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Sorcerer|Sage DPS Compendium
06-07-2012, 11:03 AM
Post: #141
RE: Sorcerer|Sage DPS Compendium
It looks like on the test double dipping on lightning barrage has indeed been fixed. I've tried it on a test dummy and can't seem to get it to work the way it used to.

With that being said what are the new number differences between the specs?
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06-07-2012, 12:33 PM (This post was last modified: 06-07-2012 12:33 PM by Kaedis.)
Post: #142
RE: Sorcerer|Sage DPS Compendium
Quote:With that being said what are the new number differences between the specs?

No change. Due to the tick interval bug introduced in 1.2, double-dipping is currently somewhere between DPS neutral and a slight DPS loss, so removing it doesn't change the spec ranking at all. All 3 are damn near equal (as in, within a half a percent of each other).

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06-07-2012, 11:00 PM
Post: #143
RE: Sorcerer|Sage DPS Compendium
Two questions here, one regarding gearing and the other the benefits of the 4-set.

1) Once you get to a point where you are fully (61) modded out from BH and campaign gear, the only upgrade you can get is pretty much through mods; +15 wp at the cost of -29 crit/pwr. This is a slight upgrade, but at the end you will have lost a lot of crit/pwr for the wp you gained, regardless of the crit gain from wp. My question being, is there a point where it is actually beneficial to keep the crit/pwr from the mods?

2) I know that the 4-set is beneficial for lightning, but what about hybrid? With 1.3 coming up, unless you plan on using a rakata piece, in order to keep your 4-set you will have to use a campaign gloves or boots armoring, which is equivalent to a force-wilder's one, this means loosing 11 wp. Due to FL being the only cast spell in hybrid and 5% really being a .1 sec channel difference, is the 5% haste worth 11 wp?

PS: I'm not using rakata just because I like the new look, I know its better to jst keep it and not have to worry. But I just want to know if you had to chose, which would you chose, 11wp or 4-set? I also know that some people, including myself, like going back and forth in between hybrid and lighting depending on the fight, so that's where keeping the 4-set might be worth it.
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06-08-2012, 01:14 AM
Post: #144
RE: Sorcerer|Sage DPS Compendium
Quote:1) Once you get to a point where you are fully (61) modded out from BH and campaign gear, the only upgrade you can get is pretty much through mods; +15 wp at the cost of -29 crit/pwr. This is a slight upgrade, but at the end you will have lost a lot of crit/pwr for the wp you gained, regardless of the crit gain from wp. My question being, is there a point where it is actually beneficial to keep the crit/pwr from the mods?

If you're referring to the difference between 26 and 26A mods, I've yet to find a gear set where it's NOT beneficial to keep the Crit/Power. The 26 mods are almost universally better (for raw dps) than the 26A mods. 26B isn't even worth considering.

Quote:2) I know that the 4-set is beneficial for lightning, but what about hybrid? With 1.3 coming up, unless you plan on using a rakata piece, in order to keep your 4-set you will have to use a campaign gloves or boots armoring, which is equivalent to a force-wilder's one, this means loosing 11 wp. Due to FL being the only cast spell in hybrid and 5% really being a .1 sec channel difference, is the 5% haste worth 11 wp?

Don't think of Alacrity in terms of raw time difference, that's a trap that'll get you assuming it 100% useless because the numbers are always so small. It adds up. The 4-set bonus is ranked as worth about 28 Willpower at the moment (equivalent to just under 2 Augment slots, though once you get to Campaign level that's moot). It's worth using one low-WP Armoring to get it.

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06-08-2012, 01:46 AM
Post: #145
RE: Sorcerer|Sage DPS Compendium
(06-08-2012 01:14 AM)Kaedis Wrote:  If you're referring to the difference between 26 and 26A mods, I've yet to find a gear set where it's NOT beneficial to keep the Crit/Power. The 26 mods are almost universally better (for raw dps) than the 26A mods. 26B isn't even worth considering.

Yes, so you're saying that it is beneficial to keep the 26 Mods you get from BH gear, over the 26A mods? That means loosing 15 wp for 29 crit/pwr. If so, then should all mods be 26 or should there be a balance in between 26 and 26A.
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06-08-2012, 02:32 AM
Post: #146
RE: Sorcerer|Sage DPS Compendium
Nope, all 26. Willpower is around 10% more potent than Power (and Crit, if you're properly balance Crit and Power with each other). Trading 15 Willpower for 29 Crit or Power is a definite uptrade.

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06-08-2012, 07:40 AM (This post was last modified: 06-08-2012 07:42 AM by Nhudri.)
Post: #147
RE: Sorcerer|Sage DPS Compendium
In 1.3 it will not be necessary to choose between using 4pc bonus and using campaign quality resolve armorings.

You can take rakata (or tionese or columi) force-master gloves and boots, rip the resolve armoring 26 out of your black hole gear, and shove it complete with 61 mod and enhancement of your choice into the pre-campaign items. This will count toward 4 piece because pre-campaign armor has the set bonus tied to the shell rather than a sub-par force-wielder campaign armoring.

Add an augment slot to the tionese/columi/rakata boots and gloves with an augment kit, and you now have your BiS item. If you aren't full campaign gear just rinse and repeat with the rest of your items.
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06-14-2012, 07:46 PM
Post: #148
RE: Sorcerer|Sage DPS Compendium
Hi guys,

I'm in almost full Campaign gear and my BIS is similar to the optimal ones put in the BiS thread.

I've recently specced to full TK because I feel it will help more for Denova runs (especially where aoe and burst is needed)

However, while forums mention that TK spec clocks up about 1500 dps on the dummy (to be honest they didn't mention which dummy, but I'm assuming its the ops dummy), whenever I try parsing my dps on the ops dummy I can never break the 1400 dps barrier, even with stims I barely break it. I am following the rotation and the priority of this thread. Is there any way I can improve?

(Also should I perhaps record a video of my rotation so you guys can see what's wrong, or are there videos I can watch of proper rotations which clock equal DPS?)
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06-14-2012, 07:59 PM (This post was last modified: 06-14-2012 08:00 PM by nish.)
Post: #149
RE: Sorcerer|Sage DPS Compendium
(06-14-2012 07:46 PM)eventidephoenix Wrote:  Hi guys,

I'm in almost full Campaign gear and my BIS is similar to the optimal ones put in the BiS thread.

I've recently specced to full TK because I feel it will help more for Denova runs (especially where aoe and burst is needed)

However, while forums mention that TK spec clocks up about 1500 dps on the dummy (to be honest they didn't mention which dummy, but I'm assuming its the ops dummy), whenever I try parsing my dps on the ops dummy I can never break the 1400 dps barrier, even with stims I barely break it. I am following the rotation and the priority of this thread. Is there any way I can improve?

(Also should I perhaps record a video of my rotation so you guys can see what's wrong, or are there videos I can watch of proper rotations which clock equal DPS?)

1500 is kind of pushing it. If you're on the non ops dummy you'll do quite a bit. If you are getting to 1400 on an ops dummy I'd say you're doing pretty darn well. If you had full armor debuffs on that dummy you'd probably be hitting around 2000 (I hear people doing a bit more than that with a fully armor debuffed raid boss ... I think I heard someone quote 2200 or so).
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06-17-2012, 03:45 AM
Post: #150
RE: Sorcerer|Sage DPS Compendium
Today I just went HM Denova with TK spec, I'm always falling behind a equally geared gunslinger by 5~10%... Is this about right or am I perhaps doing something wrong?

If this is about right, then why are they buffing gunslingers Sad

I enjoy TK spec a LOT more than balance. It's not boring, it challenges the user Smile
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