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Ximaus

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  1. Long time player, rare poster. I will start by saying that I truly believe that the original 1-50 leveling experience at the start of the game was fairly smooth (more or less) in terms of abilities you received and when you received them. There are some good points (mostly the Sith Warrior) but there are a lot of head scratchers in terms of what levels you get abilities. I like to think of the 1-50 leveling experience in terms of planets rather than level ranges alone. Also, while I play both sides, I mostly play Empire so all terms will be in relation to those classes. Interrupts Everyone needs an interrupt before or by the time they reach Alderaan. I don't know why the interrupt is gained at level 31 but that is a fairly arbitrary time to obtain a staple ability every player will need to learn to use. Many chapter 1 end fights have interrupt mechanics and it is very odd to not have an actual interrupt by that point for many players. CC Break I remember as a player in the first few months of the game purposefully aiming for any player below level 14 in pvp because I knew they didn't have a way to break CC. Imagine my surprise to see that the CC break has somehow been moved to level 19. I don't think there is a good reason to make a player wait for something like this especially if they want to pvp a bit at lower levels. Discipline Defining Abilities I don't understand the rationale behind placing the main Discipline ability at level 23. One of the greatest parts of leveling was always hitting level 10 and picking your advanced class when you reached the Fleet. Eventually this evolved to just obtaining your Discipline defining ability at level 10. This should be moved back to level 10. I understand that the current tree needs to last; however, players need to feel like they are progressing towards a complete spec on a much faster pace than every 20 levels. The first abilities (such as Shatter/Chain Lightning/Ambush) should all come at level 10. The next tier (which enhances the first ability) can be obtained a bit later if necessary. What is currently the level 39 ability should be obtained by level 30 (end of Alderaan). Again subsequent tiers can be adjusted accordingly. Many of the tiers only have 4 or 5 levels between them so if you increase the levels between these tiers it should not be too hard to readjust them so you are not waiting so long for your defining abilities. Now on to the individual Disciplines. Keep in mind I am only commenting on the leveling experience and how it flows with the class as you gain levels. While I would make different decisions about which abilities to enhance in the Discipline tree and which abilities to obtain first, I won't comment on that in this post. Juggernaut Other than the interrupt and Discipline defining abilities listed above, this class is in a good spot for leveling. They obtain some AoE early on. They obtain their main offensive CD by level 10 (which is when they should also get their main offensive attack). They have a taunt by level 10 as well as a defensive CD by level 15. Sundering comes at level 7 and even in the middle levels you are still getting passives and upgrades to current abilities. This is ideally how all of the classes should feel when leveling in terms of the pace of when you get abilities. Marauder Largely the same as the Juggernaut with one major disconnect: why can you build Fury 20 levels before you have anything to spend it on? This will be somewhat solved by giving Marauder's Berserk at level 10 but it is still odd to have a resource that does nothing and on which you have nothing to spend it until multiple levels later. Resources that do not otherwise benefit you should be obtained together with the ability which consumes it. Sorcerer Again, great progress in terms of single target and AoE abilities. Even obtains a heal at level 15 and, if the above change is implemented, will have a heal at level 10 for the Healing Discipline anyway. I still think that Dark Heal should be gained at level 10 but it is a minor gripe. The major gripe? Why do you get Affliction at level 31? That is a major ability for Sorcs and should be granted to them not too long after level 10. Also Crushing Darkness was an ability Sith Inquisitors obtained around level 7 in the past. That ability is a staple to the Madness/Hatred Disciplines and I also feel it should be gained much earlier than level 23 but that is a little less jarring than not having Affliction before level 31. Assassin There are a lot of issues here. For starters I had to look in my abilities list to find Discharge. It is obtained at level 1 but is not on your bars by default. A new player could easily not realize they have this ability let alone that it should be on their bars. Then, for some reason, they don't obtain their taunt until level 23 even though Juggs get their taunt at level 10. And then, for some other reason, they don't obtain their defensive CD until level 39 even though Juggs get their main one at level 15. It is good that they get Lacerate at level 7 and Stealth at level 10 but the disparities between Sins and Juggs just seems arbitrary. Operative The Operative suffers heavily from the pointless resource syndrome. You obtain Tactical Advantage at level 8. Again this will largely be solved by moving the Discipline specific abilities down to level 10 since they all consume TA. Originally TA also gave you a bonus to damage and