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orig_mrrabbit

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  1. If you folks paid attention to last week Star Forge reboot, you'd realize that they literally gave away the fact that Star Forge AND Satele Shan are virtual servers running on the same machine. Plus it help that my background is Data Center Administrator. =8-)
  2. 'To see what is in front of one's nose needs a constant struggle.'
  3. It is pretty clear that Satele Shan and Star Forge are virtual servers residing on a single machine. Question: Is a separate hardware network interface provisioned for each server OR are they sharing the same hardware network interface and time sharing it at 50% each under load? =8-)
  4. Wrong one...the one where our DPS dropped big time because OPs lead said to stop crying about numbers and stick with mechanics. =8-|
  5. ...and it would appear you are very late to the thread.... ...as I already described the low DPS pug that got it done following mechanics.
  6. I am going to double down even further on my opinion that R-4 Anomaly Operation does not need a nerf. This time it was a last boss attempt by a guild with two pugs: Myself as a sorc healer and another sorc healer that I have healed with many times in the past. This guild's tank and dps were nothing short of awesome in terms of: 1. Tanking 2. DPS For every attempt, their DPS was consistently: 22k to 28k NOT 12k, 13k, 15k, 18k and 19k.... Consistently 22k to 28k. Even when they swapped characters, their DPS didn't change. If I could say one thing about this guild - they know how to get awesome DPS out of their 330 and 331 characters. So tanking wasn't issue, dpsing wasn't the issue, nor was heals. 100% solid group all around. Pull after pull we had boss down to under 30% pretty quick. Shortly after it happened...burn phase... What wiped us out everytime? Ads? Nope! Raidwide knockback? Nope! Orange circles? Nope! Every single time, it was DPS tunneling the boss so hard - they wouldn't take knockback circles out of the group - and just would not stop DPSing for a second to aim their portion of the knockback arrow beam to make certain they would have a safe landing. Each knockback would take out 2-3 players. After just two rounds of knockbacks - there would be only 1-2 players left standing with boss at 2 or 3% We had the boss down to 400k on one wipe with one player standing. You really just have to follow mechanics on this fight...that's all it really is. Again, as I stated in my original post - it would be nice for the orange circles to be a lot smaller so that SM puggers can have an easier time getting around errant drops. But that's about the only change I recommend for R-4 SM. =8-|
  7. So, for an update on my original post . . . I stand by my earlier assessment that no nerf is needed on the first 3 bosses. Why? I was part of two other PUGs for which only 1 or 2 people had previously gotten the OP completed. Last night, I was part of a PUG for which only two of us had gotten it completed - both of us healers. This time the DPS was EXCRUTATINGLY low. Instead of 12k to 16k on first boss, 6k to 9k on first boss. Instead of 19k-34k on second and third bosses, just 9k to 18k. We had dozens of wipes where we had to constantly review mechanics, change roles, and even give DPS priority system and rotational tips to eek out some more DPS out of 'em. At the boss with the panels, I took a panel to free up the DPS there to have more uptime on the boss - and just like that - WIN. One thing that stood out as a sore thumb was something that has become all to obvious the past few months: Too many players in 330 Purple Rakata gear doing only 8k or 9k single target when they should be able to pull 19k+ with just a basic rotation. We have too many players in OPs these past few months who just don't have a basic rotation or priority system awareness that achieves decent DPS. That group last night finished at the third boss quite happy with the progress - we called it at almost 4 hours. They steadily got a better handle on mechanics...and DPS numbers actually increased over time as we trudged on. It was actually a good group personality and attitude wise - no mean stuff - no nasty egos. My other PUG two nights ago had one person who had actually completed the last boss. The rest of us were there to do just that - get the last boss Lady Dominique down. Here's what I learned: 1. Mechanics first, DPS second. 2. Get the mechanics down perfectly - you'll have 8 people standing at burn phase. 