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May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
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12-10-2011, 03:38 AM
(This post was last modified: 12-15-2011 01:01 AM by lgw.)
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May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Like all classes, Assassins and Shadows have to manage their resource to power their offense. Let's look at the basic facts and implications:
Even without fancy math it's pretty obvious that even using only cheap abilities every GCD will dry our pool pretty fast (in that would it take 8-12 GCDs). We do not suffer from a regeneration penalty like the tech classes, but we neither can keep going forever like SWs/JKs. And our cost free spam ability ( Saber Strike Saber Strike Sith Inquisitor Range: Melee (4m) Activation time: Instant Damage Type: Weapon Deals [?] weapon damage spread across a flurry of 3 melee attacks. Hence we need to concern us with Force management to improve our effective regeneration. This can happen in a number of ways:
At last there is one other way to regenerate Force... downtime. While this happens naturally at the end of combat, it also can well happen during combat... being a victim of CC, closing in to a (new) target, general shifts in combat, etc. It's not something that you should necessarily seek (although it may be tactically wise sometimes), but as it's bound to happen anyway, we should keep downtimes in mind are make the best of them. To be clear... currently is no way to sustain a full rotation damage rotation over an infinite amount of time. Sooner or later you will either need downtime or add Saber Strike Saber Strike Sith Inquisitor Range: Melee (4m) Activation time: Instant Damage Type: Weapon Deals [?] weapon damage spread across a flurry of 3 melee attacks. If you need burst you use your regular Force buffer and any available CDs until you run low. If you need to conserve and regenerate in-fight, Saber Strike Saber Strike Sith Inquisitor Range: Melee (4m) Activation time: Instant Damage Type: Weapon Deals [?] weapon damage spread across a flurry of 3 melee attacks. Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Voltaic Slash Sith Inquisitor (Assassin) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Clairvoyant Strike Strikes the target twice, dealing [<1>] weapon damage with each hit. Each use of this ability increases the damage dealt by your next Shock by 15%. Stacks up to 2 times. Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. Clairvoyant Strike Jedi Consular (Shadow) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Voltaic Slash Strikes the target twice, dealing [<1>] weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Henceforth I'll use the following assumptions:
16-18p Dark/Kin (Blood of Sith / One With The Force): +30% F base generation, always on => 3.6 F/G This is the most basic and straight forward Force regeneration talent all others have to measure up to, as it's cost effective (by talent points) and always on. Definately worth a grab. 1-2p Dark/Kin (Lightning Reflexes / Double-Bladed Saber Defense): on average 1 attack/s incoming (equals ICD), 50% parry/deflect/shield, on success +2 F => 1.4 F/G A steal for anybody running Dark Charge Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. Combat Technique Jedi Consular (Shadow) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Dark Charge Assumes a combat technique, giving your attacks a 50% chance to deal [<1>] internal damage and heal you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.Tags: [StealthUseable] 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. 1-3p Dec/Inf (Duplicity / Infiltration Tactics): Math has shown that it fits into a 2x4 rotation with using Maul Maul Sith Inquisitor (Assassin) Force: -50 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Shadow Strike Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber. Shadow Strike Jedi Consular (Shadow) Force: -50 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Maul Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber. => 3 F/G A great grab for any build outside pure PVE tanks, as it has no entry requirements and greatly improves an already hard hitting ability. 6-7p Mad/Bal (Torment / Psychokinesis): assuming a Thrash Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Thrash Sith Inquisitor Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Double Strike Strikes the target twice. Each hit deals [?] weapon damage. Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. Double Strike Jedi Consular Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Thrash Strikes the target twice. Each hit deals [<1>] weapon damage. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. => full: 2.5 F/G => Sh/Pr only: 1.5 F/G Very solid talent, in particular if you use both abilities regularly. Probably a bit lower impact in PVP due the higher number of other attacks mixed into the rotation. 