healing so having it before being able to spend it was perfectly fine. That is not the case anymore so it is a wasted resource. I would also question why Operative's do not gain a heal until level 19 while Sorcs gain one at level 15. The specs that fulfill the same roles should at least have the generic tools of those roles at the same levels (so healers should all have a heal at the same level and tanks should all have defensives and taunts at the same level). Sniper This is where it gets a bit ugly. Why do you obtain Series of Shots at level 47? That is just not at all appropriate. As a way to highlight just how horrid this is I would point to the fact that you get Penetrating Blasts (an ability that supposedly replaced Series of Shots) at level 39. You get the upgrade to Series of Shots as a MM Sniper a whole 8 levels earlier than you get the base ability? That just needs to change. You should be getting Series of Shots in the late Balmorra or early Nar Shadaa in terms of leveling. Also, for MM, Followthrough needs to be earlier than post the main game. There is nothing worse than having your main rotation ability (followthrough in this case) being obtained after the main story of the game. That is just awful pacing. Mercenary This one is pretty bad as well. Sweeping Blasters is obtained at level 23 while Death from Above is obtained at level 19. Why do all of the other classes obtain their spammable AoE around level 7 while Mercs obtain it arbitrarily at level 23? Not to mention they obtain their longer CD AoE at level 19 before obtaining the spammable one. I like that Mercs obtain Vent Heat at level 6 but then why did Agents obtain their resource regen CD at level 23? Is there some reason those are so drastically different? In terms of class defining abilities, Unload and Rail Shot should both be obtained by level 10; there is no point in delaying them and they are an integral part to the Merc Disciplines. Mercs actually gain a buff from Supercharge stacks so obtaining them early wouldn't be as big of an issue but they don't obtain them until level 10 (which is when they should also get Supercharged Gas) so it isn't an issue at all assuming the above change is implemented in terms of Discipline Defining Abilities. While I would argue HSM should be obtained earlier than 39, if Mercs get Rail Shot by level 10 it will be a little less of an issue. One of the few times I will take issue with the order of abilities in a Discipline Tree: Barrage (which resets the CD of Blazing Bolts) should absolutely not be obtained at level 68. That is way too late. The spec doesn't even feel complete until you have this ability. Consider granting it by level 42 at the latest. My ideal would be for a spec which feels mostly rotationally complete by the end of chapter 2. Powertech They are not as bad as Snipers or Mercs but they do have some glaring issues as well. They obtain Rail Shot at level 4 which is great but just begs the question of why the other BH spec doesn't also obtain it by level 4. Then they obtain their spammable AoE at level 15 which, again, is decent but why do Mercs not obtain it until level 23? While they do suffer the same issues as Sin Tanks in terms of not obtaining a taunt before level 23, they at least obtain a defensive CD by level 17. They do gain Vent Heat at level 2 for some reason and makes the pacing seem arbitrarily different from Mercs when they are the same base class. Consider pacing out some abilities for Powertechs because they gain a lot by level 2 and have nothing to gain until level 15 except for Rail Shot at level 4. You don't have to gain something new every level but it can feel bad to gain so much in 3 levels and then have to wait another 11 levels for the next new ability.
  2. Do you know where the original post is? The one by Dipstick.
  3. Guard actually does have a range but it's not a practical one. It has a 30m range for applying it (which means you just have to be within 30m to apply the guard) and then it falls off if you transition locations or get further than 100m I want to say (could be 60m). Again; obviously not a practical range as no one in raid should be 100m away from you but there technically is a range on it. Also there is no reason to guard the DPS after you have taunted the boss over and over for a minute of the fight. If any DPS pulls the main target after a half dozen taunts then your tanks are just not that good. In a fight where the main target resets (eg TFB Tentacles) then that is understandable but otherwise you can easily swap it to a healer after a minute or so.
  4. Just wondering. I had seen the arguments and the guides but I have never actually seen the numbers. Why is Reactive Warding a much better relic than Shield Amp? I suppose I've been away from the game a while and the last serious content I tanked was back before NiM DF came out but doesn't Shield Amp's usefulness depend directly on how much damage the boss attacks deal? If the attacks are non-shieldable or only deal 3-5K per hit then obviously a small absorb shield will help more but what about when the boss attacks hit for 40K base and are shieldable? This was the case in DP (although most hits were around 10K base). Also I have always been under the assumption that Shield Amp would instantly apply the absorb rating increase to the shielded attack which proc'd it. Has anyone confirmed this to not be the case? I'm not looking to argue that Shield Amp is better; I'm just looking for a convincing numbers explanation. I haven't been able to find one so far.
