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Derpy
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PostSubject: [PTS] 2.0 Builds   Thu Feb 21, 2013 10:34 pm

Feel free to post your builds here, they are obviously subject to change.

Derpy's Sage Seer PvE

Derpy's Guardian Defence PvE

Derpy's Scoundrel Scrapper PvE - it has a number of PvP talents which are needed to progress in the tree I tried to make an endgame build, some talents are interchangeable. Keep K.O. for non-operations (and can probably just have it for ops as well for trash)

Derpy's Vanguard Shield Spec PvE

Number of points can be moved around.

Luna's Gunslinger Sharpshooter PvE

Shy's Gunslinger Dirty Fighting PvE

Shy's Gunslinger Saboteur PvE

Shy's Vanguard Tactics PvP

Sage Telekinetics: Twi's PvE / Derpy's PvE

Kaizu's Scoundrel Dirty Fighting PvE

Kaizu's Guardian Vigilance PvE

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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 12:29 am

SS slingr : linky
I can actually have Holed Up now =) No more respeccing for the Dread Masters.

No point in doing shadow, changes will happen to it's tree in next PTS build.
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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 4:45 am

  • Gunslinger Dirty Fighting: 2/8/36
    • Unsure about this build as to gain 100% accuracy you need 720 Accuracy Rating at the moment, which means sacrificing all chances of Surge and Alacrity. Not to mention you have to have crit on everything as well to help with energy management (still only sets the player at 36% after buffs in Arkanian). To be honest, I only see Dirty Fighting excelling if they fix the stat scaling. Sure you can still run it at 98% accuracy, but the Dirty Shot proc is pretty vital to the spec and not having 100% accuracy would hurt DPS.

  • Gunslinger Saboteur: 7/36/3
    • Only thing I'm debating is if Press the Advantage is really worth it as Hot Pursuit or even Underworld Hardships might be better. Five seconds off of one minute isn't very impressive. I'll have to run a rotation and see how it plays out. Jury-Rigged Mods was a much needed addition to the build as Speed Shot had the issue of lining up with Incendiary Grenade all the time preventing 100% uptime. Also, Scatter Bombs is GREAT. On my Slinger they crit for 2.5k each. Get a boss with a large hitbox and that's a free 10k, and that's before any armor reductions as the blasts are Kinetic.


EDIT: Also, here is my new idea for a Tactics PvP tree versus the old one. Looks a lot better with Charged Loaders, Triumph, and the increased effect duration of Battering Ram. However, I don't think it will beat Assault's raw damage output, but Tactics will have better utility with the improved Shoulder Cannon and survivability.

New PvP Tactics 8/36/2 : Old PvP Tactics 8/31/2

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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 8:53 am

Well, Campaign gear is becoming a laugh and a half to get, which is excellent for those of us who are lacking somewhat in that tier of high gear (damn you, shield generator and main-hand! *shakes fist*). As the classic commendations can also be acquired from the daily areas, it will be incredibly easy for new 50s to acquire some (guessing that it's the same total of Classics as it is Dailies, it'll be approximately 12 from Black Hole and 30 from Section X per day, even without the weeklies), so there is a far smaller risk of wipe-through runs of level 50 flashpoints and operations. Say that the Campaign gear is the same price as Black Hole gear (which would be unlikely, but awesome), it'll be easy for players with multiple alts to farm Classics, buy the Campaign gear, stick the mods in legacy gear and then send them off to near-50 toons. Of course, this cannot be applied to the earpiece, implants, belts or bracers, due to the bind on pickup.

So the set-bonuses now apply with the armourings - which can now be applied to any piece of gear, even if extracted from a previously specifically-locked-in slot (for example, extracting the armour from the headpiece applies the headpiece bonus to the piece it is placed into, even if it is the shield generator, although placing it into gauntlets with the gauntlet set bonus applies the bonus to the armour) - as opposed to the armour straightaway? The legacy gear beckons with a fervor!

I'm not quite sure what to make of alacrity becoming a more versatile stat. I can see it becoming especially useful for healers and DPS who need to churn out powerful attacks and heals again and again. For tanks, though?
I suppose two words really sum up what alacrity will be most useful for for Vanguards: Pulse. Engine. Pulse Cannon still has its - what is it, 18 seconds? - cool-down, even with the maximum of 12-second reduction Pulse Engine cool-down, and so I can see faster access to the Pulse Cannon becoming especially useful. Of course, decreased cool-down of taunts will be very useful for those of us who can't properly manage their usage or staggering of taunts...
I don't really want to guess about the other tanks, as I haven't yet managed to get another tank toon up to the proper tanking "standard", and it doesn't look like I'll be doing so anytime soon.