1-2p Dec/Inf (Dark Embrace / Shadow's Respite): +50% regeneration for 6s after stealth PVP: restealth after combat, Force Cloak Force Cloak Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 180 secs Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%. PVE: Force Cloak Force Cloak Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 180 secs Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%. => PVP: 1.2 F/G => PVE: 0.13 F/G (0.2 F/G with Fade) Definately recommend for PVP due short combats and the importance of alpha-striking. In PVE however alpha-striking is frowned upon by tanks and encounters are long, hence only useful as gateway skill to... 11p Dec/Inf (Darkswell / Masked Assault): like above, plus 10 F instant regeneration in a much more relaxed condition => PVP: 1.7 F/G => PVE: 0.85 F/G (1.13 F/G with Fade) Might or might not work in PVP, due the need of using Blackout Blackout Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 60 secs Mirror: Blackout Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode. 11p Dec/Inf (Deceptive Power / Vigor): basically an extra 10 F for the fight => PVP: 0.5 F/G => PVE: 0.08 F/G Useful in PVP due low cost, largely junk for PVE. 11-12p Dec/Inf (Induction / Circling Shadows): again assuming 2x builder > Shock Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. => 4.5 F/G As long as you stick to the rotation, it's among our best Force saving talents... aside from the fact that it also buffs our damage ! 16p Mad/Bal (Raze / Force Strike): free Crushing Darkness Crushing Darkness Sith Inquisitor Force: -40 Range: 10m Activation time: 2.0 secs Cooldown: 15 secs Damage Type: Kinetic Mirror: Mind Crush Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds. Mind Crush Jedi Consular Force: -40 Range: 10m Activation time: 2.0 secs Cooldown: 15 secs Damage Type: Kinetic Mirror: Crushing Darkness Crushes the target's mind with the Force, instantly dealing [<1>] kinetic damage and an additional [<2>] kinetic damage over 6 seconds. assuming 2/3 melee attacks (1/3 single hit, 2/3 double hit), 1/3 crit (5% base, 9% talent, 20% gear), 1/3 chance from talent = 3-4 procs/min free cast on proc => 3 F/G So as long as you have decent enough gear and maintain an appropriate rotation, this is another good Force saver - even if it might work out a bit lower in practise various conditions. And again it also is a really good damage boost. 16-18p Dec/Inf (Saber Conduit / Profundity): 10 F every 10s on a 25% proc, assuming again 1/3 single hits, 2/3 double hits... ... skipping complicated math, it's reasonable to assume one proc at least every 15s. => 1 F/G It's OK to get, although somewhat expensive - but it's the single active Force regeneration deep Dec/Inf gets. Can be skipped if point starved and other regenerations are available, and also makes a good talent for partial buy-in due its ICD. 21-22p Dec/Inf (Resourcefulness / Situational Awareness): Reducing Lacerate Lacerate Sith Inquisitor (Assassin) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Whirling Blow Deals [<1>] weapon damage to all nearby targets. Whirling Blow Jedi Consular (Shadow) Force: -40 Activation time: Instant Damage Type: Weapon Mirror: Lacerate Deals [<1>] weapon damage to all nearby targets. => 6.66 (during AOE spam) Seems great on paper, but eating 30 F/G doesn't leave us with a sustainable roation. Still absolutely worth taking if you expect to need more than token AOE. 12-13p Mad/Bal (Fanaticism / Mental Potency): saves 25 F every 15s => 2.5 F/G Obviously a must if you expect to use Death Field Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. 22-23p Mad/Bal (Calculating Mind / Sharpened Mind): Regenerates up to 20 F per target when triggering your DOT enhancing debuff stacks from Death Field Death Field Sith Inquisitor Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: The Force In Balance Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius. Force in Balance Jedi Consular (Sage) Force: -50 Range: 30m Activation time: Instant Cooldown: 15 secs Damage Type: Internal Mirror: Death Field Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target. Problem: You will often not be able to use up all stacks on all targets due the flow of combat. Let's assume the following consumption... PVP: 60% / 40% / 20% consumed on 1st / 2nd / 3rd target PVE: 80% / 60% / 40% consumed on 1st / 2nd / 3rd target => PVP 1.2 / 2 / 2.4 F/G (hitting 1 / 2 / 3 targets) => PVE 1.6 / 2.8 / 3.6 F/G (hitting 1 / 2 / 3 targets) This is deep into the tree, but on in return you get one of our few active regeneration tools... if you can manage to hit enough targets with it and manage to use up as many stacks as possible ! Understanding these Information While I tagged some nice numbers on each and every regeneration talent, you cannot compare them as directly in practise. The main purpose is twofold... First you can take any existing build of yours and than compare how much sacrafising some