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OMGITSJAD

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  1. Hi there, If there are any guilds that fit this bill, I'd be interested in joining. I am looking for a guild that does raids but not so much a full-time raiding-only guild. Maybe like one required night a week at most or one where there are raids happening most nights, but but you aren't required to show up to every single one. I did the hardcore raiding life for years in both SWTOR and WoW, and I burnt out earlier this year so I am far from interested in putting myself back in it any time soon. However, I do enjoy raiding a lot(can't spam Hammer Station the entire expac...), enjoy learning fights and the challenge that HM and NiM presents, and it's hard to get into anything beside the group finder without a guild. I also enjoy comparing numbers in raid with people in a friendly way and doing ranked pvp. Just DM me here or in-game via Jad Bond or Jadathon. My progression is: completed every difficulty of every raid in at least 8-man except for GftM, Hive, and NoP which I have never stepped foot in so far(stopped playing some time before they started releasing gods). Full cleared ToS, Rav, DF, DP HM/NiM when they were current. Gear: Full 306 w/set bonus on Sniper, Juggernaut tank full 306 with set bonus, but dps statted gear. Also have a sorc friend who is good but still trying to gear who may be interested in playing.
  2. Is it possible to get some sorting added to this list in an update? The search bar is nice, but the default sorting is not very good. I would personally prefer if all the damage/tank/heal bonuses were stacked on top of each other, sorted by alphabetically, and then when you scrolled down the secondary mod bonuses were listed after the damage/tank/healing bonuses. Right now, though, it's listed by item, which, if I wanted to check that I could just hover over my items individually anyway. Also, for the search bar, add specific hidden keywords for each amplifier-type. For example, "damage" "dps" "speed" "movement" "resource" "crafting" "tank" "resistance" "heal" etc. Also also, give the option in the list to combine all amps of the same kind, i.e. if I have two armor pen bonuses each for 1.5%, if I tick the button it only shows one listing and combines it into 3%.
  3. His reduction and the armor damage reduction in-game are totally separate. The way his numbers work are, say there is a boss with only melee/ranged attacks, and you have a tank that can gear to reach 100% defense rating. The number he lists would be 100% reduction, but the armor damage reduction on the character would only be the >50% provided by the armor in the gear...
  4. They did use to pull you because NPC's have always not given a **** about cover. Against enemy players you can't get pulled though. It's more of a problem with NPC pulls ignoring cover that they haven't cared to fix than Hold Position being bugged.
  5. Not a glitch, it isn't supposed to do AoE damage for Snipers except onto weak enemies.
  6. Missing 3 augs in this output? edit: Oh my bad, took me a minute to notice your caveat about using Mastery augs now.
  7. This is the million dollar question. DPS have possibly gained 218 to the tertiary stat pool with this patch, being able to replace the old mandatory Mastery with Crit or Alacrity, not to mention the free additional Critical Rating being added on to relics(88 total at 224 levels).
  8. Not sure what to say about the rest of that post but 30% crit rate for Marksman? Most decent Marksman parses have a minimum of 45% crit rate and the better ones have >50%...38% comes from gear baseline unless you're gearing for more alacrity and MM gets a ton of crit chance buffs in the tree.
  9. You probably wouldn't notice a huge difference overall but it isn't advised as it is just straight up making yourself worse. The Powertech would only see a damage decrease, the Juggernaut on the other hand would lose out on some effectiveness of Sonic Barrier's absorb screen as well as the strength of Enraged Defense heals as both of those are partially determined by the Bonus Healing stat, which Force Power increases.
  10. **** tanks for being tanks. All tanks uninstall to make this guy feel better about himself. #regsmatter
  11. Calculations are not everything. Tanking relics used to have Endurance in them, so you didn't lose part of your health pool for RNG mitigation stats. Now that all relevant tank relics have no Endurance on them but instead Defense Rating, you're trading RNG stats for flat health across the board. 224 Focused Retribution relic provides 203 Endurance flat, which equates to 2,261 flat health(more for Assassins). Reactive Warding at 224 iLevel gives an Absorb shield that protects for 3,110 damage every 40 seconds with a 66% uptime, which winds up being about 2053 free health per minute, which is less than the flat health provided by the Focused Retribution relic. The defense proc and absorb proc, no doubt, have a potential to reduce DTPS by a bit, they are just plagued by being really RNG dependent. Maybe one pull the proc will have you parry 30 extra hits, reducing your DTPS by a lot. Next pull, maybe you only parry 1 extra hit. If that was the case against a boss that had particularly hard hitting moves, you'd also have a smaller health pool to handle those hits with. Plus, tanks now basically all have about a 30%+ defense rating baseline because of how mods only give Defense Rating. More than that(with only a 30% uptime), is not really appealing IMO. Key phrase being, IMO, maybe you would find tanking relics to be better for you. Don't overthink them too much though, either choice is definitely not make or break in most cases, as long as you at least have something in the slot.
  12. All of the tanking relic effects are generally negligible. Redoubt is worthless on non melee/range attacks. Shield amp only buffs shielded hits, so if you don't shield during the duration, the relic proc is wasted, and the power of the absorb buff depends on how much you shielded during the proc durations, and is worthless against internal damage. Reactive warding always absorbs the damage it provides a shield for, no matter the damage type or RNG. So even if it has a longer cooldown and doesn't seem like the amount it's absorbing is very big, it's guaranteed to never be wasted when it procs, unlike the other two relics. IMO all the tanking relics are useless as they don't provide Endrance, which is not RNG dependant...if reactive warding is the best relic, and the flat health that a DPS relic provides is close....there is hardly a reason to not just use both DPS relics.
  13. You say you've looked at dipstik's numbers yet you think he suggests fortunate redoubt? lol Go for shield amp if you really want two tank relics for whatever reason.
  14. Take more time to learn Virulence or Engineering, I'd say. Being good at Marksman DPS on a dummy is like being the best at the special Olympics right now and in HM and especially NiM you're only gonna wanna use MM on a handful of fights.
  15. Except your rotation is heavily flawed because you use Dirty Blast as pretty much your only filler move instead of using Quickdraw more frequently. Dirty Blast provides better energy management in theory due to it's poison component and should be a decent chunk of your overall damage, but when Hemorrhaging Blast isn't on the target, Quickdraw should be what you use if you have the energy for it because Dirty Blast hits for less than Quickdraw in most situations, especially before you reach 30%.
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