Oh Lord, hardmode Eternity Vault is going to be a complete walkthrough if it isn't augmented. It's already quite easy with a group of people geared in Columi/Rakata, so imagine the rofl-fest that going through it in augmented Black Hole/Campaign gear would be just to grab the Hazmat gear.

Also, Explosive Conflict and Terror From Beyond now in Group Finder? Oh... oh my...

And again, Bioware convincingly displays their... innovation... when it comes to designing high-level gear.


All in all, from what we've seen thus far, the changes look to be quite promising. I'm looking forward to seeing exactly what happens from here on in, and hope that it only increases in awesomeness.
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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 12:48 pm

Skarkdahn wrote:


So the set-bonuses now apply with the armourings - which can now be applied to any piece of gear, even if extracted from a previously specifically-locked-in slot (for example, extracting the armour from the headpiece applies the headpiece bonus to the piece it is placed into, even if it is the shield generator, although placing it into gauntlets with the gauntlet set bonus applies the bonus to the armour) - as opposed to the armour straightaway? The legacy gear beckons with a fervor!


How did you not know that it has always been this way for campaign/dread guard and war hero/elite war hero gears , set bonus tied to armoring since 1.2 .


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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 1:31 pm

I tried my best but....it's impossible to run out of energy on SS now even without ever using Flurry of Bolts.
The only way I can run out is by using derp moves instead of the optimal rotation.
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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 3:06 pm

crazyBE wrote:
I tried my best but....it's impossible to run out of energy on SS now even without ever using Flurry of Bolts.
The only way I can run out is by using derp moves instead of the optimal rotation.
Quick Shot, Quick Shot everything!

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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 7:57 pm

Shinjiro wrote:
Skarkdahn wrote:


So the set-bonuses now apply with the armourings - which can now be applied to any piece of gear, even if extracted from a previously specifically-locked-in slot (for example, extracting the armour from the headpiece applies the headpiece bonus to the piece it is placed into, even if it is the shield generator, although placing it into gauntlets with the gauntlet set bonus applies the bonus to the armour) - as opposed to the armour straightaway? The legacy gear beckons with a fervor!


How did you not know that it has always been this way for campaign/dread guard and war hero/elite war hero gears , set bonus tied to armoring since 1.2 .

Knew it was the case for PvP gear, but never got the opportunity to discover it for Campaign/Dread Guard, as I simply haven't earned a single piece. As far as I was concerned, the purchasable Camlaign set bonus armourings were anomalies. Merely a case of inexperience due to very limited opportunities.

But then, given that it's me and that I have fantastically awful Operation attendance record (of which I sadly have the most limited of control) - and even worse record on hard modes beyond Eternity Vault (what with the disconnections that made up a - albeit successful - HM KP and the PURE FAIL that was my attempt at HM Explosive Conflict), is that really so surprising?

But, hey, give me time, Ziodus at 50 on live, the 2 weeks following my exams in Summer, and a (cramped as fuck until near the end of August) summer holiday, and I may yet make up for the incidents I have unwittingly caused whilst also having a direct hand in them.
It'll take a lot; I tend to build up a lot of guilt over scenarios that are wholy insignificant and forgettable when I am responsible.
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PostSubject: Re: [PTS] 2.0 Builds   Fri Feb 22, 2013 9:03 pm

They fixed Vig and Dirty Fighting (Scoundrel)....I still am having a hard time believing it , but I have done it and they work now!

-Scoundrel DF 3/7/36: NEVER run out of energy, 3 wounding shots in a row most of the time, and it feels much more...capable.

-Vigilance Guardian 4/36/6: Have to use slash/strike way too often, because there are times where NOTHING else is off CD and you have full focus....currently tuning rotation to try and fix this. Feel much more powerful and dispatching every time it is off CD is hilarious.

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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 12:38 am

Telekinetic Sage - This is the best combination I can see to maximize DPS for TK sage. Drain thoughts could possibly be replaced with force gift and penetrating light or full points in penetrating light. I feel that the extra damage from the disturbance/telethrow crit and DoT damage increase is better, since you rely on Mind Crush for the procs and weaken mind for turbulence crits, and adding extra damage can't hurt.

