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Zuuf

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  1. The main two toons I play are both tanks: one Juggernaut and one Assassin. As far as gear is concerned, both of them are in a mix of 72's and 78's. I run 6 Flashpoints each week (3 for each of them) and since the last expansion I've only had to put 2 DPS on ignore and drop one group. I'm sufficiently geared so that under-geared healers and DPS can typically still complete the run. I don't mind explaining boss fights, and prefer to type out a line or two to remind DPS to focus on killing the turrets instead of the boss before pulling the last boss and suffering the consequences of not mentioning the basic strategy. I wouldn't mind doing more than 3 HM level 55 Flashpoints each week, but the only reward worth my time are the Ultimate Commendations. If Bioware put in an Ultimate Comm bonus for the roles that were under-represented in group finder, I would run a lot more flashpoints. I suspect there are a few other tanks that could be similarly motivated.
  2. A couple of other points to bear in mind. Marauder brings a droid CC, whereas Juggs have no CC. Marauder brings Bloodthirst a 15 second group wide 15% increase to damage and healing. Running 8-mans, we place all of our dps in the same group to take advantage of the Marauder buff. Juggs don't bring any sort of group or raid wide dps utility like that the the operation team. Sure they have the capacity to tank, but if you are talking about pure dps gains to the operation, you are better off bringing a Marauder than a Jugg. Please note that my main is a Jugg, I tank. If I were to swap to a DPS role for my operations group, I would swap my main for a different class to bring more utility. That being said, reasonable operations teams that aren't hard core progression focused would certainly support any class you want to play. But to honestly answer your particular query, yes, bringing a Jug to dps rather than a Marauder is a little bit less useful.
  3. It's not that folks skip taking it, they no longer go that deep into the immortal tree. Allocating those points into Vengence or even the Rage tree give you more threat and more dps then continuing into the Immortal tree.
  4. Rage tree with good gear, high strength, power and surge rating. 20% increase to Smash from Decimate, autocrit on a smash after a jump, 30% Armor Penetration from Shii-Cho Mastery, Dark Resonance gives them an additional 30% damage increase to critical hits. Without crunching numbers, not sure about 12k, but it certainly their most devastating attack. If you see a Jugg leaping towards you in PvP, you should be running away until Smash is on cooldown. (pre jump either hit enrage or hit a straggler with Force Crush/Force Choke to get a 4 stack of Shockwave and damage is doubled.)
  5. Both are viable for PvP, but Marauder has potential for more PvE dps and has better combat animations with 2 sabers.
  6. Zuuf

    Rage Tank?

