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Expertise: Max or 1200 - Debate has ended

STAR WARS: The Old Republic > English > PvP
Expertise: Max or 1200 - Debate has ended

Crerin's Avatar


Crerin
02.06.2013 , 12:34 PM | #241
Quote: Originally Posted by CharterMonkKent View Post
I said DPS, not tanks/healers. As for my jugg tank I prefer to use two endurance crystals over the expertise ones. Between endure pain and rakata med pack the + to endurance is better than the tiny mitigation

I agree with you, but it's not a wash. 40-120 extra damage for every attack by a rated team's DPS players is noticeable across the span of a WZ. Not placebo.
lolol rakata medpac? You dont get a say in what's best for pvp.
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cashogy_reborn's Avatar


cashogy_reborn
02.06.2013 , 12:48 PM | #242
Quote: Originally Posted by Crerin View Post
lolol rakata medpac? You dont get a say in what's best for pvp.
iirc, rakata medpack gives +15% max health for a short period of time. not a totally bad option for a tank class
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CharterMonkKent's Avatar


CharterMonkKent
02.06.2013 , 01:11 PM | #243
Quote: Originally Posted by Crerin View Post
lolol rakata medpac? You dont get a say in what's best for pvp.
haha
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CharterMonkKent's Avatar


CharterMonkKent
02.06.2013 , 01:12 PM | #244
Quote: Originally Posted by cashogy_reborn View Post
iirc, rakata medpack gives +15% max health for a short period of time. not a totally bad option for a tank class
Yes. Add this to the 30% HP boost of endure pain.
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funkiestj's Avatar


funkiestj
02.06.2013 , 01:50 PM | #245
Quote: Originally Posted by CharterMonkKent View Post
Yes. Add this to the 30% HP boost of endure pain.
If we compare this to the WZ medpac heal of 35% of max health then the break even point is about 16k base health (i.e. enure + rakata medpac = enure + WZ medpac). After that WZ medpac is a bit better. E.g. with 24k health, the WZ medpac is about 2k more healing. Of course the rakata is a lot less expensive to use

I would definitely use the rakata on non-tanks and even on tanks in regular WZ.

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CharterMonkKent's Avatar


CharterMonkKent
02.06.2013 , 02:20 PM | #246
Quote: Originally Posted by funkiestj View Post
If we compare this to the WZ medpac heal of 35% of max health then the break even point is about 16k base health (i.e. enure + rakata medpac = enure + WZ medpac). After that WZ medpac is a bit better. E.g. with 24k health, the WZ medpac is about 2k more healing. Of course the rakata is a lot less expensive to use

I would definitely use the rakata on non-tanks and even on tanks in regular WZ.
I use both on my jugg when tanking, but the rakata get's used more often (WZ med pack if I'm caught in a 1v1 and it's needed). When I'm pulling FF (huttball) the extra 15% for 15 seconds is huge. It's a great get out of jail free card when paired with endure pain (also a great way to get people waste their burst). It's demoralizing to people when they try to take down a jugg tank with 24k health, think they are doing great, then the jugg health jumps up 12,000 for 10/15 seconds. Score.

Edit: In case I didn't make it clear. I use the rakata med pack when I am sure that 15% bonus will be healed a number of times over the 15 seconds. Hence it's use over wz med pack in most tank related situations. Be it running the huttball or realizing the healer you are guarding can't heal you at the moment but will soon. Just having a hot on you during those 15 seconds means you can eat more damage when guarding someone, without requiring a courtesy heal every 3 globals from your healer.
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Smashbrother's Avatar


Smashbrother
02.06.2013 , 02:38 PM | #247
Quote: Originally Posted by cashogy_reborn View Post
why would your whole team use 1214 expertise? that is a massively hypothetical and unrealistic situation, yet i keep seeing it used as some kind of measuring stick.

tanks and healers should use full expertise.

a tanks job is to maximize mitigation, obviously full expertise does that best
a healers job is to heal. max expertise reduces the effects of Trauma by nearly 50%


a difference of 1.9% mitigation is not going to be noticed when you are being focus-fired. like i already pointed out, imagine you get hit for 5k four times. with 1214 expertise, you take 95 extra damage with each attack, for a total of 380 extra damage. the initial grand total of 20,000 is going to kill 9/10 DPS spec'd players, which means that extra 380 damage that you might be able to mitigate is not going to make a difference in keeping you alive.
Yea but when you throw in guard and taunts into the mix, that person being FF may NOT die. And when that happens, that extra mitigation matters.

Xerain's Avatar


Xerain
02.06.2013 , 02:42 PM | #248
Quote: Originally Posted by Smashbrother View Post
Yea but when you throw in guard and taunts into the mix, that person being FF may NOT die. And when that happens, that extra mitigation matters.
This.


Staying alive to do damage > dong more damage but dying quicker. Don't rely on rng.

CharterMonkKent's Avatar


CharterMonkKent
02.06.2013 , 02:47 PM | #249
Quote: Originally Posted by Smashbrother View Post
Yea but when you throw in guard and taunts into the mix, that person being FF may NOT die. And when that happens, that extra mitigation matters.
Weird logic since both teams are throwing taunts and guards. DPS should be maximizing DPS.
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cashogy_reborn's Avatar


cashogy_reborn
02.06.2013 , 02:50 PM | #250
1.9% mitigation or 1.3% damage

a little bit of damage, or a little bit of defense. i'll take the damage, since thats the role my class plays
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