EDIT: You can also take a point out of Force Haste and move it into Upheaval for more damage, however I feel force speed is a good utility to keep on cooldown

EDIT 2: Made a small update to my build


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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 5:04 am

Twilight Sparkle wrote:
Telekinetic Sage - This is the best combination I can see to maximize DPS for TK sage. Drain thoughts could possibly be replaced with force gift and penetrating light or full points in penetrating light. I feel that the extra damage from the disturbance/telethrow crit and DoT damage increase is better, since you rely on Mind Crush for the procs and weaken mind for turbulence crits, and adding extra damage can't hurt.

EDIT: You can also take a point out of Force Haste and move it into Upheaval for more damage, however I feel force speed is a good utility to keep on cooldown

Mind's Eye is pretty pointless as is Cascading Force, having extra 3% crit is also better than 9% on dots (particularly with the way stats work on the PTS). I was running this for TK: 3/36/7

I took Blockout because interrupts are key to some mechanics, you also have so much force that Project is worth it (and so is upheaval).

I have tried Balance and it is pretty much the same. The annoying thing is that it now pretty much forces you to use Disturbance yet there isn't enough spare Force. I will try some hybrids later and play with rotations and do some parses but it seems that TK may be the better PvE spec now.


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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 11:55 am

Derpy wrote:

Mind's Eye is pretty pointless as is Cascading Force, having extra 3% crit is also better than 9% on dots (particularly with the way stats work on the PTS). I was running this for TK: 3/36/7

I took Blockout because interrupts are key to some mechanics, you also have so much force that Project is worth it (and so is upheaval).

I have tried Balance and it is pretty much the same. The annoying thing is that it now pretty much forces you to use Disturbance yet there isn't enough spare Force. I will try some hybrids later and play with rotations and do some parses but it seems that TK may be the better PvE spec now.


I don't see the 3% crit as entirely necessary since your main damage dealers will be critting pretty frequently already (Turbulence of course always critting as it should) so that's why I took the 9% DoT damage. I can see how the 3% crit could possibly do more damage overall in a longer fight however, and as I said before that point in the DoT damage is open to be moved to the crit chance. As far as cascading force goes I agree, I didn't even realize I put points into it instead of maxing Upheavel. Telekinetic defense is also pretty useless, unless your in PvP or PvE without sage healers around.

Mind's Eye is once again more of a preference, it allows me more mobility and choice in where I can go. I used it in my previous build in fights like Zorn and Toth. I feel number wise the difference in our builds would probably be small, but if you want to crunch numbers (Won't have a sub until I get out to gamestop) tell me how it goes.
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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 2:15 pm

Twilight Sparkle wrote:
I don't see the 3% crit as entirely necessary since your main damage dealers will be critting pretty frequently already (Turbulence of course always critting as it should) so that's why I took the 9% DoT damage. I can see how the 3% crit could possibly do more damage overall in a longer fight however, and as I said before that point in the DoT damage is open to be moved to the crit chance. As far as cascading force goes I agree, I didn't even realize I put points into it instead of maxing Upheavel. Telekinetic defense is also pretty useless, unless your in PvP or PvE without sage healers around.

Mind's Eye is once again more of a preference, it allows me more mobility and choice in where I can go. I used it in my previous build in fights like Zorn and Toth. I feel number wise the difference in our builds would probably be small, but if you want to crunch numbers (Won't have a sub until I get out to gamestop) tell me how it goes.
On PTS stats are scaling poorly. With 2600 Cunning, 1152 Critical Rating, and buffs my tech crit chance is only 36% which includes a passive 3% in my tree. Since stats on the PTS scale like shit, people have been finding it more advantageous to get accuracy and critical passives in their trees and then stacking power and surge on their gear as it's impossible to do anything with crit.

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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 7:48 pm

Trust me Twi Telekinetic Defence is far from useless, adds have a tendency to kill DPS in 2 GCD's in the 55 FPs. In order o get a 36 Pts in TK you need 2 'PvP' talents. The choice is: Root on Force Wave, Bubble Stun, Faster CC and lower cd on interrupt, better Force Armour or root+slow on TW. Even if you do take Mind's Eye 3 Pts will still need to be allocated to those talents. Better Force Armour and faster CC and lower cd on interrupts are the only ones worthwhile in PvE due to immunities (unles you feel like respecing between trash and bosses). Force Armour helps healers (and is invaluable if there aren't nay Sage healers) and interrupts are often key to a fight or at least make fights much easier.

