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Vengeance DPS Compendium
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10-24-2011, 08:56 AM
Post: #21
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RE: Vengeance DPS Compendium
They really need to implement the same kind of system that wow uses, where a class gets a passive bonus for using their type of armour in every slot. This will stop Juggs/Guardians using medium armour, because if it was me, I'd use whatever is better regardless of armour value for PvE dps.
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10-30-2011, 07:31 AM
Post: #22
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RE: Vengeance DPS Compendium
(10-24-2011 07:31 AM)Darth GWARRR Wrote:(10-24-2011 07:07 AM)Helmet Wrote: My question is what kind of armor will be better for Veng. DPS? should we be going after Medium armor like the mara or actually going for heavy armor? Just wondering what would be the better option dps wise Class quests will offer you two items with identical stats, but different armor types. I haven't seen any situation where you would choose medium armor over heavy because of a stat bonus, at least when picking between quest gear. I can only assume that the same would hold true for set pieces from raids. The DPS advantage a marauder gets for sacrificing heavy armor seems to be built in to the class, and not on the gear itself. Hope that makes sense. There will be situations while leveling where you might take a medium armor piece to replace a heavy armor piece, but only if you're buying stuff off the GTN or finding random drops. |
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11-20-2011, 11:44 PM
Post: #23
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RE: Vengeance DPS Compendium
What do we know about how debuffs will effect bosses? Accuracy/Health debuffs in particularity. And others like those, Cause I only see taking Smash Accuracy talant if there are going to be at least 5 Heavy hitting adds on boss fights.
Does anyone know if there is going to be an AoEfest or lots of CCing in this game atm? |
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11-21-2011, 04:20 AM
(This post was last modified: 11-21-2011 04:21 AM by Kaedis.)
Post: #24
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RE: Vengeance DPS Compendium
We really don't know, particularly with accuracy debuffs. On the one hand, we have debuffs like Oil Slick (20% debuff, ~33% uptime) and Discharge (Dark Charge) (5% debuff, ~100% uptime), both part of tanking trees and therefore very likely to be able to affect bosses. On the other hand, we have abilities like Obfuscate, a 90% debuff with only a 10% uptime, which given the magnitude and availability to non-tanks, many of us feel is unlikely to affect bosses. We'll need to test.
Even Angels must kill from time to time...
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11-22-2011, 09:18 AM
(This post was last modified: 11-22-2011 09:20 AM by FoN777.)
Post: #25
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RE: Vengeance DPS Compendium
Quick question for those of you that have gotten Juggernaut's to high levels as I'm running into this question a lot in my guild:
Given that each player is on the same skill level, etc: 1. Why would a guild choose a DPS Juggernaut over a Marauder for Operations? 2. Why would a guild choose a DPS Juggernaut over a Marauder for Open World PvP? Seems their general consensus is that Juggernaut's are great tanks but the (Admittedly small %) difference in DPS between Juggernaut and Marauder would make them lean towards Marauder not to mention the added party Buffs that were released in the latest patch for Maruader. Also, for PvP Marauders just seem to have a little more utility. Thoughts? |
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11-22-2011, 09:41 AM
Post: #26
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RE: Vengeance DPS Compendium
have 2 nice utility spells for you
Guard Guard Sith Warrior (Juggernaut) Range: 30m Activation time: Instant Mirror: Guard Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form. Taunt Sith Warrior (Juggernaut) Range: 30m Activation time: Instant Cooldown: 15 secs Mirror: Taunt Taunts the target, forcing it to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
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11-22-2011, 10:29 AM
Post: #27
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RE: Vengeance DPS Compendium
Well, if you need a Sunder debuff for operations (every raid should probably have at least 1), a Juggernaut is one of the few sources of it, in addition to the aforementioned Taunt and Guard.
They also brought down the nerfhammer on Marauders this recent build (supposed Gold build for launch). So...if you're ok with playing an underpowered class at launch, sounds cool. Theoretically, it'll be fixed soon (ideally by the time everyone starts raiding). For PvP unless they're going Immortal/Vengeance hybrids or full Immortal, I'd prefer the Marauder. A Juggernaut not running Soresu in PvP is a very squishy Juggernaut, indeed. (no, not like the band GWAR, they suck and they're not Sith-y) Mercenary (BH) | Commando (TR) DPS Compendium |
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11-22-2011, 12:48 PM
Post: #28
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RE: Vengeance DPS Compendium
Not to mention playstyle. If both bring comparable dps, and both can do the job, I see no reason not to bring the player, rather than the class. It really comes down to what value YOU see in your chosen class, combined with the playstyle and look & feel of the toon you like. I certainly wouldn't be telling a Jugg that I know can do the job they can't come along to a raid just because the manual tells me a Marauder can do it better. I can't say the same for Min/Max guilds though.
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11-22-2011, 09:06 PM
Post: #29
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RE: Vengeance DPS Compendium
Sol, let's keep in mine that "Bring the player, not the class" was Blizzard's motto, not Bioware, and is by no means universal among MMO's (or even really that popular, tbh). In SWTOR, there seems to be a lot more evidence for a philosophy of bringing a diverse group of classes and AC's rather than making classes effectively interchangeable. Look at the different tanking designs, and the buff distribution. It's almost certain you'll need at least one of each class per raid, and it seems than ideal setup would be one of each AC for maximum buff distribution.
Doesn't negate the point, however. If Jugg dps and Marauder dps are effectively interchangeable as far as output and raid utility go, playstyle trumps. Even Angels must kill from time to time...
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11-22-2011, 09:21 PM
Post: #30
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RE: Vengeance DPS Compendium
(11-22-2011 09:06 PM)Kore Wrote: Doesn't negate the point, however. If Jugg dps and Marauder dps are effectively interchangeable as far as output and raid utility go, playstyle trumps. This was what I was trying to point out mate. I personally dislike homogenisation of classes. Nothing feels unique and why I don't play wow any more. I agree that a diverse group of AC's will provide the best benefit, however I can't see them designing OP bosses that require this comp to defeat them. I'm all for a good diverse group, I just think it's sometimes overlooked that while your group might not be the most optimal for the encounter, it is certainly still achievable with most set-ups. Hence my reasoning that while buffs are definitely important, don't let that be the only reason for not playing a class you really enjoy. |
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