to mention the horrible animation for jugg's), and at MOST, if all three hits crit in my current gear, it does 10k damage to me impale's 14k. Pitiful.
  3. Wow, that sure was passive aggressive and unnecessary. I was agreeing with you for the most part, but also pointing out that BW's history shows they don't care about class balance and they've gone back on terribly proposed changes before due to community feedback. Nowhere in my post was I whining or self entitled. Where have I discarded all of Bant's work? He did an amazing job with everything he's produced for this community. Yes, people will blow that kind of information out of the water, but the bottom line is that BW has given no one reason to doubt that they will wreck this expansion unless they are subject to community outrage, requiring them to rethink horrible changes (that affect gameplay for everyone, not just single classes) just to salvage something presentable.
  4. Definitely a valid point, but BW hasn't left much room to be trusted. When was the last time they actually cared about class balance? Sometime between 3.0 and 4.0 (3.2?) if I remember correctly. It may be a good thing that Bant made the post, because if they saw the negative reaction from the community about dps disparity and there being on tank class that is far and away better than the other, then MAYBE they might reconsider some of the changes, similar to the (nearly laughable) changes they made to the gearing system after the outrage.
  5. Not sure I'll be playing much with the new expansion, and the Intercede utility it obviously aimed at pvp, but do you think it would be a good filler to throw in before impale? Also, I'm assuming you're on the closed PTS, but I've heard Ravage hits like a wet noodle now.
  6. First look at ability usage. Impale, Shatter, and FS all have very similar average times. This is fundamentally wrong. You should always have 1.3 times as many usages of Impale and FS as shatter. Use each of these abilities on cooldown. Impale and FS should have an average of 8.x seconds between uses, not 11.x. This is all in his guide on how to read parses. I think you're the one who sent me an in-game mail. Ask here or there if you have more questions.
  7. Probably not too exciting anymore, but my jugg is a Revanchist as of a couple of weeks ago. Interest in the game is rapidly reaching 0 anymore. Raiding with friends is all that's left, and I'm sure that will die out as well in this drought.
  8. How hard would it be to change the drops to all 224 loot? Really BW? The decision making process that we are seeing are reminiscent of shooting yourself in the foot, deciding that was actually a bad idea, chopping the foot off because your foot is useless now anyways, deciding THAT sucks, and then making yourself a half-assed prosthetic foot that almost works as well as an original foot. WHO IS MAKING THESE DECISIONS?! Fire that person, or stick to your guns. This wishy-washy BS is really getting old. Why do you need player feedback to tell you that your decisions suck?
  9. Burning purpose gives Overhead Slash a 6 second bleed, not 9 seconds (without alacrity). The cooldown is 9 seconds, so there's 3 seconds of no burn between OHS uses. I can see what you mean for the Torque, fight, though.
  10. I was just curious about your reasoning for gear. I think it should be something stated in the guide as a "here's why I do this", rather than "I don't use that guy's stats," without a reason And yes, my AoE rotation is less than optimum, but it's very simple and most everything is dead by the time shatter/PB is ready to come off cooldown again in boss fights. However, since OS's bleed is only 6 seconds, is there enough overlap between its duration and the cooldown of PB coming up to always have a bleed ticking, or would you need to throw in a BR to ensure max bleed uptime? At that point, though, you're just using the single target rotation with cyclone slash as a filler, so it probably isn't worth it if you did.
  11. I use saber throw and run in for a sunder. This ensures that there's the armor debuff immediately on the pull and I don't waste a GCD on charge. This triggers the 2 piece immediately when you're in range, as well. I just delay enrage by a few GCDs (the point at which to use it is obvious so I don't remember where it happens specifically). All those benefits aside, charge is a waste of an ability for a pull, in my opinion: low damage, unnecessary, and delays your Impale/OS by one GCD.
  12. Rydarus, I'm finally getting around to reading your 4.0 guide and I had some notes. Any particular reason you chose to use the cooldown times affected by alacrity instead of describing them as GCDs? For examples, having BR and OS labeled as 6 GCDs rather than an 8.2 second cooldown? In reference to gearing, why are you splitting alacrity and crit the way you've outlined? You mentioned you aren't following Goblin_Lackey's numbers but didn't put a reason why (other than mentioning accuracy). Just curious on that point. I think your priority system would benefit from a graphic to show how the cooldowns interplay (similar to Oofalong's Annihilation guide). Reading "Also, every 32.616 seconds, Overhead Slash is used twice in one Plasma Brand, and the window after, Blade Storm is used twice in one window. This is the most resource intensive of the rotation, and where you ABSOLUTELY need extra resource in order to come out still rotationally sound." is going to confuse newer players, and could be shown much more simply with a graphic. In general, I really do think that a dummy parse is a set rotation, with the caveat of having main abilities and filler abilities. The main abilities being the 3 dots, and everything else labelled as filler. So you could break everything down into the cooldown interplay of the dot abilities (the set rotation), and the fillers broken down into a priority system. I have an AoE rotation that shreds pretty much everything and is energy neutral: Sunder>Plasma Brand>Vig Thrust>Cyclone Slash until Sunder comes off cooldown. There's no need to swap OS in there, in my opinion, especially since it's a weak dot. So you keep the Cyclone Slash debuff, your strongest dot going, and never need to worry about resources. In general, I think the above poster has a valid point: you are writing the guide for people who are very familiar with the spec. Take a look at it with the perspective of someone who has never played before, and I think the guide would be improved for everyone (including the veterans). There really isn't anything cosmic about Vig/Vengeance, however simplicity would get your points across in a more solidified manner, in my opinion. Anyways, just my two cents. Thanks, as always, for taking the time to update the guide, post on these forums, and being a constant voice in support of this class/spec.
  13. Well don't I just feel stupid I thought I had checked that. Disregard my ignorance then.
  14. Ya... Removing the 0m saber throw just wrecked a big part of our rage generation. I'm tempted to keep the old set bonuses (and possibly even the 180 ravage damage increase I used in 3.0), but the loss in mastery is just too high. Terrible decision. The 10-30m restriction doesn't even make sense. Vicious throw can be used from 0m, why not saber throw?
  15. I'm just curious about your thoughts on this post here about accuracy. http://www.swtor.com/community/showpost.php?p=7973745&postcount=5 Any reasons to go against this logic in favor of more surge/alacrity?
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