damage or utility talent will help you to improve your Force management. And even better, it helps you to decide which of the available regeneration talents might be more beneficial to you or can be skipped. Second it allows you to run a quick estimate on how fast you will go out of Force (OOF). Assuming about 2/3 cheap attacks for an average of 25 F, 1/3 expensive attacks for an average of 45 F, and a base regeneration of 12 F/G, our burn rate (BR) is ~20 F/G. So without any support, we'd be dry after a mere 5 attacks... Now substract any extra Force you generate from the BR and see how long you will last then. Example Calculations I'll use the PVE 31 Dec / 8 Mad / 2 Dark build as example here, with the established 2x4 rotation of Voltaic Slash Voltaic Slash Sith Inquisitor (Assassin) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Clairvoyant Strike Strikes the target twice, dealing [<1>] weapon damage with each hit. Each use of this ability increases the damage dealt by your next Shock by 15%. Stacks up to 2 times. Voltaic Slash Sith Inquisitor (Assassin) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Clairvoyant Strike Strikes the target twice, dealing [<1>] weapon damage with each hit. Each use of this ability increases the damage dealt by your next Shock by 15%. Stacks up to 2 times. Shock Sith Inquisitor Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Energy Mirror: Project Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds. Maul Sith Inquisitor (Assassin) Force: -50 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Shadow Strike Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber. Discharge Sith Inquisitor (Assassin) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Force Breach Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged lightsaber. Requires a double-bladed lightsaber.Lightning Charge: Deals [<2>] periodic energy damage over 18 seconds.Dark Charge: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds.Surging Charge: Deals [<1>] internal damage. Clairvoyant Strike Jedi Consular (Shadow) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Voltaic Slash Strikes the target twice, dealing [<1>] weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times. Clairvoyant Strike Jedi Consular (Shadow) Force: -25 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Voltaic Slash Strikes the target twice, dealing [<1>] weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times. Project Jedi Consular Force: -45 Range: 10m Activation time: Instant Cooldown: 6 secs Damage Type: Kinetic Mirror: Shock Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. Shadow Strike Jedi Consular (Shadow) Force: -50 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Maul Deals [<1>] weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber. Force Breach Jedi Consular (Shadow) Force: -20 Range: 10m Activation time: Instant Cooldown: 15 secs Mirror: Discharge Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals [<2>] periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing [<5>] internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Shadow Technique: Deals [<1>] internal damage. 1) The simple Method
In practise we'd keep running a bit longer due the frontloading of some CD based regenerations, but that would leave us even more worse off in long fights without downtime. Picking up Torment instead of 2p from Darkness would lower our BR slightly below 9 F/G, but even that wouldn't save us in the long run. 2) The exact Method Now let's test how good our assumptions and simplications really are...
Force Cloak Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 180 secs Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%. Some other builds with the intention to create more sustainable yet high-DPS rotations can be found in post #10. Concrete results have been achieved by post #30 (warning: heavy math !)... Summary:
Kitru as done an extensive analysis on tanking rotations (snap aggro / maintenance / etc), which can be found in post #36. Conclusion You see, Force management and predicting how our Force will work in practise is extremely important. The exact calculations might be tricky, but at least the simple basic predictions can be made relatively easily. Right now, deep Deception has good burst but problems in sustainability -- OTOH while deep Madness takes more time to build up and has more skills to monitor, its sustained DPS is signicantly surperior. In any way, if you have questions or suggestions, feel free to post. I needed a fair amount asumptions, and some might be further off than others, so I'd be glad to hear your arguments or practical observations how I can improve those. |
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12-10-2011, 05:33 AM
Post: #2
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Head's up, lgw, I may end up integrating these threads into the general information thread, since they don't really have a lot of discussion room on them.