3. Have 8 people standing at burn phase - you'll finish with 2-3 people standing. We went at this boss easily 12-13 times. Our DPS plummeted - or appeared to be horrible - but the OPs lead reminded us over and over: "Don't worry about the DPS and downtime guys - this is a pure mechanics fight..." And he was right.... Once we put the circles where they needed to be 100% of the time... Once we adjusted for knockbacks 100% of the time... Once we made certain boss couldn't see Aria 100% of the time... Once we made certain the healer stayed up top and away from the Reapers 100% of the time... ...we had 8 people standing at 24%. We had 4 people standing at 400k. We had 3 people standing at 0k. Our final DPS was only in the 16k to 28k range - single targeters doing the 16k-17k and dot/aoe guys doing the 25k to 28k. The only person we kicked and replaced - was the 331 person that was only doing 5.8k DPS - less than the tank who was doing 6k to 7k DPS. In my honest opinion: NO NERF NEEDED People just need to follow mechanics - and if they haven't already - take the time to learn how to get at least "above average" DPS out of that 328 to 330 gear. Doesn't have to be 34k on the 1 mill test or 24k off the 3.25 and 6.5 mill test. More like, 24k on the 1 mill, and 20k on the 3.25 mill and 6.5 mill test. Just throwing out some targets with those suggested numbers. That's all... =8-|
  8. I'm going to give my honest assessment of R-4 SM. My group was a PUG, with 1 Tank, 5 DPS and 2 Sorc Healers. Only ONE of use had done ALL 4 bosses. The rest of us were there for the very first time. First Boss We steam rolled it - didn't blink an eye - with all DPS doing 19k to 34k. Heals was so rediculously easy we were DPSsing as well. No one died. NO NERF IS NEEDED Second Boss We steam rolled it - didnt blink an eye - with all DPS again doing 19k to 34k. Heals had to stick more with heals and sometimes work the panels. ONE person died - me - a healer. NO NERF IS NEEDED Third Boss Required 2 shots. First shot, we came super close - but that wipe told us ALL THAT WE NEEDED TO KNOW. Second shot was an absolute faceroll - myself on heals spamming the floor tile cleanse using either ability as needed. Again...our DPS rocked. NO NERF IS NEEDED ...then it was time for the last boss. Fourth Boss This boss doesn't need a nerf - but it does need either of the following: 1. A strategy change for the group - such as repositioning boss OR dropping circles on edge of upper platform to reduce DPS downtime. 2. Reduction in size of the orange and yellow circles so that they take up only a third of their current space so that they can be dropped on the edge of the upper platform without being ANYWHERE close to someone quickly scooting by - so as to again to reduce DPS downtime. As it is now, groups that drop their circles on the edge of the lower platform SUFFER A HUGE DPS LOSS. If you don't have a closer OR your closer is not available and the Sorcerers extrication is on cooldown - you can find yourself experiening up to 15s of downtime. Same if your phase walk or sniper thingy is on CD. That is a massive DPS loss. It was scary while trying to follow the recommeneded mechanics to watch our DPS drop from 19k to 34k all the way down to 13k, 14k, 15k, 18k and 19k. We were like, "Holy ****!" After about 6 wipes, we had her down to about 34%. My group talked about it afterwards in Discord, we were pretty confident the next time around should we form again, we would get it done by repositioning or handling mechanics a little differently. Overall... For SM, Bioware could make it a little easier for storymoders and puggers by reducing the size of the orange and yellow circles so as to allow them to stay up on the starting platform AND on boss 100%. But those same storymoders and puggers just need to take a break - and like back in the day with The Underlurker - discuss how to address positioning WHILE following mechanics in a way that will facilitate minimal DPS downtime. Just my 10 cents... =8-|
