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Faardor

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Posts posted by Faardor

  1. Past Games:  SWtor

     

    If you ever decide to want to get back into that (they released an expansion a month ago that raises the cap to level 60) we have a very active SWTOR guild on begeren colony

     

    In any case welcome to the community and hope you not only stick around for repopulation but maybe get involve in other parts of the community as well!

  2. this might be out of date for a while when 3.0 is released as bioware will most likely balance things and stats but in essence Most of this will still be up to date, the only thing that I know will change is the effectivenss of alacrity (its getting buffed) In that alacrity aside from what its already doing will allow you to cast more often now, so lets say for example you have 25% alacrity (for whatever reason) you will be casting your spells 25% more often (assuming that your energy management would allow it) because of this it might be more effective at a certain point than surge due to the diminshing returns on surge. Again this does assume that the formula for Surge, power, crit and accuracy stay the same. Speaking of accuracy, taunts can now miss, BUT tank specced classes get the accuracy needed to never miss (altough I havent seen this confirmed for shadow / assassin tank), its more of a "We dont want non tank classes to be able to taunt and apply a taunt without accuracy" (why you wouldnt have the accuracy needed as a DPS class I dont know, that might be something 3.0 explains or just bioware being dumb)


  3. 650823a7d63133076d83f4cbe4e1ce8b.png


     


    When bored people do boring things, Like annoying pubs!


     


    Picture above is of the group I encounted while on ilum who were attacking base droids and turrets. So I decided to heal the turrets and droids and actually managed to wipe their whole group. They then decided to only stick to the droids outside of the base because trying to out damage my heals when they went after 2 turrets was too much for them. Thanks to wolf and panda for joining in on this.


  4. it all comes down to personal preference but I think when it comes down to pure number crunching calculations that the first 100 to 200 points of Crit and / or Surge for Healer classes (in general) are still beneficial vs more power / alacrity. Assuming of course that both the crit and / or surge is taken with power. (mainly having to do with diminshing returns not really taking effect on the first 200 points) As for the guide ill be adding my character sheet just to elaborate and point out things here and there.


  5. I fixed/rephrased some things Faar, still says the same thing. More universal, time/update friendly and guide ready if you choose to use it or parts of it.

     

    Also, I prefer defense in tanking btw. Doesn't matter what class I am. Before 55's I stacked a lot of defense and really enjoyed it. I'd like to try it again, or at least test it some day. I could never figure out why essentially a 'dodge tank' wasn't dodging and a guardian was... Wouldn't you think a guardian would take the hits and absorb, while a shadow/sin would deflect it or dodge out of the way?

     

    Well Sins get a lot of natural absorption and shield chance which is why those classes might prefer having more of those 2 stats.

  6. I see a lot of people struggling to figure out what stats do what and what stats they need so ill try and do a short guide on stats.


     


    STAT TYPES


     


    Main stats


     


    Aim:


    - Used by: Bounty Hunters (Mercenary / Powertech) and Troopers (Commando / Vanguard)


    - For: DPS and Healers.


    - Not for: Powertech / Vanguard TANKS, they want to focus on mods with more ENDURANCE than Aim wherever possible.


     


    Cunning:


    - Used by: Agents (Sniper / Operative) and Smugglers (Gunslingers / Scoundrel


    - For: All classes and trees need more cunning than endurance wherever possible.


     


    Strength:


    - Used by: Sith Warriors (Marauder / Juggernaught and Jedi Knights (Sentinals and Guardians)


    - For: DPS


    - Not for: Juggernaught / Guardian TANKS, they want to focus on mods with more ENDURANCE than Strength wherever possible


     


    Willpower:


    - Used by: Sith Inquisitors (Assassins / Sorcerer) and Jedi Consular's (Shadows / Sages)


    - For: DPS and Healers.


    - Not for: Assassin / Shadow TANKS, they want to focus on mods with more ENDURANCE than Willpower wherever possible.