Even Angels must kill from time to time...
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12-10-2011, 05:55 AM
Post: #3
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Sure, go ahead - I don't mind as long as you keep the content intact. Mind that most of this stuff only applies to SA/JS though.
Probably will add a bit of spec discussion to both over the weekend. Right now I want to start sorting my own random analysis into something more readable, and the step to posting it on the forums wasn't really far. |
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12-10-2011, 06:06 AM
Post: #4
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Hmmm....I'll figure out something. Seems excessive to have 2 additional threads in here for what basically just comes down to an FYI info post. I'd prefer spec discussion to remain in the appropriate spec thread.
Even Angels must kill from time to time...
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12-10-2011, 06:10 AM
Post: #5
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Nice analysis. I'd like to think about it more, but one thing that jumped out at me early in the post was the statement that our basic attack is bad.
Actually, is better than the basic attack of a lot of other classes, because of the saber charge/technique. This has 3 chances to proc on Saber Strike (although it can only proc once). And the proc can crit, possibly triggering other buffs. Anyway, this is a pretty minor quibble, but we need to learn to love our basic attack.
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12-10-2011, 06:16 AM
Post: #6
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Problem with the basic attack is that like Thrash/VS, if it procs on the last tick (actually, anything but the first tick), it will block the charge from the next attack.
Even Angels must kill from time to time...
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12-10-2011, 06:20 AM
(This post was last modified: 12-10-2011 06:32 AM by lgw.)
Post: #7
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
(12-10-2011 06:06 AM)Kor Wrote: Hmmm....I'll figure out something. Seems excessive to have 2 additional threads in here for what basically just comes down to an FYI info post. I'd prefer spec discussion to remain in the appropriate spec thread. Lot's of it comes down to hybrids, or what you wanna do with that spec (PVP/PVE, tank/DPS, ...) I found it pretty hard to slot that in say "SA - Deception", because that's some rather narrow focus. If you make at least one general sticky per AC it might work much better. Edit: Or maybe I'll integrate all this into one thread like "Mechanical Analysis of SA/JS" - give me time to think about that over the weekend. Still have some stuff I want to take a close look at, just don't know if those, too, are thread worthy (Thrash opt, utility/CD analysis, Dark/defense analysis). For example the most sustainable spec from a Force POV right now seems to be center around 16 Mad / 13 Dec (+12), and maybe 31 Mad if it brings enough damage. I'll have to tamper around with this a bit more. We lack some input (like damage scaling), but it's pretty straight forward that a build that is almost 50% power starved simply won't bring enough DPS in raids. (12-10-2011 06:10 AM)LagunaD Wrote: Nice analysis. I'd like to think about it more, but one thing that jumped out at me early in the post was the statement that our basic attack is bad. Yeah, the triple-proc is nice... but the damage still looks pitiful. And correct me if I'm wrong - all other classes have some resource-free attacks that are better than their basic stuff. Might be on CD, but that simply comes down using the right rotations. |
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12-10-2011, 08:37 AM
(This post was last modified: 12-10-2011 08:41 AM by Pred.)
Post: #8
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
Very interesting OP. In fact how the two dps specs use/save force could define how they're balanced more than at least I had previously considered.
With Madness having # cheap Thrash/Shock via (T2) Torment # Calculating Mind (T5) making Death Field almost free to cast. # Raze (T4) making CrD free to cast. With this in mind, it may be the case that even if a full Madness spec does less burst, by possibly needing to revert to our free basic attack less often, its longer period PvE dps could balance things out. Lastly, Darkness's Blood of the Sith is such a stupidly good 3 talent points I wouldnt be surprised to see a few hybrid pvp specs based on reaching that. |
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12-10-2011, 10:21 AM
(This post was last modified: 12-10-2011 10:29 AM by LagunaD.)
