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Annihilation Discipline abilities and rotation discussion
11-19-2011, 08:16 AM
Post: #31
RE: Annihilation Discipline abilities and rotation discussion
Ah that would make sense, but 6 second duration? thats insane - button smashing - imagine a 5 minute fight. Would of been nice to see something like

Pulverise - "Your Vicious Smash has a 25/50% chance to refresh your dot duration and reduce the cooldown of your Annihilate by 3/6 seconds"
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11-19-2011, 08:18 AM
Post: #32
RE: Annihilation Discipline abilities and rotation discussion
(11-19-2011 07:35 AM)Hybris Wrote:  
(11-19-2011 07:27 AM)Pantelijus Wrote:  From what i hear Rupture got a CD , a damage boost and duration reduced to 6 seconds with DoT part ticking each second (kinda like Crushing Darkness for Marauders)

Any idea just how long the CD is?

Honestly i have no idea but if i would have to guess it should be from 6 to 12 seconds ,i hope some beta tester will soon drop in and give us correct info on that one
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11-19-2011, 09:12 AM (This post was last modified: 11-19-2011 09:14 AM by Kaedis.)
Post: #33
RE: Annihilation Discipline abilities and rotation discussion
Quote:Deadly Saber and Rupture deal internal damage and not kinetic as u mentioned(unless BioWare changed both of them in last build without putting any info in patch notes)
I said the bleeds from those two aside. Ie. not including them.

As for offhand, it doesn't really work the same way as WoW. Our current information shows that the scaling from Melee Bonus is applied to the main hand only, so offhand damage is a very small portion of our overall damage (wherein the 120% increase to offhand damage from Dual Wield Mastery equated to roughly a 4-5% increase to overall damage). Thus stacking 33% additional accuracy to negate that over crit/surge is unlikely to be optimal, particularly if we don't at least partially gain ArP from it.

And since when does Alacrity not affect channels? This would be important information for the SI's if accurate, but most of what I've heard says it affects channels. DoTs I'm not surprised about, though a bit disappointed. Seems Bioware is ignoring all the actually good changes Blizz has made since 2.0 (haste affecting GCD, DoTs scaling with haste, DoT clipping mechanics, removal of skill rank levels etc)

Quote:Pulverise - "Your Vicious Smash has a 25/50% chance to refresh your dot duration and reduce the cooldown of your Annihilate by 3/6 seconds"
The absolute last thing we need is a further reduction in the Anni CD. We're already hardpressed to maintain sufficient rage generation to use it every 7.5 seconds and still have the GCDs and rage for much else.

Quote:Honestly i have no idea but if i would have to guess it should be from 6 to 12 seconds ,i hope some beta tester will soon drop in and give us correct info on that one
Given a 6 second duration, a reset talent, and WoW 2.x era DoT clipping, I'm going to assume it's at least 12. Anything less, and Pulverize becomes a very very crappy talent.

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11-19-2011, 10:20 AM
Post: #34
RE: Annihilation Discipline abilities and rotation discussion
(11-19-2011 09:12 AM)Kore Wrote:  
Quote:Deadly Saber and Rupture deal internal damage and not kinetic as u mentioned(unless BioWare changed both of them in last build without putting any info in patch notes)
I said the bleeds from those two aside. Ie. not including them.

My bad on that one i misread.

Quote:As for offhand, it doesn't really work the same way as WoW. Our current information shows that the scaling from Melee Bonus is applied to the main hand only, so offhand damage is a very small portion of our overall damage (wherein the 120% increase to offhand damage from Dual Wield Mastery equated to roughly a 4-5% increase to overall damage). Thus stacking 33% additional accuracy to negate that over crit/surge is unlikely to be optimal, particularly if we don't at least partially gain ArP from it.

If melee bonus damage isnt affecting offhand weapon then why the hell there are so many attacks that use both weapons.
Either its a bug or BioWare screwed up on dual wield gameplay .