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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 9:52 pm

I don't know much about TK in live and really don't know much about it in 2.0, but this is what I came up with for purely Ops bosses.

Telekinetic: 5/36/5

After reading about what others are saying on the current 2.0 stat scaling, and my personal experience, passive stat increases are very beneficial. This is why I took Force Gift and Penetrating Light. You could remove points in Force Gift for Critical Kinesis, but 2% alacrity could make a big difference depending on where stat scaling ends up. Concerning bosses themselves, I find Mind's Eye better than Blockout because there are a few instances in the new Ops where that extra 5m will come in handy (third boss).

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PostSubject: Re: [PTS] 2.0 Builds   Sat Feb 23, 2013 11:13 pm

Fluttershy wrote:
I don't know much about TK in live and really don't know much about it in 2.0, but this is what I came up with for purely Ops bosses.

Telekinetic: 5/36/5

After reading about what others are saying on the current 2.0 stat scaling, and my personal experience, passive stat increases are very beneficial. This is why I took Force Gift and Penetrating Light. You could remove points in Force Gift for Critical Kinesis, but 2% alacrity could make a big difference depending on where stat scaling ends up. Concerning bosses themselves, I find Mind's Eye better than Blockout because there are a few instances in the new Ops where that extra 5m will come in handy (third boss).

Seer link. Also the problem with Mind's Eye is that it only effects half your rotation. You would have to be constantly moving between 30-35m unless you just wanna sit at 35 and spam Disturbance but that's a big hit to DPS. Not sure why you would need extra 5m for the third boss.

The rotation so far (will try to optimise it even more)
Mind Crush - you can time it so that it hits at the same time the tank pulls
Weaken Mind
Turbulance
3* Disturb

That's the general opener, from there just start reacting to procs. Both Concentration and TW procs are on a 10s timer so you only really need to use Disturbance again every 10s. Refreshing Weaken mind can be tied up with Mind Crush as they are both on 15s timers. The reason why I do not recommend Drain Thoughts is because of jut how little damage the DoTs do (initial Mind Crush hit does not count). Also bear in mind the following priority list:

(I am a bit confused about the difference in 'on cd' and 'off cd'. when I refer to 'off cd' I mean that the ability has just became available to use)

1. Disturbance if needed to refresh Concentration or if it has been 10s since last TW proc (i.e. spam Disturbance until proc, unless Turbulence/Mind Crush comes off cd)
2. Mind Crush + Weaken Mind when MC off cd
3. Turbulence off cd (Weaken Mind must be up)
4. Telekinetic Wave on Proc
5. Telekinetic Throw on Proc
6. Project
7. Disturbance

In fights with a lot of target switching and trash pulls MC isn't a priority but you still want to use WM to get your crits on Turb. Can also be more liberal with Projects as Upheaval has not lockout other than the cd of Project and Force is not an issue at all.

Also got to be a bit careful with using cd's.

Force Potency

It does not effect dots but it does effect initial hit of MC. If used with TW and two targets are hit both charges are used up. If used with Project and Upheaval procs both charges are used up. If used with TT only one charge is used up regardless of how many of the 4 ticks crit. Turb is an auto crit and will use a charge. As such unless you want to crit on 2 targets with TW it is probably best used as follows:

TT (procced) + TW (procced) - can be higher DPS but relies on RNG
or
TW (procced and only one target) + Project - likely lower DPS but relies less on RNG

Mental Alacrity

Lasts 15s. Makes Disturbance and TW 60% likely to produce a secondary attack. Keep in Mind the following cds and lockouts; TW proc 10s, MC 15s, Turb 9s.

It is probably best to use MA right after refreshing your DoTs, make sure you can use Turb as your 1st or 2nd attack and just spam Disturbance. You should be able to get 2 Turbs benefiting from faster cast time and if you are lucky you can get 2 TW's and still have leftover increased alacrity for refreshing Mind Crush. Do not use project in this time and only use TT if the proc would be otherwise wasted. Learning how to use this cd well will probably be the best way to maximise DPS.

As far as Force Gift vs Critical Kinesis goes it will depend on what DR curves 2.0 ships with.