     


    Endurance:


    - Used by: Everyone (but DPS / Healers need to focus more on their main stat.)


    - For: A primary focus in mods for Tanks. 1 endurance contributes to and additional 10 maximum hit points available. (ex: 100 end = 1000 hp)


     


    Secondary Stats


     


    Absorption Rating: Increases shield absorption amount.


    - For: Tanks, increasing the percentage of damage your shield absorbs when it does.


     


    Accuracy: Increases melee / ranged and force / tech accuracy.


    - For: DPS (You need 100% Melee or Ranged accuracy and 110% Force or Tech accuracy). Less will reduce DPS by the percentage you are missing and more may contribute to diminishing returns (the points could be better used as something else or starts to have value falloff per point).


     


    Alacrity: Increases global cool-down speed, activation speed, channel speed and energy pool generation.

    - For: All healer classes except for Operatives and Scoundrels (I'm told a little bit helps) Often another stat may better accommodate your needs.

     

    Crit Rating / Chance: Increases the chance to critically hit (see Surge for more)


    - For: Only certain DPS and healer types. Mainly for builds that have a lot of damage over time(DOT) attacks or healing over time(HOT) heals. Most DPS or Healer won't focus on crit rating. Average crit rating a DPS could aim for is 20-25%


     


    Defense Rating: increases your defense chance (avoiding attacks)

    - For: Tanks, essentially a dodge or avoidance or deflect of an attack. If your defense was 100%, you may essentially avoid all attacks.

     

    Power: Increases your base Damage and heals

    - For: All roles except tanks. If possible always combine Accuracy with Power / Surge with Power / Crit chance with Power / Alacrity with Power. In all your DPS/Healer gear options, you want to make sure there is power in everything you can get.

     

    Shield Rating: Increases shield absorbtion chance.

    - For: Tanks, This increases your chance to reduce energy or kinetic damage with your shield. (See: absorption rating).

     

    Surge / Crit multiplier: Increases how much damage is behind a critical hit.


    - For: Mostly DPS and a few healers. Again if you focus on DOT's or HOT's this may be a primary focus. Ex: if your base attack does 8000-10,000 and you crit with a surge rating of 70% it CAN may do up to 17000.


     


    Tech / Force Power: Only on hand equipment.


    - For: All roles/classes, increasing this is a primary focus for DPS and healing. The amount is based on the barrel / hilt / armoring in the device and increases damage and healing. (A 186 barrel / hilt / armoring will provide the most tech / force power in the game. You can temporarily increase your Tech / Force power by 675 with a Nano infused triage adrenal for 15 seconds, however it reduces your damage by 20% and is only used for short healing burst phases.)


     


     


    Typical DPS statimization


     


    100% Melee / Ranged Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!)


    110% Force / Tech Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!)


    0-250 points of critical rating (Although not something to stack on gear for most classes, max out your companion that gives crit anyway!)


    440 points of surge rating (Again max out the companion that grants you surge)


    As much power as possible without sacrificing accuracy rating or stacking too much crit.


    Main stat augments


     


     


    Typical Healer statimization


     


    440 surge


    all power and alacrity for the rest.


    Crit is bad but if you want you can put it in a mod and enhancement or two if youve reached the surge soft cap


    No accuracy in any mods, enhancements or augments whatsoever (It is however possible you get some accuracy by maxing out all your companions, so yes 91/101% accuracy is normal to see)


    Main stat augments (power is acceptable but I personally run no crit so I like to get all the natural crit I can from main stat)


     


     


    Typical Tank statimization


     


    Assassin / Shadow tank:


     


    • Defense: 527
    • Shield: 1668
    • Absorb: 1808

     


    Juggernaut / Guardian tank:


    • Defense->1360
    • Shield->737
    • Absorb->603

     


    Powertech / Vanguard Tank:


     


    • Shield: 1800-1900
    • Absorb: 1200-1400
    • Defense: 550-620

    Alternative (defense tanking):


    • 1800-1900 defense
    • 1200-1400 Shield
    • 550-620 Absorb

     


    Tips and tricks:


    - PVE relics are king again! 186 crafted are better than any PvP now!


