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oasisX

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  1. @ oofalong When I talked about DoT tracking, I meant more having to divide attention between maintaining a perfect rotation (so I wasn't being dead melee weight in terms of DPS) or maintaining my health pool by avoiding the many red reticles of Storm Squadron, or whatever actually happens during Bulo becuase I can't see through the tears to know what is actually happening during that fight. Yes when everything is going great DoT tracking is not an issue due to fancy monkey-mode light-up effects to remind us how to play the spec. It just gets overwhelming when you're trying to do your job but trying to do everything else at once. Pre 3.0 there was no real thought put into the core rotation: you just did it via muscle memory...with the spec being so easy to play you had much more room to be creative and aware of your surroundings. I just don't get that feeling anymore even though I feel I'm doing pretty well as one of the few survivors of the great Annihilation Devastation of 2014. So please understand that I am not having an issue executing the spec nor am I seeking to be told that it's just "a simple thing that for some reason people don't grasp". I am simply giving my view as one who is always adapting and trying to find different ways to justify my Marauder's worthiness in these new raids with how this spec now plays. (IE Why take a marauder to this fight when ranged can just do whatever they want on the move and avoiding all this damage and crap without having to put a major pause in their DPS) Now that that is cleared out of the way, I'll address what I can until next time. The sundering suggestion was just thrown out there becuase I am extremely bitter that Carnage recieved an armour debuff out of all the specs. Yeah sure it's nice they do for when they quickly target switch for added burst but as of 3.0 we no longer have that issue. I am not in favour of having to bring at least 1 specific spec just to get an armour debuff. If I raid on my sniper, I do not want to be forced to run Marksmanship JUST to provide an armour debuff if say the group comp had no way of applying an armour debuff. Maybe if it was a super prog raid then things could be swapped...but otherwise the point is to have fun, and I can assure that I will not be having fun if I'm forced to play a spec I do not enjoy just to provide a debuff. So many the alternative is to just give tanks the debuff, but that's another rant for another thread. Still though...an armour debuff for us when we're forced to be on Underbugger adds, or the dogs in Sparky? That'd be fly as hell. Yes the base damage went up slightly, as did the duration I get all that...it still just feels like a pathetic DoT to put onto a target in my opinion. Like throwing Corrosive Dart when doing Marksmanship...it's good hell yeah but the feels just are not there. It just feels dirty. @ MorgenBlue I honestly thought that Force Rend was going to be an upgraded version of Rupture when I first heard about it. Really wish that had been the case. @ Stippling Hah, now that's an idea. Using it as a rage generator would be pretty damn awesome, as long as the target is bleeding you can x amount of rage. Honestly it would be an interesting mechanic to add in, because then they could remove the range requirement on it (or keep some of it for easier target switching), becuase it is kind of dumb to watch yourself leap in place doin a frontflip like it's the normal thing to do. @ Ardarell_Solo I like the proposed rotation, it really feels like the pre-3.0 rotation which most of us miss. The only thing I can't agree with is this 1 GCD Ravage. That is the most important thing about the skill...it gives me at least 2.5 seconds to blow my nose, get a quick drink, tab out to change my song, or get a much needed yawn before I have to Annihilate again. How could you propose to take this away from me? D: The animation change for Ravage would need to be changed in my opinion as well...I honestly never liked our version for it as it's kinda clunky and seems really formless in terms of combat style, but what to change it to I have no idea. Maybe we can steal the Vengeful Slam and add in another jump attack but give it some cool dark (or light) force effects like that of Rend/Melt. Another idea I had awhile back but never said anything because reasons...what if we had Rend/Melt work like Lightning's Affliction? Give us the old rotation back (sorta), and let Rupture refresh the DoT (You know...re-rupturing the wound). Be a ton of room to free up for GCD blocks, especially for sub 30%. For the sorcs it really does free up a GCD to add in another skill use even with the added skill, but all in all it was a HUGE convenience to give them by not having to waste a GCD just to put on an already long DoT. But was just an idea I've had since the PTS that I always wanted to actually try. But sleep time.
