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GrandLordMenace

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  • Location
    SWTOR
  • Interests
    Vigilance Spec guardian
  • Occupation
    Guidewriter on SWTOR Forums and Dulfy.net
  1. I've kept a sub up despite only playing tangentially out of love of the game, and I occasionally come back to experience new story and content. I've played since I was 12 years old, and wanted to work in the games industry because of my experience with this game. Unsubbing now. Not only is the content pitiful, but the game is no longer fun. I've never seen any dev team drop the pasta this hard and fast. Sincerely hope there's a quick course correction, otherwise, good luck with... whatever this is.
  2. My first paid work when I was probably 13 or 14 was writing a guide for this game on Dulfy for the Vigilance Guardian. It made me realize I wanted to work in the games industry, and many of the friends I met in this game I'm still friends with today, 10 years later. Even though I don't play it much anymore (I quit when I went to college), it still holds a special place in my heart.
  3. To shed some light on this, this was how level sync was originally intended to be implemented when Level Sync was first introduced in 4.0 PTS. KeyboardNinja and I pitched the current live iteration with tertiary stats remaining at identical percentages as max level curves (if you have 9% alacrity at level 75, you have 9% alacrity on Tython). However that causes the side effect of primary stats being useless while level synced, since *SOMETHING* has to be scaled down. This was not a problem when the only level synced content was dailies, story, and non endgame content, but when endgame content now relies on Level Sync, it creates a ton of random problems. My personal opinion is that not having accuracy cap feels awful, and having your alacrity shift on every single planet you visit is absurd from a game experience standpoint, let alone for endgame content that now requires level sync. The problem here is that on live, Tertiary stats are the only ones that are valuable, but on PTS, it appears we've gone back to essentially no stat being valuable. That isn't the solution. The solution is to incentivize using primary stats. My suggestion would be to hard revert level sync to the way it operates on live that incentivizes tertiary stats. Then, have the "gear ilvl" stacks buff be tied to total primary stats, rather than raw ilvl. It'd take some tuning to get it to work, but this way, SA and FR relics would now once again be useful in Level synced content, you wouldn't have DPS running Defense mods, full crit / acc augments, etc. The current iteration on PTS described in the quoted post is nonsensical, it's not fun for anyone, and it actively takes control of your character away from you.
  4. The Slash tactical actually ruins the Vengeance rotation. You basically just put shatter up and the other DOTs and spam Vicious Slash over and over and because it reticks the DOTs Vicious Slash then does insane burst damage. http://parsely.io/parser/view/454633/0 See this parse where Vicious Slash has the second most damage only behind the shatter DOT cause it's just spammed after all the DOTs are used.
  5. NEW working Opener (assumes Cut to Pieces set bonus) Build Focus using method of choice (saber throw leap, sundering strike, etc), plasma brand, overhead slash, vigilant thrust. This activates your LONG DOT (plasma brand) and your short fast DOT second to give you max DOT ticks in short amount of time before your vigi thrust. After your vigi thrust you then blade storm, then spam vigi thrust on CD. Try to always use one of the fast DOTs (blade storm and overhead slash) before vigilant thrust in order to proc the cooldown reduction.
  6. Hey guys, returning to the game for a bit. I might be updating the guide! Don't know yet! Regardless, go for the Tactical that lowers the Vigilant Thrust Cooldown on DOT crits, and the set bonus that grants clarity stacks from doing damage. It's basically the only viable option. The riposte one looks nice on paper but it uses focus, and even with the procced riposte it does less damage than whirling blade and overhead slash. Better to proc clarity stacks consistently with the DOT tick set bonus, dotspread and proc a super low vigi thrust CD since Vigilant Thrust does absurd single target damage anyway and generates focus.
  7. Hey, it's been quite a while but I wanted to spark community discussion a bit while I'm at it. I've heard a ton of stuff about an "alacrity threshold" and I did some testing, is everyone ACTUALLY SURE it exists? I've seen that it exists only on training dummies but if you try to say, whack at another player with exclusively basic attacks the alacrity threshold doesn't seem to exist at all, and alacrity translates correctly to the GCD. Curious if anybody has gotten the same result. I tested this a few months ago before I quit for a while and forgot to keep the log, but if you do a simple macro basic attack test in a /duel you should be able to alter the length of the GCD with even very fine amounts of alacrity.
  8. My guide is updated through 5.0, and there is a Veng translation. https://www.docdroid.net/DK28Hso/50v...guide.pdf.html Obviously Chilling Scream etc isn't accurate atm but just replace it with Vicious Slash and compensate.
  9. Hey everybody. It's been a long time. I still raid, but only about 3-4 times a month. A lot less seriously than before, to be honest. Progression hasn't mattered to me at all, I literally just play to play with friends. I don't remember the PW to edit the dulfy guide, so I'll just leave this here, the rotation just replaces chilling scream with Ravage, Vicious Slash, Force Push, Force Choke, etc. The piercing chill utility can be whatever (though the devs ****ed up and now we need to grab the AOE DR utility). I don't read this stuff much anymore, if you seriously need help you can find me at u/rydarus on reddit. I check that frequently since it's on my phone and I can browse the overwatch subreddits on that since that's a game where the devs pretend to care. If there's another expansion I'll write another guide if dulfy wants, other than that this one will probably remain as is. A lot of the reflect stuff is probably outdated by now.
  10. I'll sell it for 3M. Mail me pubside @ Rydarus
  11. Change is good. I do think that the rotation will now be missing an extra filler every so often, that will probably be filled by Force Push or Force Stasis. In an ideal world, I would've liked to see a focus reduction to the cost of Slash / Vicious Slash, to fill that void. Making that ability cost 2 focus for vengeance (leading to a net cost of 1) would do wonders to fill the rotational void formerly filled by freezing force.
  12. Thematically, it's stupid just because of how much damage it does and how much it displaces Ravage, but it's the only thing keeping Vengeance and Rage viable atm. To fix it, Ravage needs to be made into the Scoundrel roll (using it twice puts it on cooldown) and have it's damage increased. The current Jugg rotation flows far better than the old one, because ravage no longer takes up 2 GCDs back to back, but it comes at the cost of chilling scream doing a significant part of the rotational DPS. If Chilling Scream was nerfed, and Ravage could fill two SEPARATE nonconsecutive GCDs within the rotation, the rotation will be perfect. Note that the two halves of Ravage have to do the same amount of damage, otherwise we end up with a situation where the rotation no longer flows or Ravage isn't used. However, any changes made to chilling scream HAVE to be compensated by buffs to Ravage to preserve the flows of the rotations of all the Jugg Specs.
  13. On a side note, it seems the east coast servers have been laggier since you guys started using these "newer servers," and I'm not sure why that would be. I've been playing the game from the west coast and had stable latebcy throughout my entire five year plus time playing the game, and recently the lag has started to become irritating. :\
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