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Annihilation | Watchmen Compendium
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01-28-2012, 08:55 PM
(This post was last modified: 02-17-2012 01:54 AM by Genu.)
Post: #1
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Annihilation | Watchmen Compendium
In Progress...
Sith Marauder - Annihilation | Jedi Sentinel - Watchmen Compendium SW:TOR Patch 1.1.3 Content will be updated and expanded
Quick reference 2.1 Talents
2.2 Rotation Rotation may be a misleading word, since we do not rotate anymore, rather than having a priority list, which abilities are more important to use for dps than others. however i chose the rotation wording for search reasons.
Basically you do want to have a rage pool of 5 rage to use Annihilate Annihilate Sith Warrior (Marauder) Rage: -5 Range: Melee (4m) Activation time: Instant Cooldown: 12 secs Damage Type: Weapon Mirror: Merciless Slash Strikes the target with both lightsabers for [?] weapon damage. Each use of this ability grants Annihilator for 15 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. Rupture Sith Warrior (Marauder) Rage: -2 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Cauterize Stabs the target for [?] damage and deals an additional [?] internal damage over 15 seconds. Vicious Slash Sith Warrior Rage: -3 Range: Melee (4m) Activation time: Instant Damage Type: Weapon Mirror: Slash Slashes the target for <>> damage. Attacks with both weapons if dual wielding. Deadly Saber Sith Warrior (Marauder) Rage: -3 Activation time: Instant Cooldown: 12 secs Mirror: Overload Saber Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for [?] internal damage over 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. 2.3 Stats
Talents 3.1 Talents There are 4 types of classification: mandatory, recommended, optional, not recommended. You will not be able to pick all recommended talents with your talent points, hence i wont do this list for all 3 specs. So the basic build is 31/3/0, take everything mandatory and make your choices between the recommended and optional talents, as you prefer. The tables represent the skill trees from left to right.
Abilities 4.1 Abilities
Stats & Gear 5.1 Stats Critical gain from strength per point will be updated.
The conditions for critical hit chance and Surge are softcaps, you can surpass them. The benefit from each point of rating beyond these is minimal, so you want to prefer Power or Strength when these caps are reached. To clear a common misunderstanding: As there a no real softcaps and values decrease with each additional point in SW:TOR, i define it as the point where the value of a point decreases so much, that an other stat becomes more interesting to focus on. The effect per point displayed here, displays the average gain per point until this softcap. As for example, the surge rating 25% / 255 ~ 0.098 ~ 0.1 average per point increase. Of course the gain of surge is higher for the first points, less high to the last points near to its softcap. As you surpass, to stay at surge, the softcap, average increase would be for example 28% / 360 ~ 0.077, which means quite 20% less effect per point. Simplified modification: For enhancements, take accuracy / power until accuracy cap, then pick crit / surge to surge cap, fill the rest witch crit / power. Avoid high-endurance enhancements. For modifications, if you are below Rakata tier gear, take high strength / low power. If your critical hit chance is below 26% unbuffed, you may want to take strength / crit on your preference. Fill augment slots with strength. For modifications at Rakata tier gear, take low strength, high power modifications in 3-4 pieces of gear. Fill augment slots with power. 5.2 Relics & Consumables For easy comparison between the relics and consumables activation buffs and permanent stats, the buffs are converted to a permanent stat bonus they provide. Permanent Stat gain = (Stat boost * boost duration) / boost cd.
Now is the big question: How is the DPS relic comparable to the others? Currently, it is not. All we can do is make an assumption here. If 1 Bonus Damage/Force is a direct 1 DPS Increase, the proc relics are superior. If 1 Bonus Damage/Force is a direct DPS Increase above 1.5, the activation relics are stronger. My personal preference: On Bosses without certain nuke phases, i stick to the proc relic, at other, like Soa or Fabricator Droid, i switch to Power on activation relic. 5.3 Best in Slot Coming soon... "Fear leads to anger, anger leads to hate and hate leads to letting nobody else talk!" - Yarael Poof, Jedi High Council, Robot Chicken Star Wars Special |
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01-28-2012, 09:32 PM
Post: #2
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RE: Annihilation | Watchmen Compendium
Good Job, but it's just "Vicious Throw" not "Deadly Throw" on abilities.
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01-29-2012, 04:42 AM
Post: #3
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RE: Annihilation | Watchmen Compendium
Awesome, looking forward to this being updated! Was just thinking about respecing annihilation and this will be useful.
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01-29-2012, 11:21 AM
Post: #4
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RE: Annihilation | Watchmen Compendium
Just a question about your Max DPS spec. I see you have some points talented into Malice in order to get brutality in the shared tree. Since all of your damage is internal and we rarely use Force attacks, is it really worth it to sacrifice 3% accuracy and an 100% chance to gain rage from force charge for the 15% crit chance on slash?
