Jump to content

Berjiz

Members
  • Posts

    204
  • Joined

Reputation

10 Good
  1. That problem is easily fixed with shorter duration(like 15 sec or so) on the stacks and have the stacks reset when refreshed like Dark Ward.
  2. You forget that the selfhealing is better than the 4% dr unless you have incoming dps like the old hms or higher. There aren't any signficant spikes either until that content. So it's clearly a nerf to the players that are just doing sms or lower. Shadows/Assasins already are the best tanks for that stuff even if you mess up a bit, however most of that content isn't exactly hard so which tank you have matters little.
  3. KBN, could you post the code that generated the graph? Would like to test some things but would perfer not having to write my own code from scratch. Is it just or are there very few Vanguards / Powertechs in the tank discussions? They always feel so focused on Shadows and Guardians.
  4. So having no bis mods for tanks(so you have to replace them all later) and bis mods for dps/healers is not worse com gear? Also you forget that bis pow/alacrity is obtainable with comms.
  5. Yeah but it's still possible, and you can get the good alacrity/power enhancments. And you get the good mods. My suggestion is to remove belts and bracers from the loot tables and change the tank mods to unlettered mods.
  6. Posted these ideas in KBNs new thread but posting it here to so Eric hopefully sees it. -Change to the new 3 stack force lightning so it works the same way as Kinetic Ward / Dark Ward, if you refresh it you loose all current stacks. So if you don't get all 4 ticks of you will lose damage reduction. Lower the duration of the stacks from 18 seconds to 15. -Add a talent at the bottom of the tank tree that gives 4 stacks when exiting stealth, the same way as Shadow Respite / Dark Embrace works. -Allow phase walk to be remotely place with 10-15 meter range but with disabled teleport as a talent so you can skip it if you want. Alternatively allow teleport but remove the remote placing in PvP. Instead of a talent it could be added as a four set PvE tank bonus. If phase walk was easier to place it would have a higher uptime and therefore easier to included in theorycrafting and overall utility. It's just not reliable enough atm.
  7. Thought it was a bigger difference than in healing currently. But sticking around 5% is probably good then, the current spikiness is clearly not worth the lesser healing atm.
  8. Yeah they have to do something about the threat, it's good that not all tanks have the same threat but juggernauts have to low threat, especially aoe. Single target threat aren't that much of a problem except sometimes for the initial threat. The initial threat will probably be more of a problem when everyone got optimized 78s. Tanking trash with a juggernaut compared to an Assassin is so much worse. Aoe taunt+saber reflect works great but having to relay on them for each trash pull is not good enough and it's not fun at all either. The problem I had is that as I mentioned before that you can't start with saber throw+force charge because you won't get much initial aggro because of the dps will start before you get smash of. Saber throw+force charge+smash is 3 gcds while an Assassin starts of with wither+force speed or just wither. In 3 gcds and an Assassin gets off wither + force pull + discharge/shock which is much more threat. Knockbacks and stuns are much more annoying to, it is annoying on Assassins due to interrupted force lightnings but beyond that it affects very little since all the important stuff is 10 meters. So many of the trash pulls in flashpoints with my jugg ends up with me jumping in and getting stunned straight away or knockbacked while pressing smash so it hits nothing but air. Most knokbacks in fps are just to short for a force charge straight away to. Sometimes dpses that have started off with heavy aoe have gotten killed because I just lost aggro of everything and they got oneshotted. I usually have to focus on a few strong and elite mobs and let the rest run free while on my assassin I can pick up all of them without much trouble. Assasins are frustrating because of rng deaths while juggernaut trash tanking is either boring(aoe taunt+saber reflect) or frustrating because so little stays on you.
  9. To balance the tanks properly I think BW first needs to decided what they want to do with damage profiles and mechanics. KBN mentioned this in some other post suggesting a single f/t ratio for all the bosses. They also need to decide on how high damage attacks are handled, lots of small hits or one big hit and to some extent what mechanics should be cheeseable and not(bigest possible problem here is the assassin/shadow stealth). For instance cheesing the adds on TWH is probably to much while being able to reset medpack is more reasonable. I haven't gotten that far into the new HMs so far but they seem to have gone with that high dmgs attacks being around 6-7 hits like heavy slash and chest laser from Corruptor. Does anyone know if there are any single high dmg attacks in the new ops? Without defining the content more it's hard to create good balance. For instance there are very good arguments to keep all bosses near a single damage ratio. The tanks differences also needs to be defined but the community as well as the developers seems to be reasonably close to each other here, even if the numbers are quantified. I think it might be a good idea to think more about how the content works, how much damage a spike possibly should deal depending on circumstances, mechanics behind high damage attacks and so on and not only about the mechanics around the tanks. But also what the numbers should between for the differences in healing, spikiness and so on. What do you think are acceptable numbers? 