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Talent analysis and suggestions for improvements.
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10-16-2011, 05:44 AM
Post: #1
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Talent analysis and suggestions for improvements.
Since this forum doesn't have a "paste from Word" function, I've added my analysis of the Sith Juggernaut/Jedi Knight abilities as an attached word document. I do realize that 5000 words is rather long an excessive but seeing as the Sith warrior talents at the moments have more problems than the prequels the number of words ended up as a function of that.
If any Bioware devs happen to read this, I will be happy to take part in the public flogging of the designer who designed the Sith Warrior and Jedi Knight talents. |
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10-16-2011, 08:00 AM
(This post was last modified: 10-16-2011 08:05 AM by Ezmode.)
Post: #2
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RE: Talent analysis and suggestions for improvements.
Rage:
Zephyr/Force Alaclarity - Smash has a 3 rage cost and max rage still appears to be 12. Being outside of 10m for Obliterate, options are ST, Zerk, and FC, since it should be usable in combat. In the event of knockback you can leap back in after receiving the needed rage from FC. Felling blow/Dominate - Since the buff duration is 15 seconds, you are bound to have Smash up within that time frame. If you happen to use it before charging, it'll be up, if you have the cooldown reduction for Smash, it will definitely be up. Singularity/Shockwave - Another way you could look at it is if you use Force Crush, time a Smash perfectly after the 4th tick, then use Choke and get another 4 stacks. Problem with this is latency, and the silly need to time it perfectly to maximize the use of all three abilities. Vengeance: Gather Strength/Pooled Hatred - To get the full use of this talent, you'd have to be snared 5 times without doing damage to your target, and if you aren't dead by then, your next MELEE rage spender attack can do a 50% more damage. Zen Strike/Rampage. For this tree it looked like they wanted to give it a fucked up mix of DoTs and DD and then gave up part way through (just like Annihilation), which makes half the synergy fall apart, considering the coefficients on the DoTs for Impale and Force scream are horrendous. Immortal: Victory Rush/Enraged Sunder - This talent only brings Sundering Assault up to par with Battering Assault when it comes to rage generation, which is then ruined if BA is talented to give 4 rage. Even though it gives a sunder effect, at the cost of lower damage, I don't think the Rage generation should be penalized as well. Lunge/Lunge - Since Retaliation got bumped up to 3 rage instead of 2, I'm not too sure about how it would play out with use of 1 rage for Retaliation compared to another ability. Resolute/Unleashed - T3 of the tanking tree...really now... Blade Barricade/Barricade - Assuming a tank can hit 30% parry/deflect, and considering the cooldown for Retaliation (if you parry/deflect as soon as it is up (6 seconds)), up-time would probably be around 15%. More or less depends on your avoidance. 3 points would give you about 2.7% parry/deflect over the course of the fight. (I could be very wrong here) Shield Specialization - 20% from Soresu, 20% from offhand shield, 2/4% from talent, + gear, totaling to give x% chance to absorb y% damage, indeed questionable, but 4%*y% damage less taken. Other than that, I agree with just about everything else you touch upon. |
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