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01-29-2012, 11:50 AM
Post: #5
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RE: Annihilation | Watchmen Compendium
Internal damage is based on Force power, at the moment it is assumed Malice affects DoTs. Will look at the OP in more detail later tonight.
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01-29-2012, 05:50 PM
(This post was last modified: 01-29-2012 05:56 PM by Mertox.)
Post: #6
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RE: Annihilation | Watchmen Compendium
Pretty sure Malice doesn't affect DoTs as they are not considered Force-type attacks but instead elemental damage. Think it needs to be re-evaluated to consider 2/2 Brutality vs. 3/3 Narrowed Hatred
Also not sure why 2/2 Phantom is really necessary as it completely drops aggro, wouldn't 2/2 Subjugation prove more useful? [E] Mertox (Marauder) - Iron Citadel
Gamer and C# programmer extraordinaire |
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01-29-2012, 06:24 PM
Post: #7
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RE: Annihilation | Watchmen Compendium
DoTs are Internal Damage, based on Force Power and utilize Force Crit. It only seems logical that Malice would affect them. If not, then it needs to be changed.
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01-30-2012, 12:58 AM
(This post was last modified: 01-30-2012 01:18 AM by Greenebud.)
Post: #8
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RE: Annihilation | Watchmen Compendium
(01-29-2012 05:50 PM)Mertox Wrote: [/b] I go 2/2 Phantom for a few reasons First Boss in EV (Annihilation Droid) does a stun before he does his AoE Missile Attack, and while running to get behind the downed turret, I phantom and take 0 damage. Another example is on Gharj, if by chance you are going to have to take a Frenzy Pounce while moving to another platform, while passing him you can phantom again take 0 dmg. Also if you happen to get knocked back into the lava, just phantom As well as on Karaggas The Unyielding (Last Boss in KP) if your caught in any of his AoE's you can phantom and just return right back to your dps rotation. And to counter any part about an interrupt being important, I completely agree, BUT with 8 to 16 people in your group, there will be someone else to interrupt. In the Raids my guild has run we never have interruption issues. EDIT- With Obfuscate, I have found that normally the times its use is of most importance is when a boss Frenzy's (some style of buff mechanic lasting a period of time) the CD is up by the time the boss Frenzy's again. |
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01-30-2012, 01:09 AM
Post: #9
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RE: Annihilation | Watchmen Compendium
Well what about Obfuscate? It's usable on every boss.
[E] Mertox (Marauder) - Iron Citadel
Gamer and C# programmer extraordinaire |
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01-30-2012, 02:32 AM
(This post was last modified: 01-30-2012 03:12 AM by Genu.)
Post: #10
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RE: Annihilation | Watchmen Compendium
Is it worth dropping the Accuracy and the Additional for Malice and Brutality?
The current answer is: Yes. Rupture and Deadly Sabers damage over time component are flagged as force attacks. As force attacks, they do profit from the talent Malice, increasing their critical chance. However, the direct damage component from rupture seems not to profit from malice, even if its damage is displayed yellow (which seems to be a quite reliable source for identifying force attacks ingame.). For the 6% Critical alone, it is not worth sacrificing Accuracy, but combined with Brutality you gain more damage than any other talent you can reach in the middle tree will grant you. Why 2/2 Phantom over 2/2 Subjugation? Lets look at the Skill, even without talent: Phantom saves our ass by reducing our aggro and we cannot be targeted anymore, so n1 reasons of death are AoE damage and DoT's. Obfuscate may save the current Aggro holder, but only at 90% Chance, there is still room for error. When may, PvE wise, Obfuscate make sense? First Case, someone gets Aggro, you may save him. Second Case, Tank drops on low, you may be able to buy 1-2 seconds for healers to rescue the tank. However, in my Raid experience the tank happens to be low all the time or not, so the reduced CD on Obfuscate is no big deal. It may be useful for nuking down the last 1% Hitpoints of an enraged Encounter. Enrage-Timers are quite close in hard and nightmare Mode, thus a dead DD is wipe same as a dead Tank. So skilled we have Obfuscate - an unsure save for a tank or an overnuking dd, we may be able if we spam it, to use about 10% time of the encounter, which is quite nice, but at phases were we need it - for example enrage, we will still have only one and get no second, so there is no improvement by the talent. Skilled Camo on the other hand buys our healers 3 seconds for _sure_ to heal us. it can be used to take pressure from healers in massive AoE damage situations, it makes us able to dodge certain Bosses abilities and stay melee much longer. And we can still use Obfuscate when it is necessary. "Fear leads to anger, anger leads to hate and hate leads to letting nobody else talk!" - Yarael Poof, Jedi High Council, Robot Chicken Star Wars Special |
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