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Mc_Gregor

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  1. Overhealing does not generate threat. Putting healing probes before the pull is a standard tactics of any good operative and with current costs it greatly improves survivability.
  2. You are confusing two different things here. For starters here are two effects from my log: 21:03:51.978 Macgregor's Ion Gas Cylinder critically hits Dash'Roode for 291* energy damage, causing 583 threat! 21:03:54.984 Macgregor's Shocked (Tech) hits Dash'Roode for 122 energy damage, causing 980 threat. First one is direct damage dealt by default Ion Gas Cylinder, second one are DoT tics from it which we gain from talents in tank trees. All of them get a threat modifier, not only the last two ticks. Threat from those ticks if pretty substantial and amounts to about 12% of my total TPS. On topic of VG/PT snap threat- to be honest I always considered it higher than other tank classes and I am usually asked to start fights where loosing aggro at the start can lead to a wipe. Cirt boost, charge, flamesweep x2 when positioning the boss followed by rocket puch and flameburst (probably flamethrower somwhere in the middle when it procs) always does the trick. If I have really good dps with me I allow myself to overheat, then vent it and return to my normal tanking routine.
  3. Here is the parse: http://www.torparse.com/a/254656, my dps was 1242. From what I see in yours your TPS on Thrasher itself is 4692.4, the rest comes from snipers and demolitionists aggro. If you also substract neural dart you will net 2322 tps. We dont do tank swap since one of the tanks and one marauder is up on the gallery killing snipers and the whole raid remains stationary on the ground. This makes fight a bit longer but also a lot easier and less hectic.
  4. ICG ticks and procs seem underwhelming in terms of damage but they create huge amount of threat, 6-8 times the damage they deal. For example from my last Thrasher fight which i spend on the boss 95% of the time. Total TPS was 2736.13, tps from ICG 353,59 which amounts to 13% of all tps, highest value of all skill at my disposal. So adding talent points to it is by no means a must but thing worth considering tps-wise.
  5. You will always loose at least 1 tick of unload due to interrupt. Sometimes more. And since you pay with heat up front it makes for a very inefficient use of resources. And its no longer ticking away several times per second so our default attack has higher chance of proccing IGC thanks to several ticks on a single attack.
  6. You can remove unload from your toolbar, its pretty much useless. Interrupts on damage, has pretty low damage (comparable to flamethrower) and requires you to be stationary for 3 seconds. Tanks should avoid it.
  7. Math is based on tons of data provided from actual ops so it translates into numbers what you actually see on your screen. Bottom line is- it works. And to the previous poster- no, powertechs didnt change magically over night, they were changed by developers with the patch with new talent tree and math formulas that run this game and make one stat more valuable than the other.
  8. Thing is you cant really measure what proportion of incomming damage you are avoiding so your assumption which stats to stack is based on hunch. Whereas in that thread you have hard math to proove what amount of stats will benefit you the most in terms of mitigation. Of course our shield makes our talents tick but as long as you are not loosing aggro because of low dps, overhead or whatnot, then you can stack mitigation stats that dont intuitively fit into our tree. If I notice that my talents dont trigger as much as I want them to then I will switch back a bit. As for now, Im aiming for high defence and shield with low absorption altough not as low as that thread suggests to smooth out a bit incomming damage. But Im aware it wont net the best possible results. And I also know how real life tanking works, Im still gearing my char after the patch so didnt do HM ops yet but I got warstalker on my tank pre-patch so I should catch up pretty soon.
  9. Well laugh all you want, as defensive formulas stand now, getting defence is the way to minimize your incomming damage and surivie which ultimately is your job. If you lack threat generation, overheat and loose aggro then and only then you should consider reitemizing. And those calculations take into consideration that shield and absorption only work together.
  10. Here is great analysis what stat ratings you should be aming for: http://www.swtor.com/community/showthread.php?t=616779 To sum it up shortly- in order to get the best possible damage reduction you should stack defense first, then shield then absorption. And absorption only when your defence and shield rating passes 800 and 700. Values like {500,{defense->300,shield->200,absorb->0}} mean with 500 total ratings (defence+shield+absorption) you should have 300 def, 200 shield and 0 abs to reach best possible level of damage reduction for your current gear level.
  11. My internal dmg relic crits 40% of the time which is around my tech crit chance as a lethality sniper.
  12. Nobody here is saying you are lying, thing is noone else has experienced anything like that, and I for sure have killed this boss 2 days ago without any glitches or anything (except getting deletion on same color-guy but as I said we just clear it with another person). Much more possible is a glitch on the server side with timing and killing your raidmember. Check his log for the cause of his death, easiest way to verify what actually happened.
  13. Operator IX targets Eldronatt with blue deletion protocol! Both players with blue orbs have them still, sloppy execution, you died because you were too close. He might have died afterwards but it happens sometimes that animations wont play properly and you might see yourself dying not exactly at the same time. Nothing buggy about that, you both died to bad handling of deletion protocol. As for double adds - possible glitch, nothing we havent seen already When it so happens that a player gets deltion protocol same as his orb we get the other player with same orb to clense him, never wait for it to self-clense. Cant remember it ever being an issue but is something like that happens you always have that one combat ress. 19k hit only happens on invalid clearing when someone runs through more than one circle of his color.
  14. Saw it happen yesterday, we were quite put down that Lobel dropped so few stabilisers but we got more from chest, Was like 12 or something because after Operator Ops leader had like 26-28 or something total.
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