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Dethla-Hadyn

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  • Location
    canada
  • Interests
    writing
  • Occupation
    warzone coach
  1. Yeah, everything old is new again. It would seem the republic players have decided to bolster their forces, regrouping for the PvP battlefront. Additionally, the imperial side (which has always suffered a large number of incompetent players) has seemingly gotten worse. When I say Imperial side has become bad, I mean...it's baaad. Republic pvper's simply need to show up with a pulse and click an ability once every 30 seconds to decimate the pathetic Imperial forces. Oh yes, it's bad. I've never seen such laughable, disgraceful warzone gameplay, since level 15's were getting one shotted by level 49's (was a long time ago). At any rate, there has never been a better time to farm Imperial scrubs. Cash in on some bonus exp, or purchase an Imp-stomping toon. #farmimperialscrubswhileyoucan
  2. Devastating vengeance crit relics are a decent option for specs with a surge bonus like Fury. They are fine to use only if you're running a full power build because the critical rating will still benefit a super crit, in addition to giving increased crit chance to other attacks. If you're running a high crit build, devastating vengeance suffers from diminishing returns, and is a complete waste.
  3. I updated the main page with "Your Contributions". I'd like to say thanks to everyone for sharing ideas and experiences with their guards/jugs, and let's keep them rolling! I wish you all happy hunting this holiday season!
  4. Without obvious effects observed in an arena that reduce our chances to land weapon damage( accuracy debuffs, saber ward), I just did a 20 min rotation on the warzone dummy with 104.9% (two accuracy enhancements), and didn't miss once. I must say I was quite satisfied with that result. As far as zero accuracy builds are concerned, you indeed have a greater chance to miss, in addition to being aware of situational debuffs that will prevent successful weapon strikes. On that note, I am equipping and retaining two accuracy enhancements from here on out. Another boon for gear assistance, would be increasing your "Force Power". I point to this simply because the main contributor to this effect, is indeed Power. As I incrementally increased my power augments, I noticed greater, and greater Raging Burst damage. This is vital. Raging Burst is our most important attack. We should use our Force Power value as the new primary achievement. Specifically, look at your Bonus Force Damage. If that value is below 2350 minimum! then you must increase your stats with power augs. Alacrity. In order to achieve maximum force bonus damage, I had to rip my alacrity out. It took a couple days reprieve, but I'm totally used to zero alacrity build, and now highly recommend it for solo queue. In a prolonged match with a pre arranged healer, alacrity will give you greater final numbers. It's a fact, but the upfront damage potential can live without it. If you have extra coms, perhaps augment additional exarch gear, to swap out if there's a healer on your team, and the match will take awhile to end. This is just a casual suggestion, lol. Critical. This value is easy. Once you acquire at least 2350 bonus force damage, throw the remaining augments in as critical. Feel free to tweak as desired. Edited to 2300->2350. Double relic procs (power/mainstat) yield 15.5k-16k Raging Bursts. Here's my updated stats.
  5. 6 alacrity purple augs will grant 5.1%. I'm taking a break from jug for few days, I'm spending too many creds on mod/aug changes lol. Can't make up my damn mind.
  6. Surprisingly enough I did miss three autocrits out of ten games played tonight, but I can't write that up completely to the zero accuracy. A guy will have to live with a little rng that's for sure. The upfront burst was on average 1k-2k higher per super crit, but that value would be higher if I dropped my crit relic. The increased crit rating from the devastating vengeance *does* suffer from diminishing returns, so higher crit builds should definitely use power and mainstat relics. I also found the zero alacrity build required a bit of getting used to. It really does feel sluggish without the minimum 5%. (You want at least 5% alacrity or zero). It was a bad day on the battlefield, lmao I couldn't win a game for sh*t. I might take a day or two off before I give jugs a bad name, haha. I'll continue to test the build, but I fear I may personally revert to my prior stats. Nonetheless, I'll probably include your suggestion on the front page. It's not my favourite build so far, but all in all, I find it to be one of the most effective as far as burst is concerned. Finally, higher damage means staying alive long to deal it. Rage still suffers from focus fire and must rely on the strengths of the team, in addition to intuitive gameplay. There's so many classes right now that can overpower us, it's tough not to get discouraged. Give 'em hell.