Quote:And since when does Alacrity not affect channels? This would be important information for the SI's if accurate, but most of what I've heard says it affects channels. DoTs I'm not surprised about, though a bit disappointed. Seems Bioware is ignoring all the actually good changes Blizz has made since 2.0 (haste affecting GCD, DoTs scaling with haste, DoT clipping mechanics, removal of skill rank levels etc)

Numerious reports said that alacrity affects abilities such as Tracer Missile,Lightning Strike, Healing Scan (most of the heals with cast time) etc but had no effect on channeled abilities such as Ravage,Force Lightning,Force Storm nor does it affect dots like in WoW

I am 100% sure about the DoT part , alacrity and channeled abilities i am not sure but it could be that testers either had low amount of alacrity during testing or didnt pay enough attention to notice a difference between channels.


Quote:Given a 6 second duration, a reset talent, and WoW 2.x era DoT clipping, I'm going to assume it's at least 12. Anything less, and Pulverize becomes a very very crappy talent.

I would agree but BioWare always seems to surprise us with silly mechanics for certain classes like Ravage for Sith Warrior.
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11-19-2011, 12:28 PM
Post: #35
RE: Annihilation Discipline abilities and rotation discussion
Quote:If melee bonus damage isnt affecting offhand weapon then why the hell there are so many attacks that use both weapons.
Either its a bug or BioWare screwed up on dual wield gameplay .

At the moment, as far as we can tell, the formula is WpnCoeff * MHWeapon + WpnCoeff * OHWeapon + BnsCoeff * MBonus + Base = Total. Technically neither mainhand nor offhand gain the benefit. Still, hard to tell without a combat log.

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11-19-2011, 08:20 PM
Post: #36
RE: Annihilation Discipline abilities and rotation discussion
Given a 6 second duration, a reset talent, and WoW 2.x era DoT clipping, I'm going to assume it's at least 12. Anything less, and Pulverize becomes a very very crappy talent.

^^ It has a 15 second cooldown - guess this means rupture needs to be hit every 6 seconds without fail.
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11-19-2011, 10:55 PM
Post: #37
RE: Annihilation Discipline abilities and rotation discussion
With a 15 second CD, it can't be hit every 6.... Even with our reset talent, the likelihood of being able to hit it every 6 seconds is slim to none, particularly when you account for the fact that 3 out of every 5 GCDs will be spent using or building the rage for Annihilate.

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11-19-2011, 11:23 PM
Post: #38
RE: Annihilation Discipline abilities and rotation discussion
(11-19-2011 10:55 PM)Kore Wrote:  With a 15 second CD, it can't be hit every 6.... Even with our reset talent, the likelihood of being able to hit it every 6 seconds is slim to none, particularly when you account for the fact that 3 out of every 5 GCDs will be spent using or building the rage for Annihilate.

The talent resets its cooldown, so in an ideal scenario it would be every 6 seconds - obviously this doesn't account for multiple factors. I'm worried that with bleeds only lasting 6 seconds and not refreshing them every 6 seconds is a significant dps loss.

I'm very suprised we've not got a talent that refreshes the bleed effects on our current target. I was also disapointed we lost the ability to spread them as our only weakness looks to be aoe dps currently.
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11-20-2011, 05:13 AM
Post: #39
RE: Annihilation Discipline abilities and rotation discussion
Does anybody know if Smash counts as a Melee attack for the purposes of Deadly Saber? If not, there's always Sweeping Slash, provided that the DoTs proc on all targets hit. I can see a Deadly Saber charged Smash or Sweeping Slash synergizing well with Hungering if that's the case.
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11-20-2011, 10:52 AM
Post: #40
RE: Annihilation Discipline abilities and rotation discussion
Quote:The talent resets its cooldown, so in an ideal scenario it would be every 6 seconds - obviously this doesn't account for multiple factors. I'm worried that with bleeds only lasting 6 seconds and not refreshing them every 6 seconds is a significant dps loss.
I have a feeling it's balanced around not being up 100% of the time. The idea is maximum uptime, not 100%. The key is just not to recast it more often than once per 6 seconds.

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