  2. D'han Rahl here (yay for subscriber friends to post for me!), thought I'd try to get my thoughts about Annihilation in while we have an active thread agian. I decided to stay faithful to my Marauder (although I dumped my madness sorc for a virulence sniper for another raid), and t here are a few things that I am starting to wish I didn't have to deal with. First DoT Tracking is an annoyance. It's not hard per say, but a lot of these fights require significant movement which makes keeping it up without sacrificing rotation a little bit difficult. I've almost got the rotation down to where I DO NOT need to keep 1.5 eyes on the buff bar (thankfully all my reticles are right near the buff bar which works out well), but having to deal with it is still an annoyance. There is simply too much going on with these current fights that the upkeep is difficult to say the least. I think a rework to Force Rend should not be in the form of another DoT, but instead a hard hitting ability that applies an armour penetration. Our only armour pen skill is granted from Carnage at the moment, and I find myself playing Annihilation over carnage even if carnage might be better simply because gore is just not sufficient in my opinion. Yeah there will be other sources of armour penetration with the raid already, but something about Rending my opponent makes me feel that I should be hitting hard enough to penetrate their armour so that my bleeds are more effective. Another option would for it to be a small DoT like Deadly Saber, but honestly I think it should not be a DoT. I'd like to see it on a moderate CD (Not instant, but short enough that if we need to swap targets to something that requires an armour debuff we can get that on there ), and deal something around out Annihilate/Vicious Throw crit range. Secondly, Rupture just feels pathetic. As a big part of the rotation since forever, it feels like such an underwhelming skill. I really dislike the no CD on it, that really bugs me on a spiritual level. I would really, really like it to return to 2.8 damage (which I think a crit was around 1300 in 186 BiS gear), and just put any kind of CD on it. While I really enjoyed the RNG of 2.8 with it's CD refreshing, I don't think it's necessary anymore with the removal of a majority of RNG in specs. Instead I would like to see something along the lines of using Swift Demise's effect for Rupture instead. I think it's a nice idea, and if we remove the DoT of Rend, we shouldn't have too many energy problems. Thirdly, ICD on resource generation, this needs to be brought back. I really couldn't care less the argument on this, I just want to see this back. It's appauling how many times I see myself going into a ravage and come out 1 rage short of using Annihilate, or just in general having to spam auto-attack like it's my main ability. No thank you. Fourthly, the DoT spread on DST is an amazing idea. I dislike the idea of having to use Smash, in fact I almost feel disgusted with myself for using it even for trash. With DST spreading it, at least we are using an ability that is apart of our core rotation much like Madness or Virulence. I really have never understood the reasoning behind it, as only one spec used Smash, and as of 3.0 Fury/Rage don't use it as often due to it's reduced damage (sweeping slash deals more). Overall the downfall of this spec is too much time concentrating on correctly playing the spec in raids rather than enjoying the raids themselves. I just finally learned the 3 cull rotation for my sniper and am able to execute the rotation properly in these raids without even thinking about it...hell even my madness sorc (hopefully hasn't suffocated from the dust and cobwebs) can play just find with DoTs without worrying about what's next. The damage seems alright, although I really wish I could see an 8% increase on Ravage just for the sake of letting go of my old 2-set because it really makes me sad how little Ravage hits for. I'll try to keep current with the thread with the help of my friend here, but until then I'll keep raiding, parsing, and reminiscing of the old days. D'han Rahl, The Master Commander, out.
  3. I wonder who else has noticed that Skadge can actually wear this.. *throws up in mouth*
  4. I don't remember the exact coordinates to help the person above, but I went there with the 3 buffs pre 2.4, and proceeded to kill the flying creatures and the bantha with the buffs and nothing happened. This isn't the only instance of this bantha on tatooine though, I've seen one somewhere in the republic area of the planet, and at least one other spawn out in the Dune Sea, which maybe you're supposed to kill them all before something happens (though that's stretching it a little far)
  5. This may be a long shot, but the well-fed womp rat reminded me of the malnourished banthas that have been scattered across tatooine for a long time. They may have some sort of connection to each other, but I know from testing that getting the three buffs and killing one of the banthas does nothing, and I doubt they'd have you go that far from the outlaw's den if the puzzle is meant to be in there.
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