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Dropfall

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  1. I shouldn't have to be posting about a 'fixed bug' which has just stopped me from progressing. But here we are. Bug fix failed.
  2. I have a feeling the OP and others who are complaining about the required amount of Conquest have missed what I originally missed when attempting to get weekly conquest cap - Stronghold Bonus. Mine is sitting at 150% which means every single conquest achievement I do is multiplied. You want to cap your conquest quickly like some of us can, start buying and unlocking every Stronghold you can.
  3. Is there a way to change Toxic Blast to show the addition of Synox Shots Tactical?
  4. Catalyzed Toxins Tac is a very dumb Tactical for PVE. You waste two GCDs reapplying DoTs, which is also two GCDs your DoTs aren't ticking, your Toxic Blast isn't doing any damage because there are no DoTs on the target, and you have an increased CD so a reduced ability to get Tactical Advantage (can't remember what is on Pub Side), and you certainly ain't using Corrosive Assault (also can't remember the name) because it'd be a massive waste. All that loss for a big boom every 23s What you want to be using is Synox Shots. - 100% dmg increase to Toxic Blast, energy return on crits. In those two GCDs I can Corrosive Assaults back to back; that's 4 x Toxic Blast + 4 x DoT dmg triggered be CA + 2 x DoTs themselves + the DoTs triggering 2 x Toxic Blast + the 2 x dmg from Corrosive Assault. And each element has it's own chance to Crit.
  5. Toxic Blast is it's own ability, regardless of procing during CA activations. I did the calcs for Lethal Strike too, and that came out as a loss. Also you mis-read me. I said it was 2887 damage total difference. Divide that by 33 activations is 87.48 dmg difference per activation. And once you add in the fluctuation of crit chance more often that not, if rolled as one crit roll it fails to beat the damage output of rolling 3 times.
  6. I did the math a while back for Corrosive Assault to see what the difference could be if you had one Crit roll for all 3 parts, vs 3 Crit rolls. So that's 2 Internal, 1 Energy attack per activation for those who don't know. I used the data from a parse which had 33 activation's of CA on a dummy. I took the crit and non-crit percentages of each part as well as their averaged damage; so Energy was 2558 avg DMG, which had a low 25% crit with and avg crit DMG of 4157 etc. These 33 activation's combined to 220047.6 DMG (not DPS). I then took the median crit & non-crit percentages and multiplied the total average damage values there respective parts. So 38.63% crit chance, with total crit damage being 8847 over 33 activations plus normal hits etc. Anyway, long story short. The damage output of rolling the 3 parts of CA as one crit roll is only 2887.96 damage higher than rolling it as 3 parts. Make of that what you will.
  7. Like the man said. Creative. I created and use this. Seph's Easy IO rotation. http://i.imgur.com/AeqQtCK.jpg You will always be using Rapid Shots after Thermal Det until either Electro Net is off CD or you're below 30% to get the improved Missile Blast. Supercharged Gas or Thermal Sensor Override should be used before hitting the Power Shot before Unload. Vent Heat should be used just before hitting Mag Shot for maximum venting. Is it the best DPS you could squeeze out of IO/Assault Spec? No, but you're still gonna beat any other ranged damage output on a single target.
  8. I would prefer if they removed Carbine Burst and gave us an entirely new Grenade ability. This ability would be a 10m range, 5m AoE, energy attack that is placed rather than requiring a target. Same damage and same cost as Carbine Burst, and of course spammable. Only problem is what to call it.
  9. Those ticks would have to tick massively to have a fixed number. Otherwise 15 ticks would be gone very quick; 2 DoTs every 3s + the chance of both DoTs ticking twice, 2 for each Corrosive Assault you do, 1 on Lethal Strike. Within a 3s time frame you could have used 7-10 ticks if everything lined up perfectly. Where as in 10s, you can fit a **** ton more ticks of Toxic Blast in. Now if you compare TB to Death Field, DF is a strongish AoE that provides Death Marks for extra damage. The Death Marks are the only similar sorta thing they have in common. TB provides a TA, is energy free, and immediately comes off CD once the target is dead. TB being the way it is, is more essential to your energy management than you realize. If they made it hit harder initially or had an AoE part, it's gonna get an energy cost attached to it. I've never found TB to be the problem with Lethality, only the application of DoTs and there relatively weak damage.
  10. Yeah it is easier in Concealment, but I tend to keep DPSing until you know the DoTs are coming off, then move away to stealth rez. I mean, if you're stealth rezing, somethings gone wrong, and it might end in a /stuck anyway. More often than not its also useful for picking up the dead in those moments between a bosses phases. There are of course several fights where stealth rezing is difficult due to timing from raid wide AoE.
  11. When it comes to HM Ops for the most part Lethality Ops are extremely usable. Their DPS is considerably strong for a MDPS, not as good as Anni Mara, but better than most, and their defensive CDs and off-heals will keep you alive a lot longer than other MDPS. Their utility comes in the form of the ability to Stealth-Rez multiple times per fight. Sure Medicine Ops can do this too, but wouldn't you rather have them not stop healing to do that? The only downside of the spec is having to swap targets more than once with 24 secs, and obviously a hard hitting AoE. The first can be dealt with by learning Concealment, the second... well, you're **** out of luck; learn to DoT spread better.
  12. The problem your describing only occurs using Marisi's rotation. There are more mobile versions, with only slight DPS decreases.
  13. Just relog and you can pull them out. It seems to be only items recently brought with tokens though.
  14. Fixed that for ya. Or have none of you ever seen or played a Lethality Operative? Don't worry, I already know the answer. #NoLoveForLethality
  15. This was the only boss I had real issues with as well as Merc, until I perfected my game plan by /stucking it when I felt it wasn't right yet. So I ran the entire 10 as Innovative Ordnance (Assault Specialist) with a healing companion. And after working out the kinks the first 10 through, my 2nd time though I did not die, and thus got the achieve. I do believe doing Brawler in Arsenal (Gunnery) may be a very tough ask, though I may try it just to see. In order to do Brawler. Engage Brawler and one of the beasts (either will do) within their respective circles. Do not hit the other beast. Using your knockback, split the beasts apart. The beast you did hit, you attack, Brawler will follow. Run around the beast within the circle dpsing so as to avoid as many stacks as possible from Brawler. The other beast that you did not hit, will agro on to the healing output of your companion pretty quickly. Once one beast is down, repeat the running circles around the last beast, till only Brawler is left. Pop a defensive CD and burn his ***. It should be noted, when the first beast dies, Brawler will agro onto your companion, you need to get him off it by attacking him immediately or your companion is toast.
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