  9. Do I hate the new un-moddable gear? Absolutely! I love fine tuning my characters level by level and mods really help with that down to the single digits. But is the new un-moddable gear bad? Not really. The stat quantities are so high now per gear piece ( +/- 500) that the resolution for fine tuning is now Augments (+/- 108). A. You don't need 110% accuracy when starting at 320. 109.xx is fine. http://www.mrrabbit.net/misc/swtor/swtorglobalcooldown.php In the chart below the text, the Powertech and Arsenal Mercenary are both running 109% accuracy. The Arsenal Mercenary at 323 Gear Rating w/ 286 augments is pushing 20k DPS in NiM Nefra. The Powertech at 324 Gear Rating w/ 286 augments is pushing 21k DPS in NiM Nefra. As both of these characters level up to 330 onward, the Accuracy shortfall will correct itself naturally as a function of increased points that come with upgrades. B. The effect on one's ability to MAX dps is minor when it comes to gear. The effect on one's ability to MAX dps due to rotation is MAJOR. C. In relation to "B" above, I gotta say I'm loving Bioware's new "full fledged" logging that Starparse reads. It has really flushed out into the open the truth about so many players over the years that have been running with HM and NiM progs and pugs. As suspected, most that refused to get in Parse and claimed to be high DPS . . . really aren't. Two nights ago, I watched a longtime player (DPS) raider in 324 Gear w/ 286 augments pull only 9.1k DPS in Titan6 HM. The tanks were pulling 4k and 7k... All the other DPS were pulling 19k+. In the various raiding Discords, there have been quite a few DPS pissed off about this whining about how people can now see their DPS . . . and they're getting really bent out of shape over it. So the bottom line . . . . . . "fine tune" with augments and stims. Fix your rotation (that includes priority system). And while you are at it, hit that test dummy with Starparse running. And study a few rotations on the DPS Leaderboards over a http://parsely.io =8-)
  10. A. Make sure all four members are Level 80 and at least 320 geared. B. Make sure both DPS are capable of 13k to 17k DPS throughout the FP. C. Bring Electro-Stun grenades. Also be sure to have a knock back and stun ability selected and a root in the knock back if possible. Bonus Boss Have ONE DPS do a continuous burn on the Skinny NPC that drops the Target AOE circles. Keep the burn up until about 5-7%. Meanwhile, have the Tank, other DPS and Healer do the necessary mechanics for the Fat Droid and The Floating Cylinder and bring them quickly down to under 10%. Solid circle to the Fat Droid and the line channel to the Floating Cylinder. Once it's confirmed that the Skinny NPC is under 7%, do a very quick and hard finish on the Fat Droid and the Cylinder Droid....THEN everyone switches to the Skinny NPC and finishes him off. The Wall Boss Tank grabs Volatile and pulls and burn at the cores in order. DPS are on the ads FIRST - assist with Volatile SECOND. When ads spawn, healer does a rooted knock back on the ads group. This will root the Awakened NPC. This buys time for the DPS to tab target the Awakened NPC and do a hard rotation on him bringing him down quick. Use your single target stun if necessary - IT REALLY HELPS. Burn the Volatile and blow the core...then finish off the Relic NPC. During Cores 2 and 3, the ads groups will have multiple Awakened. Again, the healer does a rooted knock back. DPS target awakened and burn em down. Healer can follow up with a Electro Stun grenade on the group to reduce damage by Awakened on the DPS and Healer. DPS can also use their stuns and add Electro-Stun Grenade to the mix. Once you survive the third core, it's usually a win. Focus burn the boss. The volatile that comes out can be DPSed, stunned, etc. The number one thing you can do to help the healer is to stay out of fire circles. =8-)
  11. Hello All! Random Ops Discord Group is forming a Storymode Progression to Hardmode Introduction Group for new players or players that are new to operations. This will form and take place on Satele Shan on the Imperial side. For full details on how to signup and an overview of the progression and requirements see: All new players or those new to operations are welcome! =8-) "rabbit" / "acme" Moderator - Random Ops Discord Group
  12. Sorcerer : Corruption (Sorc Healer) It is the most powerful and versatile healer in the game due to several factors: 1. Ability to convert heals from one type to another. (Mercenary Bodyguard and Operative Medicine cannot do this.) 2. Ability to stack 4-5 heals + Protection on a single target. (Mercenary Bodyguard and Operative Medicine cannot do this.) 3. Ability to force aggro drops on targets when needed - twice. 