Annihilation | Watchmen Discussion - Printable Version
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Annihilation | Watchmen Discussion - Koth - 04-13-2012 02:57 AM
Since the compendium for this topic is out of date, I'm closing it. Use this thread to discuss 1.2 details until a new compendium is written or the old one updated for the new patch.
So, post 1.2, what are the Soft Caps that we should be shooting for and stats? As well as Mods/Enhancements/armorings/augments, etc.?
RE: Annihilation | Watchmen Compendium - Spren - 04-18-2012 07:43 AM
With 1.2, and the fact that I hear Malice effects our dot crits (true?), the obvious build (for pve ops) seems like:
I'd love Ravager 2/2 but I feel like Defensive roll is just too good to pass up in Operations.
RE: Annihilation | Watchmen Compendium - Hibbo - 04-18-2012 09:27 PM
Both Spells, Bleeding (Physical) from Rupture and also Bleeding (Physical) applied from Deadly Saber are listed on Torhead.com as followed Quote:
Quote:SetName: Name=>"Bleeding (Physical)"So i assume Malice affects Bleeds, because Bleeding is listed as SpellType = Force
From my knowledge the Spell Type defines what Buffs/Debuffs, Char Stats and Talents affect the spell used and the Damage Type checks the mitigation/resist part and also Talents, Buffs and Armor from the Enemy for example against Internal Damage (internal Damage is not mitigated by Armor) .
RE: Annihilation | Watchmen Discussion - Rannoch - 04-19-2012 10:01 AM
How much Accuracy should one get do we think? Anything over 100%? If, I could drop the 3% talented, I was thinking of getting Decimate and Ravager for the increased Aoe and now increase of the worthwhile ability Ravage? Also if Force Crits affects bleeds...that'd be huge..
RE: Annihilation | Watchmen Discussion - Izzo - 04-19-2012 03:24 PM
Hasn't Force crit always affected bleeds? I don't believe that is new in Patch 1.2. If it is new I had 3 points in Malice and all those willpower datacrons for nothing for the last few months.
Anyway, I've been using this spec:
and while it sacrifices damage reduction, when I test it on a dummy Ravage and Vicious Slash combine for around 23% of my damage, and it seems like taking 2 points out of Ravager and Brutality would drop dps by a significant margin (maybe 1-2%). Survivability has not been a huge issue in the new raid so far (Zorn and Toth have aoe stuff going on, but in the other fights it is usually avoidable if you pay attention it seems), and if at some point it turns out to be, then maybe I'd go with defensive forms and defensive roll. And as far as Decimate goes, I'm not sure the increased AOE viability is worth sacrificing ravager or brutality.
As a side note, I have not seen the last two bosses on hard mode yet, so if they have some massive unavoidable AOE mechanic that I don't know about, obviously that's something to consider as well.
RE: Annihilation | Watchmen Discussion - Spren - 04-20-2012 02:44 AM
First, thanks for making a fresh thread. The old stuff was really out of date and it was a little embarrassing to still see it.
Izzo, what was your personal strat as a Marauder on Zorn and Toth? I've done it on my Sorcerer but I'm going to be on my Marauder full time now and need to get used to the melee perspective.
Accuracy... I read somewhere that you only need 8%. So that your special attacks have 108% total. Can anyone confirm?
RE: Annihilation | Watchmen Discussion - AssimilateThis - 04-20-2012 03:25 AM
Hi everyone, first time poster long time lurker
Couple questions re: 1.2
1) Has anyone found the optimal way to weave Ravage into the rotation given the 1.2 buff?
2) Optimal accuracy for PvP? I've kept typically kept mine ~110 as Anni for PvP and ~108 for PvE.
RE: Annihilation | Watchmen Discussion - Qed - 04-20-2012 07:40 AM
(04-20-2012 03:25 AM)AssimilateThis Wrote: Hi everyone, first time poster long time lurker
Playing around with different rotations in my simulator, I get that Ravage should be used, essentially, if all your other abilities are on cooldown. That said, using it is a DPS gain over not using it. In code-y form, the rotation is, using Republic names:
RE: Annihilation | Watchmen Discussion - Hibbo - 04-20-2012 07:19 PM
(04-20-2012 02:44 AM)Spren Wrote: First, thanks for making a fresh thread. The old stuff was really out of date and it was a little embarrassing to still see it.From what i have read in the Game Mechanics Forum in the Boss Armor Values Topic everyone is talking about 10% Defenses and not the assumed 8% Defenses after we have now Combat Logs.
Boss Armor Values
So from my understanding we should aim for 10% Accuracy.
RE: Annihilation | Watchmen Discussion - Zoran - 04-21-2012 02:45 AM
Hi all. Like AssimilateThis, I'm a long time lurker, but this is my first post. My primary toon is a Marauder, and it's still my favorite class in the game. I leveled as Annihilation spec, switched briefly to Carnage spec on frieldy assurances that it was better, then switched back to Anni after a couple EV/KP runs.
My ops group (5 Inquisitors and 3 Warriors) can take out HM KP and EV pretty easily, and we're currently working on EC. Here is my build (click).
I was rolling with the 2 points in Defensive Roll in Ravager instead, but with all the melee DPS-hating AOE in EC, I switched over to the more survivable build. While my DPS suffers a tiny bit (Ravage was never a huge part of my rotation), my healers are much happier.
Despite a crazy amount of forum complaining about Maras, I've never found them to be a particularly weak class (of course, I also don't PVP, so that could be part of the reason). Usually, in situations where group members start dying, the tankassin and I are the ones left alive, thanks to Maras having 3 defensive CDs, and moreso now that I invested the points into Defensive Roll. Apparently, they're "glass connons" in PVP, but I never feel that way in PVE.
Spren - I think you're making the right move. I have a lot more fun with my Mara than my Sorc! My group took down Zorn and Toth on Wednesday with very little trouble. We used the strategy where the MDPS focused on Toth and the RDPS stayed on Zorn and only the tanks switched. My basic stratefy was just to focus on my skill priorities and to stay out of the AOE attacks from Zorn. When Toth leaped, the two MDPS would wait until the tanks switched and taunted before jumping in to continue damage, then we followed Toth back to the wall.
On a different note, I've been playing around with an slightly modified opening rotation lately. It uses Ravage after applying bleeds and Annihilate to fair success that I figured I'd throw out there to see your thoughts on. I almost never used the skill pre-1.2, but with the damage boost and uninterruptability, I feel Ravage is worth including at points where I have nothing better to do. One of those times, imo, is right at the end of the open:
Thanks all! I look forward to discussing this class with you!