  5. I believe this is a known issue already. The Regal Apparel Miniskirt has a different appearance in the preview window than it actually has. I understand that this bug seems minimal but that is not the only result of the bug. The Regal Apparel Miniskirt also has a different appearance in any in-game cutscene as a result of this bug. I really like the original appearance of the miniskirt and I would like to continue using it but it's always disconcerting to see a different design in a cutscene; which is when I actually care about my character's appearance. Normally I do not take to the forums but this bug has existed for a long time now and I'm sure I'm not the only person who has written a ticket about it. I assumed there were just more pressing bugs to resolve but when I saw that the bug with the display for Energized Triumvirate Armor was fixed almost immediately I decided that must not be the case. If necessary I can provide screenshots. I did not do so because others already have and the in-game tool does not take screenshots during cutscenes.
  6. You should preface it by explaining that you are running a hybrid spec. I am sure your spec works for you but, assuming I understand what spec you're running (and correct me if I am wrong), that spec sacrifices 3.5% effective damage reduction + an additional 5% internal/elemental damage reduction in exchange for an effective 3.3% damage reduction. The hybrid's popularity is one of the reasons the Guardian tank tree was made more attractive in 2.0 than it had recently been.
  7. The laser does a fixed amount of damage (I believe around 60K unmitigated), it is NOT a one shot. It can even be shielded and mitigated through cooldowns. A guardian dps (or even a sentinel) can pop saber ward, jump to the boss, and likely survive the laser (assuming you don't get poor RNG); or pop Enure/Rebuke in addition and survive it even with poor RNG. Also the person with the stack should not kill themselves immediately. We found doing so often just prompted another stack to go out. Assuming the people who get stacks survive until the next mine goes out we noticed only 2 mines going out during the laser phase (as opposed to 4 when people were suiciding). It is annoying and needs to be fixed but that bit of information might be helpful. Lastly to anyone who runs 16M you should realize that the same number of mines go out in 16M that go out in 8M. While 16M runs can sacrifice 2-4 people without worry (especially since mines do not attach to the tank with aggro) 8M groups typically cannot (as 2 of those people can be both healers).
  8. It's been said but to be honest healing is not entirely difficult in this game. Healers are typically the first to be blamed for a wipe even though the heals may not be the issue. It is easy to simply derp through a fight and have your healers pay the cost without noticing how much strain you're placing on them, it is more difficult to analyze why you are wiping and what the dps and tanks could be doing wrong. My suggestion is to parse and see what's going on. It could also be that your healers are simply unaware of how much damage should be going out. Raptus, for instance, in the 3rd phase begins hitting with Driving Thrust which regularly pelts the tanks with 50K unmitigated damage on a regular 8-10 sec timer. Without knowing that your heals may just let a tank die because they felt the tank could take one more hit. Likewise your tanks may not know when and when not to hit their defensive cooldowns and which ones to use.
  9. Thanks again it really is. I'm personally hoping NiM is on par with NiM TFB and SnV when they first came out and not simply more damage and life on the bosses. Congrats on the pet AND the mount by the way. Ascension is kind; we wouldn't have let you roll on both lol.
  10. You might try activating your adrenal and relic during your jump rather than before you start the fight. That will optimize the amount of the boost you get and Saber Throw / Force Leap don't really benefit as much from those. Nice parse though.
  11. I'm not sure what to tell you but looking at that parse does tell me that your moves were, in general, hitting just as hard or harder than the same moves in Olos' parse. Either the current PTs on the dps chart were also in 69s or you have more average bonus damage than they do.
  12. Vigilance DPS is probably more proc based than any other spec. If you don't get at least 16 Master Strikes and 14 Dispatches in a 5 min parse you might as well reset the parse. The critical percentage for Dispatch and Overhead Slash also have a decent impact on dps which is why I was trying out some more crit on my gear.
  13. Character Name <Guild Name>: Liecra <Dead Rabbits> Character Class: Guardian Character Spec: Vigilance Torparse Link: http://www.torparse.com/a/427413/time/1379427416/1379427716/0/Overview 2855.93 dps Sorry I wasn't even trying to parse I was just playing around with my crit rating and got slightly higher than last time. The crit % on the parse is because the character has 31% force crit during the parse.
  14. Character Name <Guild Name>: Liecra <Dead Rabbits> Character Class: Guardian Character Spec: Vigilance Torparse Link: http://www.torparse.com/a/425729/time/1379286358/1379286658/0/Overview
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