4. Ability to troll a raid. (Yes, a sorcerer healer can be a very nasty troll...) Examples of #1 Revivification - Default is Heal Over Time Revivification is NOT an AOE heal. However it can be converted into one: Cast Revivification on Single Target = Heal Over Time (HOT) Cast Revivification on Ground and Picked Up = Heal Over Time (HOT) Cast Revivification on Group = Convert to Area of Effect (AOE) Cast Revivification on Ground and Require Group to Pickup on way to next target = Convert to Area of Effect (AOE) Roaming Mend - Default is Triggered Direct Heal + Passive AOE Heal Roaming Mend is NOT an AOE heal until it is triggered OR modified: Cast Roaming Mend on a Target = Direct Heal When Triggered + Passive AOE to Nearby Targets. Cast Resurgence + Roaming Mend on a Target = Active AOE Heal to Target and Nearby Targets Example of #2: Resurgence > Revivification > Roaming Mend > Static Barrier In that exact cast order... For a Sorcerer Healer using Revitalized Mystic: Result = Direct + HOT + HOT + Triggered Direct + Passive AOE + Delayed Direct + Protection 20000+ Direct + 21000+ HOT + 20000+ Protection = 61000+ Effect / 12 Seconds For a Sorcerer Healer using Empowered Restorer: Result = Direct + HOT + HOT + Triggered Direct + Passive AOE + HOT + Delayed Direct + Protection 23700+ Direct + 23800+ HOT + 20000+ Protection = 67500+ Effect / 12 Seconds I can ignore that target for 10-12 seconds while tending to the rest of the RAID. That target will receive at a minimum 6500 HPS for the next 10-12 seconds. That's for ONE target. Mercenary Bodyguard and Operative Medicine healers cannot do this. This ability makes a Sorcerer Healer + Tank w/ Solid DCD Rotation damn near invincible. Examples of #3: Extrication when pulling someone out of something has the effect of forcing an aggro drop on that target. Using "Cloud Mind" on a target also acts as an aggro drop on that target. If a DPS or other healer is NOT behaving and using their aggro drops as needed, there's nothing stopping a tank from whispering: "Hey dude, aggro drop that ******e for me!!!" Examples of #4: Scenario A: The Subtle Troll One Sorcerer healer is focus targeting another Sorcerer healer. He's watching the other Sorcerer healer's rotation or timing. When he thinks the other healer is about to cast Static Barrier on a target, he does it instead. The other healer goes to cast Static Barrier only to find out they can't cast it. That other healer is forced to waste a GCD on a non-cast. That other Sorcerer healer's overall HPS and EHPS plummets. Scenario B: The More Obvious Troll A Sorcerer healer keeps using Extrication or Cloud Mind on a tank forcing that tank to have trouble maintaining aggro on a boss. OR, the same Sorcerer healer keeps using Extrication or Cloud Mind on a DPS that has a kiting assignment - making it difficult for that DPS to maintain aggro while kiting. This is why I only bring trusted Sorcerer healers into my raids. Normally, by default, I'm the Sorcerer healer in my raids. A Sorcerer healer can be a very nasty troll. Final Note One of the most common misconceptions is that a Sorcerer healer has good AOE heals. By default - default casting - a Sorcerer healer does not have a single AOE heal. Revivification Default Cast = Heal Over Time Roaming Mend Default Cast = Triggered Heal THEN Passive AOE In order to have a true AOE heal in the DEFAULT CAST sense, a Sorcerer healer has to put a Proficiency Point into Force Suffusion. That turns Overloads as a default cast into an AOE heal good for 3400+ HPS per target. =8-)
  13. For the state that you reside in... ...contact the Consumer Affairs division of the Attorney General's Office. Almost all are online now and a complaint can be filed online. - Make certain your complaint indicates that you are a paying player of the game. - Make certain your complaint describes in-game digital property that you owned and controlled over numerous years. - Make certain your complaint notes that no customer support avenue is addressing the issue in a timely manner - restoration of the guild and yourself as the General Manager. That division of the Attorney General's Office will notify EA legal department of the complaint - EA legal as part of due diligence will forward to the customer support team (assuming it exists anymore) for SWTOR. They will have to communicate back to EA legal what actions they have taken to resolve the issue. EA legal will then reply back to the AG's office. Understand however, you may get a phone call from someone at Bioware / EA. Who will take issue with you. Keep the phone call civil and profession - and take notes. =8-|
  14. keyword = programmer Try to rethink my point in bringing that up . . . . . . in all my previous development and integration environments, a person NOT writing code for compilation into executables OR writing code for dynamic preprocessed applications like PHP was not allowed to call themselves a programmer. Junior or Regular Sysadmin maybe, System Integrator maybe, Installation Packager maybe, System Installer maybe, but not a programmer. It's kinda like calling today's janitors Sanitation Engineers. =8-(
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