6-8% healing difference between Shadow / Assasin and Guardian / Juggernaut for 10% higher spikes? Big predictable attacks seems to be handled well atm, BW seems to have started more again with splitting them and it's easy to use cooldowns for all of them unless you run out due to emergency like a dead healer. The problem that makes we want shelve my Assassin sometimes is that either all or some of the bosses standard attacks from high damages bosses can deal as much damage as their predictable attacks. The predictable attacks have higher possible maximum damage but since they are split in several hits the probability is fairly low, especially with a cooldown. The standard attacks however hit their max much more often, usually 3-5 times per fight depending on length of the fight. This forces Shadows / Assassins to constantly be much higher on health because if you get one of those spikes at the wrong place you are dead. It's very frustrating to dip low for a while after a heavy predictable attack and then get killed by even bigger hit from a standard attack. My point here is that if the standard attacks would have a smaller possible damage or reduced probability the spikiness of Shadows / Assasins might be fine as it is. KBNs suggestions are interesting but they need to more refined more because they bring the tanks even closer to each other in terms of spikiness and uniqueness. Partially there is also the problem of m/r versus f/t. Shield / absorb is easier to boost than defense because it's value is more universal than defense. Also it might be dangerous to lower all tanks healing to much since the content is balanced around it. I do agree with 10%/20% armor on the talent instead of 20%/40%. Here are some thoughts and suggestions. I haven't played my juggernaut that much yet haven't played VG/PT at all so it's mostly focused on Shadow / Assassin. Shadow / Assassin -Don't nerf Kinetic Ward / Dark Ward more than maybe 5%. The gain from it should be quiet high to maintain the playstyle and importance of keeping it up. -Change to the new 3 stack force lightning so it works the same way as Kinetic Ward / Dark Ward, if you refresh it you loose all current stacks. So if you don't get all 4 ticks of you will lose damage reduction. Lower the duration of the stacks from 18 seconds to 15. Add a talent at the bottom of the tank tree gives 4 stacks when exiting stealth, the same way as Shadow Respite / Dark Embrace works. -Allow phase walk to be remotely place with 10-15 meter range but with disabled teleport as a talent so you can skip it if you want. Alternatively allow teleport but remove the remote placing in PvP. Instead of a talent it could be added as a four set PvE tank bonus. If phase walk was easier to place it would have a higher uptime and therefore easier to included i calculations and overall utility. Guardian / Juggernaut -Talent that makes Saber Throw apply armor debuff and makes it high threat. This allows the application of the armor debuff even if the tank is not on the target. Making it high threat is to counter the fact that it's hard to start most fights with it because it delays your threat. Most dps will start after X seconds and saber throw delays your big threat generation by 1 gcd, there is a high risk that you will lose threat before your force charge has landed. -Change warding call and Force Scream / Blade Storm so that it scales with incoming damage. Vanguard / Powertech -Add a new cooldown against f/t. For instance 100% shield for 5 sec, 1 min cd or similar. Stable and different from the other ones but a bit less powerful. -Change shoulder cannon heal to something that scales with incoming damage. I expect that BW won't change much though and that in the end there is a really big risk of them breaking things even more.
  10. As a dps/heal you can atleast get decent implants for comm gear, it's not BIS but the difference isn't super huge either. The biger problem and you mention this a bit, is that tanks can't do it because of the accuracy on the gear. And the implant/ears are split with belt/bracers which removes a lot of the mods tanks use but it's not an huge issue since you need two extra pieces to replace the crap enhancments anyway.
  11. One thing that you might want to add is that Qucik savant (bis power/alacrity enhancment)is in the foestopper leggings comm gear.
  12. Thanks, forgot that for some numbers. Shield values was also to low for all classes. Fixed it and updated the first post.
  13. Implant and ears numbers for the minimum of sheild, abs and defense possible. Asssuming that you don't want any accuracy so those options are not included for the min numbers at the bottom. This is lacking the oricon mk-2 implant/ear if they exist, so if anyone know the numbers for them that would be useful. Assassin Oricon Ear 76 defense 88 shield Oricon Implant 76 absorb 88 accuracy Dread Forged Ear 94 shield 110 defense Dread Forged implant V 94 accuracy 110 defense Dread Forged implant X 94 shield 110 absorb Juggernaut Oricon Ear 76 defense 88 shield Oricon Implant 88 accuracy 76 absorb Dread Forged Ear 94 shield 110 absorb Dread Forged implant V 94 accuracy 110 absorb Dread Forged implant X 94 shield 110 defense Powertech Oricon Ear 76 defense 88 shield Oricon Implant 76 absorb 88 accuracy Dread Forged Ear 94 shield 110 defense Dread Forged implant V 94 accuracy 110 defense Dread Forged implant X 94 shield 110 defense Total min numbers, including stim, no accuracy Defense Assasin: Possible min: 146 Dreadforged only: 180 Jugger: Possible min: 290 Dreadforged only: 290 Powertech: Possible min: 366 Dreadforged only: 396 Shield Assasin: Possible min: 276 Dreadforged only: 282 Jugger: Possible min: 276 Dreadforged only: 282 Powertech: Possible min: 276 Dreadforged only: 282 Absorb Assasin: Possible min: 220 Dreadforged only: 220 Jugger: Possible min: 0 Dreadforged only: 0 Powertech: Possible min: 0 Dreadforged only: 0
  14. Force speed works pretty well, let the range dps pick of the last health or use shock/wither. We drag all of the first wave in to the middle for aoe and when most of them start to get low I force speed out, some gets killed by the aoe and the rest gets killed one by one. For the later waves it's not as imporant that they are far away but force speed or overload usually works well.
×
×
  • Create New...