    - DPS and Healers ALWAYS want to get the current relics of Serendipitous Assault and Focused Retribution. Boundless ages is an acceptable choice also but remember to use this during burst phases (so during raid wide buffs or a beserk phase /


    - Tanks should augment with defense, absorption and shield augments.


    - Tanks should always use Fortunate redoubt and shield a


     


    Examples: (more adding soon)


     


    http://i.gyazo.com/02559245ec610c65f9ef9e1b8adef45d.png


    DPS marauder (annihilation spec) mainly 186 gear and some 190/192s, 198 offhand and in a 162/168/180 set bonus


    lacking: 200 surge, bunch of alacrity (stat budget is tight on 186 crafted gear)


  7. Note: This order might not work on HM 8 man. But this is how we did it on SM 8 Man on pub side once. The reason why you shouldn't leave an add up and focus draxus over other minions in other waves is simple: Any adds that the off tank takes can be brought to draxus and AOE'd down. Leaving an add up in the other phases cost too much time and in the phases I specified the adds are mobile (instead of the static shield adds I often see kept up. keeping them up sucks because that means that either 2 people are hitting him or 4 people are moving from their spots to the other side inside of a shield. Both are time consuming.)


  8. > Wave 0


    No adds, Burn Draxus as much as you can. Around 80% is recommended. But i've seen him been brought down to 75-70% the more you can damage him before he jumps up the easier the future waves will be in terms of making him go up again.


     


    > Wave 1


    Just subteroths. Melee DPS need to watch out for when the subteroths are gonna die. Pop defenses if needed. Healers need to stand away a bit from their usual spot to avoid getting aoe'd by the subteroths


     


    > Wave 2


    Simple add wave, Right side needs to focus Dispatchers over subteroths.


     


    > Wave 3


    Establish a interrupt order for this one (since only 1 of the corruptors will spawn here on each side) Kill those first and then the rest.


     


    > Wave 4


    Focus draxus first then the Dismantlers and lastly the subteroths.


     


    > Wave 5


    Kill the adds in the back and then kill the ones on the side. Simple mechanics, ignore draxus for now. have the DPS on the left interrupt the left ones (or right ones if they are facing the adds) and the DPS on the right interrupt the right ones (or left ones if they are facing the adds)


     


    Optional: put the off tank on one side of the and the highest health dps (preferably in heavy armor) on the other side so that the healers do not get lightning up their ass.


     


    > Wave 6


    Kill the adds in the back first (despoiler first since he heals but you want to make sure to interrupt the corruptor) and ignore the dismantlers for now (off tank try to take them)  After the adds in the back are dead DPS draxus and force him up.


     


    > Wave 7


    Kill the guardians and then the subteroths. Tanks try to take a guardian each although since they aggro switch a lot its not horrible if you lose aggro.


     


    > Wave 8


    Off tank needs to keep the despoiler away from the groups on the left and right. Try to keep the dispoiler in the southern part of the map without LOSing the healers. Set which dps interrupts left or right corruptors. have BOTH dps kill the right one first but make sure that the person on the left corruptor focus target him (alt+f)


     


    > Wave 9


    Put a ranged DPS on interrupt Duty, have him focus target the corruptor so he knows when its casted but have him DPS draxus in the mean time. EVERYONE else should be on draxus in this. After this focus on the adds in the back while the tanks take the guardians. (off tank might have to take both guardians for a wee bit while you all burst draxus)


     


     


    Reference Sources


    https://lh6.googleusercontent.com/-1q6nIMw_S4s/Uk64EXat7GI/AAAAAAAAAZY/IYrnPNbSAnY/w322-h647-no/Draxus.png


     


    Personal experience to dictate the kill order. While some groups keep adds alive during specific phases I feel that costs way too much DPS. So making draxus primary target in one of the later wave groups not only saves you time it also gives you more DPS as a result.


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