Post: #9
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
(12-10-2011 06:20 AM)lgw Wrote: Yeah, the triple-proc is nice... but the damage still looks pitiful. I suppose there's always Tumult... I don't *think* Sages have anything else, but of course they have ~infinite mana. (12-10-2011 06:16 AM)Kor Wrote: Problem with the basic attack is that like Thrash/VS, if it procs on the last tick (actually, anything but the first tick), it will block the charge from the next attack. Well, OK, I'm not sure I'd call that a problem but a feature. In other words, getting a proc NOW is never a bad thing compared to maybe getting one later... |
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12-10-2011, 11:02 AM
(This post was last modified: 12-10-2011 09:59 PM by lgw.)
Post: #10
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RE: May The Force Be With You ! (managing the Sith Assassin's / Jedi Shadow's resources)
OK, tried quite some different specs, but couldn't find any viable DPS spec that won't get into at least some kind of Force deficit...
3 Dark / 22 Dec / 16 Mad Skill spread per minute (40 GCD):
=> - 5x 0.5*50 - 5x 20 - 4x 0.5*50 - 15.33x (25-2) - 7.66x 0.5* (45-6) - 3x 0 = -831 F/min base BR Active Regen spread per minute:
=> -(831 - 577) / 40 GCD = -6.35 F/G adjusted BR 0 Dark / 13 Dec / 28 Mad Skill spread per minute (40 GCD):
=> - 5x 0.5*50 - 3.5x 20 - 4x 0.5*50 - 16.5x (25-2) - 8x 0.5* (45-6) - 3x 0 = -834.5 F/min base BR Active Regen spread per minute:
=> -(834.5 - 602) / 40 GCD = -5.81 F/G adjusted BR 7 Dark / 3 Dec / 31 Mad Skill spread per minute (40 GCD):
=> - 5x 0.5*50 - 3.5x 20 - 3.5x 20 - 4x 0.5*50 - 4x (45-6) - 19x (25-2) - 4x 0 = -958 F/min base BR Active Regen spread per minute:
=> -(958 - 560) / 40 GCD = -9.95 F/G adjusted BR That's what I've come up so far with as viable regen oriented specs. Full Madness is out, but both hybrids look at least viable. 28/13 in particular looks good as it can somewhat improve on its regen with even a single add present (brings the adjusted BR down below 5 and also deals decent AOE damage). Still even in these circumstances we run dry in 30-40s (depending on CD use), and will be forced to use Saber Strike Saber Strike Sith Inquisitor Range: Melee (4m) Activation time: Instant Damage Type: Weapon Deals [?] weapon damage spread across a flurry of 3 melee attacks. Force Lightning Sith Inquisitor Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Energy Mirror: Telekinetic Throw Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies. Telekinetic Throw Jedi Consular Force: -30 Range: 10m Channel time: 3.0 secs Cooldown: 6 secs Damage Type: Kinetic Mirror: Force Lightning Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration. (12-10-2011 08:37 AM)Pred Wrote: Lastly, Darkness's Blood of the Sith is such a stupidly good 3 talent points I wouldnt be surprised to see a few hybrid pvp specs based on reaching that. I considered 18 Darkness for +3.6 F/G, but we have to pick up too many junk talents on the way, and using Dark Charge Dark Charge Sith Inquisitor (Assassin) Force: -50 Activation time: Instant Damage Type: Internal Mirror: Combat Technique Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing [<1>] internal damage and healing you for [?]. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth. Different for PVP of course, but there the flow of combat is much different anyway. Downtimes from CC and disengagements will work much more favourable with our ability to push out considrable burst. In that regard... I made a few updates to the regen predictions in my OP after doing this detailed spec review. Raze and Calculating Mind were a bit too high in their initial estimate. (12-10-2011 10:21 AM)LagunaD Wrote: I suppose there's always Tumult... I'd be surprised if it worked on raid bosses... besides the fact that it has a whopping 45s CD ! |
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