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Carnage | Discipline Discussion - Printable Version

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RE: Carnage discipline discussion - Lyra - 12-20-2011 02:28 PM

After reading the seven pages of discussion so far on the carnage spec it seems there is some solid info already about end game raiding; specs/stats/priority on skill usage. Is this going to be compiled in the first topic of the post? Would be very useful. But gj so far! Smile I've just rolled a marauder so will join in the discussion once I've read around a bit.

Lyra


RE: Carnage discipline discussion - Rollins6020 - 12-21-2011 12:34 AM

A few hours after I made this post I devised my own "Rotation" and then realized that I don't rotate so much as I prioritize. Thanks for the posts. I realize they weren't too deep in the thread but I overlooked them.


RE: Carnage discipline discussion - orbdep - 12-21-2011 08:20 AM

For the Jedi Knights in the audience, this might be a helpful conversion for our priority list.

Precision slash -> Master Strike -> Zealous Strikes -> Blade Storm -> Combat Focus -> Blade Rush


RE: Carnage discipline discussion - turtleowlman - 12-22-2011 09:34 PM

(12-21-2011 08:20 AM)orbdep Wrote:  For the Jedi Knights in the audience, this might be a helpful conversion for our priority list.

Precision slash -> Master Strike -> Zealous Strikes -> Blade Storm -> Combat Focus -> Blade Rush

Combat Focus is a Jedi Guardian ability I believe.


RE: Carnage discipline discussion - pldcanfly - 12-24-2011 09:50 AM

Is there already a consensus on Annihilation vs Carnage in raiding situations?

I see two different spreadsheets here (1 from the Annihlation-Thread and 1 from the Coding-Projects-Forums) telling the opposite.


RE: Carnage discipline discussion - Khoveras - 12-27-2011 10:00 PM

Guys, do we need Malice from Rage tree if playing carnage? I'm asking because with blood frenzy we have 100% crit chance with Force Scream and that's the only force ability we use in our priority system? Or am I missing something?


RE: Carnage discipline discussion - DreamLord - 12-28-2011 05:49 PM

Vicious Throw, Smash, Force Choke, procs from Ataru Form - all do kinetic damage. Smash - only for aoe, but may be usefull. For Force choke this talant is useless in pve.
So we need it mostly for Vicious Throw and procs of Ataru Form.


RE: Carnage discipline discussion - LagunaD - 12-28-2011 08:36 PM

I believe Vicious Throw is a melee ability, not a force ability, but remember there's an Ataru attached to every Massacre and with talent buffs and Surge Rating, criticals will do more than double normal damage.

The complete list of our force abilities is:

Force Scream
Ataru Form
Smash
Savage Kick
Pommel Strike
Cloak of Pain (proc)
Force Choke (tick)
Rupture (tick)

I guess the real question is: where else could you put those points where they would do any good? There are at least 2 points of "filler" already in the Carnage tree, so putting 3 more in Carnage looks unattactive. The second tier of Annihilation is tied to Rupture, which we won't use, and there's also nothing else of any value in Rage.


RE: Carnage discipline discussion - Khoveras - 12-28-2011 10:40 PM

Ahh it's all clear now. Tho savage kick and pommel strike won't do too mcuh good for me in a raid environment since kinda excluding pvp from my carreer for nowSmile.

I'd have one more question. Here I read that we need 110% accuracy on main hand ( then 77% on OH). Does this come from the fact that end game bosses are higher lvl than us or because of above 100% further lowering defense benefits us more than other secondary stats?

Btw has anyone here already tried annihilation vs carnage on lvl 50? Opinion?


RE: Carnage discipline discussion - LagunaD - 12-29-2011 12:46 AM

(12-28-2011 10:40 PM)Khoveras Wrote:  I'd have one more question. Here I read that we need 110% accuracy on main hand ( then 77% on OH). Does this come from the fact that end game bosses are higher lvl than us or because of above 100% further lowering defense benefits us more than other secondary stats?

The 110% Accuracy soft-cap is based on our (unconfirmed) belief that bosses have 10% melee defense, and hence 110% Accuracy is equivalent to having Hit and Expertise capped in WoW (your main-hand attacks will never miss or be avoided).

It's unclear whether bosses have any force resistance, there is some old/circumstantial evidence they do not. If that's the case, then capping Accuracy may not really be the optimal gearing strategy, since Accuracy Rating will not do anything to help our force attacks (Force Scream and Ataru procs being a significant fraction of our damage). In other words, while capping Accuracy at 110% will obviously increase your damage, it's possible that putting those points into something else like Power would increase it more.

Based on my Carnage DPS spreadsheet (which tries to weight different abilities based on a realistic selection of skills), if bosses have no force resist, Accuracy is at the bottom of our secondary stat priorities; if they have 10% force resist, it is at the top.

I don't claim this is the final word, but it suggests some amount of caution.