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Garon

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  1. The chances of the resist happening is negligible. It plays so little of a role it doesn't deserve consideration. On the other hand, Kwerty's math ignores too many important variables to be reliable. You don't comprehend the original design for the Balance playstyle. Self-heal is integral for the sustainability and consequently damage dealing capability of the spec. With the 30-35% crit chance I ran with old Balance, the current reliability AND magnitude of the self-heals is laughable. I'm well aware PvE and PvP need to be considered, but tying damage to self-heals just complicates that aspect further which has resulted in the subpar damage for the spec overall compared to the potential in TK.
  2. You shouldn't be using an operation dummy to test for PvP. The stats are different. Kwerty doesn't prove anything with math. The only functional factor for the old self-heals was crit chance and max health value. The current one involves damage dealt which is heavily affected by enemy damage reduction/cancellation. The self-healing is less dependent on your own stats that it is on your targets stats and status. Survivability and mobility WERE the advantage of Balance over TK. As it stands, TK has enough proc mechanics to be just as mobile. Considering the Life Ward utility, TK shares one of the major survivability factors for the class as well. I'm not a fan of the heal from Force Armor/Force Barrier.
  3. So how many Consular/Inquisitors have you played? And no, your math is flawed. You're missing a very simple concept: internal damage (Weaken Mind/Sever Force) is not shielded/defended. The only opportunity to miss is at most a 2% chance to resist Force (aka never happens). So there's functionally only a Normal vs Crit dynamic in play for those particular abilities. Crits also procced against Sage/Sorc bubbles. The fact self-healing is reduced by enemy damage reduction/cancellation (such as damage absorbing abilities) is a HUGE factor that you apparently ignore in its entirety. Having looked at your recent posts in other threads, I can only assume you enjoy trolling.
  4. Weaken Mind + Sever Force... that's two proc chances meaning 4% per crit tic if you were keeping your DoTs up properly. And yes... I kept up DoTs on everyone at all times. That's the point of a DoT centered spec and playstyle. Movement and sustain.
  5. False. With proper stats and DoT distribution, there was a possibility of 4% self-healing with each proc of Weaken Mind + Sever Force per enemy--not to mention Mind Crush. FiB may make it easier to spread, but I never had an issue dotting a full team and maintaining them in PvP.
  6. Except in the old system crits could register without doing damage and there were not nearly as many damage canceling abilities as there are now.
  7. You're really clueless about the past and current game mechanics. Skill: Weaken Mind, Sever Force, and Mind Crush all received the effect of 2% max health heal on critical (not dependent on damage, only the registering of a critical proc) with Focused Insight and Psychic Absorption. Force in Balance capable of healing up to 10% of max health based on targets hit. Disciplines: Weaken Mind and Sever Force only heal for 25% of the damage dealt. Force Serenity heals for damage dealt (which has an activation time and interrupts the flow of the mobile DoTer play style unless you use a utility). Force in Balance capable of healing up to 20% of damage dealt. The sheer number of DCDs and damage cancelling effects present in the game kill the Discipline version of Balance playstyle. The Skill version of Balance could provide sustainability whether you were dealing damage or not.
  8. It is no where near the same magnitude nor is it as reliable.
  9. It's nigh impossible to effectively sustain the Balance spec as in ye olde times. Focused Insight is practically useless due to the sheer amount of damage reduction/cancellation abilities present in the abilities pool. Don't get me wrong. It has a small presence, but the Balance playstyle has been shattered since 3.0 and I've seen no improvements. Instead, Sentinels/Marauders are allowed to keep a healthy supply of DCDs and have constantly gotten DoT spec buffs to their healing mechanics which still use the % heal on crit that Focused Insight used to have. Has anyone read anything on reverting Balance/Madness mechanics back to the old % heal on <all> periodic crits? I'd give up the % heal on Force Armor Utility if I could have the old playstyle back even with reduced damage but higher survivability. Edit: I'm well aware of the addition of Force Serenity and Mend, but they are no where near compensating for the loss of the old mechanic. Force Serenity, which is a centerpiece of the spec, reduces the mobility of the spec without using a valuable utility to modify it. No ability unique to a spec should interrupt the advantages of the playstyle.
  10. As far as I can tell, Ultratech gear doesn't drop at all anymore. The closest you can get is the soft yellow colored one from Black Hole while playing a Sage, Anointed Nanosilk I believe. They've blown the whole "identify class based on gear" to heck so they might as well give us dye kits or something. I'm sick of the odd colors and--in general--garbage armor models.
  11. It doesn't share the same icon. The models will be different. http://www.torhead.com/item/fzF3ZVk/xenotech-stalkers-robe
  12. http://www.torhead.com/item/fePnqF4/ultratech-stalkers-robe#screenshots That is what we're looking for. The Xenotech does not share the same icon so I'm assuming the model is completely different.
  13. I've had similar results as well all useless Xenotech, no Ultratech. If anyone finds anything Ultratech, it might be that they've moved it... if not, they removed it. If some random dev stumbles on this little thread, please let us know if Ultratech chest pieces have been removed.
  14. The exact same thing happened to me. Considering the disappointment of having no ranked warzones, I really wish they would leave the Korrealis Sovereign up at least until they start implementing the phases. The 2 hours early maintenance is what got me.
  15. Garon

    Project vs Shock

    Shock/Project can be a very significant source of burst damage with the appropriate procs and/or skill builds. Induction/Circling Shadows, Energize/Particle Acceleration, Chain Shock/Upheaval, and Crackling Blasts/Deep Impact can be used in various builds to make it a very useful move. For example for Darkness/KC players, I know the combination of Energize/Particle Acceleration, Exploitive Strikes/Force Synergy, and Chain Shock/Upheaval make Shock/Project an important part of their rotation. For Deception/Infiltration players, the combination of Induction/Circling Shadows, Crackling Blasts/Deep Impact, Exploitive Strikes/Force Synergy, Chain Shock/Upheaval, and the proc from Voltaic Slash/Clairvoyant Strike also makes Shock/Project an important part of their arsenal. Exactly right.
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