    It depends on what you are defining as PvE and what role you are trying to play. If you're running around with a companion then it doesn't really matter. Any issues you are having are probably gear related more than anything else. If you're running operations as a DPS you've gimped your potential tremendously. If you're running operations as a tank, then the greatest drawback of that spec is that you've skipped over single saber mastery which point for point is too good to pass up, otherwise it might be viable. You're not really missing much from the immortal tree and the dps gains from the rage tree in all likelihood make up for the loss of threat bonuses.
  7. I play a juggernaut tank as my main in operations. My guild is mostly geared in 63 armorings/enhancements/mods and we spend our time in NiM Denova and HM Terror. The only way I can keep threat over one of my marauder buddies who is putting out 3k dps, is a combination of guard, using a hybrid tree specialization, sacrificing some of my tanking gear for dps gear and liberal use of taunt. A couple of things that would go a long way to help juggernauts would be to give us a low damage range ability that doesn't have a long cooldown and increasing our base damage if fully immortal. Until something changes, I feel obligated to run a bastardized tank spec, not because I want to, but because it's the only way to keep up with the dps scaling.
  8. The amount of irrationality that spewed forth as attempts to counter the original argument absolutely floors me. I'm working hard to push through and get my 63 gear though NiM Denova and HM Terror. I like the idea of it being a reward for my efforts. There is a large portion of the SWTOR populace, myself included, that sees the completion of the PvE operation content and filling out their gear with the latest gear from said content as "winning." To me, that reward is diminished if the same result can be achieved by someone paying a couple hundred dollars in real cash to buy cartel items, sell them, and purchase the armorings, mods, enhancements and barrels on the GTN. Doesn't matter if you think Pay to Win is not the right description, or if you think that only PvP matters, doesn't matter if you think that 200 dollars is a huge amount of money (It's not, players with disposable income sometimes dump thousands of dollars on free-to-play games). What matters is that some of Bioware's paying customer base feel that their efforts are being diminished because someone who has money to burn in the real world can get the same gear without putting in the in-game effort. If I inspect someone and see all 63 gear, that should be a reliable mechanism to determine that the player knows the operation content and doesn't have to be carried through it. Currently it's not.
  9. We killed him last night on hard mode and did have a a couple of problems with the deletion protocol. We occasionally would have a third person too close or maybe the bodies weren't stacked up quite exactly or maybe even a poorly timed taunt. Without complete logs, difficult to assess where the problem lies. Anyone not perfectly stacked or if there were more than 2 people involved everyone involved was getting immediately slain. Not sure if this was a change to the mechanics, a sloppy night or if we just never really noticed it before. We opted to change the gathering location to the center of the room, directly under Operator IX. After removing his shield, everyone stays at max melee range except for the announced target of the deletion and the appropriate color. We split up the colors so that each color has one dps and one healer or tank. Tanks and healers are the ones who push the button, leaving the dps in the center free to kill adds during the first phase. Since healers and tanks already have enough on their plate and the enrage timer for this fight is quite lenient, we send in the dps of a particular color first. Since everyone knows who will be responding and exactly where to move to, this removed the conditions for potential confusion and we got a nice clean kill.
  10. If you can't get a simultaneous kill, kill Toth first and kite Zorn until he is dead. If your tank still has some cooldowns they can use them, but if not, kiting will extend the amount of time until raid wipe.
  11. Without going into too many details about the technical limitations of the existing 32-bit client and SWTOR's disk caching scheme, I've taken the plunge and opted to keep all of the tor files and the disk cache loaded in RAM. This works fine and circumvents many of the loading issues that I found annoying for the moment. It also eliminated any concerns I had about decreasing the life expectancy of my SSD from the shear volume of disk writes for the caching of data. However, as more content is released, I anticipate that one day the amount of tor file data will exceed the amount of RAM I have installed on my system. Could you publish and maintain a listing of which operations, wargrames, special effects, planets and flashpoints are located in which data sets? This would provide an authoritative index of the data without requiring folks to attempt to unpack and decipher your data files. The end result would be that more people will be in a position to better utilize RAM drives both today and in the future.
  12. Mouseover macro healing with raid frames. I really want to be able to keep the boss targeted to watch what he's doing and to whom and still be able to heal whomever I want, this game should not have been put into beta without that capability; let alone released. Buff/debuff control (filters for buffs cast by player, buffs that can be removed, capability of putting buffs and debuffs in different locations, size and placement control independent of the size the target frame) All potential target frames should have the same options available. e.g. I should have the option of showing the cast bar/health numbers for my focus target. Option to turn off portrait for any target frame, player inclusive. Customizable debuff indicator on raid frames.
  13. Remove the requirement to use Rarity as a search criteria. About 95% of my searches I'm looking to do a match for all items of a particular subtype. If I use Rarity, it is as part of a sorting function.
  14. We were taking some under-geared folks through hardmode Karagga's last night and ran into the issue that it did take a long time for the Heavy Fabricator to respawn after a wipe. Based on the number of wipes, I should have had the forethought to time it, but did not. He did respawn and it felt like a long time of standing around, taking bio breaks, getting more beer, watching tv, not sure it was over 10 minutes though. Whatever the time is, it is too long. At worst when you push the button to activate the screens, that should force a respawn.
  15. Since you're Madness, make sure you took Sith Efficacy 3/3. Now when you use Force Lightning and land all of your ticks you are actually increasing your available Force. Depending on how much I've had to help healers out in a pinch, I might have to increase the number of Force Lightning casts between refreshing my dots in order to maintain my pool of Force.
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