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megawarz

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  1. If you played pyro in 6.0, firefall was the fun part of meteor brawler, but where your dps came from was the old shock trooper 4 piece, which reduced your heat generated abilities by I think 50% for 20 seconds. Also, pyro before fuel change, openers on tyth, 50-55k. Currently with 344 and fuel nerf, 47-53k. Ignite core pre nerf- 63-70k. Ignite core post nerf - 63-70k. It's such a small change that is easily negated if you know how to play your class. Parsing as PT is annoying on a dummy since as pyro you benefit from PY stacks which reduced your heat on SW and Immolate to 0. Pyro pre nerf, broken as all hell. Pyro post nerf, not nearly as broken, but still broken. It is a dot spec that has great burst every 1:50. If you want burst, you play AP.
  2. Story mode. The mode where you can 3 man all sm raids except for r-4. You have to do 4 of them. And the raids are kp, DF, EC and ravagers this week I think. Very time consuming, will only take 1 hr max. And you guys are complaining about that, instead of pushing for fixes to infinite load screens, horrible class balancing, people showing up dead in raid frames, but sm ops take too much time
  3. IP-CPT there is no dps check whatsoever in sm, and a very light check in HM, but not really. Lady Dom SM nerf, it already got nerfed. If you cant clear with pugs, get them in a voice call and teach them if you know the mechanics. its not a hard fight. there is only 1 thing that needs to be nerfed in r-4, and that is the hallway of death. Instead of asking for boss nerfs, maybe ask them to fix people being dead on frames, infinite loading screens, and adding new endgame content. The reason why a lot of high end raiders are quitting is because of no content and players who complain about sm being too hard like yourself
  4. credit inflation wouldnt be a issue if there weren't bugs (features) that allowed players to have credit cap in legacy bays. On a side note, can you devs confirm if R-4 NiM is coming. Be very appreciated if that was relayed to all of us
  5. i mean, 2 of my teams have cleared before 7.1.1, so i think we know the mechanics
  6. 1. when 1 of our tanks had to take the circle out of group, the other tank almost instantly had to get out of well. 2. yellow circles in phase 1 before the batch did about 35-40% of your hp if you didnt pop a cooldown, now they are chucking you for 40-70% depending on your class (not the worst thing, but kinda annoying to deal with if you for some reason get the next one) 3. for some dumb reason, dom is hitting dps even after threat drop and 3-4 taunts before she even looks at you for circle. 4. droids in phase 1 seem to be getting shot 3-4 times, and i have seen 5 and 6 shots at the start, which almost never happened before the latest patch. 5. energized shot (Recursive blast), didnt go out with the purple circle before because tanks werent getting 3-4 stacks in 2 seconds These are the issues i have with dom right now. it is killable, but it is way more difficult than it needs to be right now. Sure rebounder on purple circles was nice, but it wasnt needed. I phope you guys fix some of the issues on this boss, as i want to help on of my teams get their last 2 cheevs for true anomaly. Also, can you devs please test the content you are going to do before you release it? if you did there wont be as many features. Same goes with class balancing.
  7. are you talking bout sm or hm? because sm you just lol it
  8. opener went from 50k down to 45k, not that big of change. get gud
  9. 5.0 lolspeed was nice, dps got 75% flat dr
  10. you do realize creeping terror roots. and madness has great survivability in pvp due to bindings, phase walk, god bubble, adn death brand into force leech which heals for 25%, on top of force lightning healing you during polarity. know the class before asking for changes
  11. devs, instead of nerfing classes, buff those that are underwhelming. Arsenal is a meme, marksman ambush with laze target should not do less damage than explosive probe on engi, which i've seen hit 95k in HM R-4 with crit buff. Madness does not need a nerf, it needs to be buffed. Lightning is fine as it is IMO. Sure, hard casting halted isn't the most favorite thing in the world for this spec, but thats where all the burst comes. AP was perfectly fine. Madness is a B- spec, lightning is B and AP is B. Don't look at dummy parses to see which specs need to be nerfed, as all those top parses are people who sit in front of a dummy and parse till they get the 1 great parse (I've done this when waiting for raid to begin). If you want to balance classes, you devs need to actually play this game and do the content you make at the hardest difficulty to see the pure class imbalance.
  12. i mean, best way to learn new classes Also, its more of a joke post
  13. we 3 dps it with 1 sandbag dps under map doing /dance. the fight is piss easy, you just do mechanics proper, dont take damage so the healers can dps, and poof kill. and we had a pug. so pugs can clear.
  14. Uh, you pvpers are the reason the changes are happening
  15. Madness / Balance New Tactical: Killing Field (AOE) Death Field slows targets it affects by 50%. Force Storm deals 15% more damage to slowed targets. Disintegration - Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 20% Lifesteal for 12 seconds. Force Horrors - Increase periodic damage from 15% to 20%. Lightning Barrage - Force Lightning reduced damage changed to -20% from -25%. Tempest of Rho - Correctly applies 50% chance for Force Lightning to trigger periodic effects down from 75% Lightning / Telekinesis Reverberating Force - Critical hit damage bonus has been reduced to 12% down from 15%. Thundering Blast - Second arc of damage deals 20% of Turbulence's damage down from 25%. Storm watch damage decreased by 4% Halted Offensive cast time increased from 2.5 seconds to 3.0 seconds. Alacrity still affects cast time. Decrease Halted Offensive damage by 15%. Convection - Thundering Blast grants Reserved Darkness, making Dark Heal an instant cast and increasing its healing by 30%. Stacks up to 2 times. The changes for lightning/madness are actually retarted. I'm sorry, but lightning really only does damage when the everything crits. Is 60k halted offensive really that much damage, compared to 80k furious strike, or 84k explosive probe with laze target? You have to hard cast it for you're rotation to be affective, and thats means you're a turret. Lightning used to be very mobile. And madness, tempest of rho rarely gave 75% on trigger, it felt like 35-40%. If you intended it to work like two time trouble, massive fail. If anything, sorc dps are low b tier at the very best.
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