  7. You play on Harb at all? I remember seeing this annihilation marauder just ripping it up a few nights ago when I was on an alt. If so send me a pm or reply, I'll be needing some lessons lol.
  8. Leave sorcs alone...I'm rolling one. Seriously tho, the differences between good sorcs and bad sorcs, are night and day. The problem for some players is when they lose too often to good ones. We don't need sorcs nerfed into the ground, so can it...all of you.
  9. With two accuracy enhancements, sorcs still have 5% chance to parry everything, and marauders have 10% chance to parry during predation. However the flip side is that the majority of your damage is force attacks, like raging burst, force scream, crush, etc. Furious strike can, and *will* miss without accuracy, but it's not all the time. You have to decide if you want sorcs to have 10% vs 5% chance to miss your weapon strikes. Not a big deal to some, and that is why people suggest no accuracy. As vengeance I'd suggest at least one if not two for sure. Additionally, your accuracy goes out the window when there are accuracy debuffs, and / or defence buffs up in front of you. At that point, you'll have to resort to force attacks anyways, especially if you're saving your autocrit. This is another reason people suggest no accuracy. Hmm, now that I think about it, I'm going back to only one accuracy enhancement for good luck lol.
  10. Aww man, I really wish I could gear like that, lol honestly. Edit. I'm actually going to try this build out, see if I can get used to the clunkiness and keep a number of actual misses that occur. I suspect I'll be pleasantly surprised. Give em hell this season.
  11. Lol, good question. Just some generic info on the kind of damage you would receive from another jug's sabre reflect, the highest "reflect" I've seen on a fully buffed raging burst was 8.7k. That was the damage I received from my own attack which usually hits from 11k-14k.
  12. The base rule for any melee in 4.0, especially jugs, is to have at least 35% crit. Once you have that established with Exarch gear, you can then either blend extra crit augs (40% cap) with alacrity augs, or go full power augs, or blend power(or mastery) and alacrity. I'm currently at just under 40% crit, which is overkill in general standards, but for rage I don't mind because of the Shii-cho surge boost. Just know that once you get 35% crit, diminishing returns start to hit hard. So while 40% crit looks good on paper, it's also hurting your burst potential. I'm going back to my original stat page of two accuracy enhancements as well. As melee it's important. I also use a crit relic now with the mastery stat boost. Crit crit crit.
  13. There's occasionally a faction power shift that occurs when a substantial amount of solo players remain on one side and do not establish any friendships. Meaning, solo players usually roll iconic dps classes and que up, simply because well, they want to play. The secret to all these steamrolls that occur, is that small troops of players actually que up role specific classes, and focus on objectives collectively...that's the idea anyway. The latest trend to farm numbers for possible thread posts may or may not occur intentionally, but that's irrelevant. I agree with Domi, you should play what faction inspires you. With enough time, you'll see enough players who are likeminded and eventually will establish a group. It takes time, but will pay off. Nobody wins by insulting each other, then walking away. Republic victories do occur, simply when one of these small groups decide to skip over to the opposite faction. An example is when in ranked, the "imp" players will skip over to pubside on literal premade selected classes and que as a team in solo que. These players are doing nothing wrong, technically, but they have an advantage to being able to preselect their group composition, and work together in chat...against random soloque'ers. This condition is called superque, or quesync. Republic on these terms will always win, so it's a relative term. The problem on Harb, is that this condition shouldn't exist...out of the few hundred pub players there , there should be at least a dozen of them that like to pvp, and there's not. I hate to think that the only way I'll play my pub toon, will be by having to perform a superque. There just isn't enough time in a day to wait pubside for people to que up. It's sad. Die hard pub pvpers should move to Harb, to balance out the factions. That will work theoretically, but the pub pvpers on other servers are too content farming the unorganised imps. Plus you add guildships and other reasons like that, there's many reasons for them to stay where they are. Tldr: Friendships, not factions win battles. Start making friends
  14. Shameless bump. Important!!!!! Do not attempt anything suggested in this thread. Swtor engine sucks, and tweaking your computer will do nothing to change that fact. Save up and buy a better rig, or find different game. Repeat, do not attempt ANY of the config changes in this thread.
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