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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 1:41 am

Fixed link.

Derpy wrote:
Seer link. Also the problem with Mind's Eye is that it only effects half your rotation. You would have to be constantly moving between 30-35m unless you just wanna sit at 35 and spam Disturbance but that's a big hit to DPS. Not sure why you would need extra 5m for the third boss.
I'm talking about the Beast Master and his pet when the three adds spawn up on the arena wall. While players get increased damage during this phase, the three adds still hit pretty hard. Having a ranged turn around and at least cast one Telekinetic Throw when proc'd would help a ton if there is a tank up on the wall AOEing. However, a Telekinetic Wave would be better... Mind's Eye needs a buff! Derped!

Basically, I'm just putting a point in it to be lazy, but I doubt I'll Sage DPS anytime soon and my Gunslinger has 35m range by default so Razz .

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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 2:50 am

Fluttershy wrote:
Having a ranged turn around and at least cast one Telekinetic Throw when proc'd would help a ton

Mind's Eye does nothing to TT.

Here is some Vanguard Assault data: http://www.torparse.com/a/142510
(Done on the 50 dummy since I was only comparing abilities to one another, there also was not any Armour debuff present, I had all buffs, Rakata Aim Stim and stock Arkanian Combat Tech gear and all companion buffs)

A critted AP does about the same damage as Ion pulse + 2 critted dots. A non-critted Ap does less than a Stockstrike and lot less than fully non-critted IP+dots. Stockstrike still only worth to proc HIB even with burning already present. AP probably not worth it (more parsing needed).

Not having AP allows for this build: 7/11/28

A fully non-critted Gut does about same does as a critted stockstrike with burn present and lot more than non-critted AP. You also get increase to Ion Pulse and increase to elemental damage (Ion pulse and burns) and loose 6% to Stockstrike and IR, 2% alacrity and buffs to recharge cells, reserve powercell and adrenaline rush and of course AP.

Another possibility similar to current build: with Gut or without Gut

Here are some rough numbers (same conditions) of non critted abilities:

IP+DoT (4/6/36) = 3400
IP+DoT (7/11/28) = 3650
IP+DoT (3/11/31) = 3500
IP+DoT (8/6/32) = 3550
Stockstrike (4/6/36) = 2100/2250 with burn (this is with the most boost to Stockstrike)
Assault Plastique (4/6/36) = 2600
Gut+DoT (7/11/28) = 3800 (only Tactics has increase to Gut damage)
IR+DoT (4/6/36) = 3550
IR+DoT (7/11/28) = 3350

I will test out these abilities as well as rotations a bit more, including with an armour debuff to account for kinetic damage but the hybrids look promising. Surge bonuses from trees will also have to be taken into account. You can also get static field and help healers if DPS is not an issue in a fight and there are only Guardian Tanks =P.

EDIT: Just though of another hybrid

EDIT 2: One more (Yes I am trying to break Vanguards)

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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 5:49 am

Here are some preliminary Sage parses. As I was only comparing builds and rotations they are all 3m long (DPS value taken at 180s), were done on the level 50 dummy with stock Arkanian Force Master's gear, with Prototype Hyper-Battle Resolve Stim, all class buffs, all companion buffs and no armour debuffs and no cds were used.

THESE ARE NOT REPRESENTING ENDGAME DPS VALUES!!!!! They are merely comparing each other.

Balance 3/7/36

Without Disturbance - 2248 at 180s. Force not an issue.
With Disturbance - 2355 at 180s. Force a bit of an issue, ended up with 60% at the 3 minute mark.

Balance 5/5/36

Without Disturbance - 2223 at 180s. Force not an issue.
With Disturbance - 2284 at 180s. Force not an issue but I messed up a bit.

Telekinetics 3/36/7

2163 Force not an issue. Was a bit rusty and missed one or two cds. Also forgot that Disturbance got and is now better than Project.

Hybrid 5/13/28

2300 at 180s. Force not an issue.

Hybrid 2/16/28

With Disturbance on Proc only - 2279 at 180s. Force not an issue.
I have also tried using disturbance every 10s but my stim run out and I made too many mistakes. will play with this more later

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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 9:16 am

This is the Commando Build I'm currently using on Ziodus. I don't think I'd particularly change anything about it, as it seems to work alright with the increased base Crit and Accuracy ratings via the tree that the gear no longer provides.
Shame that one cannot implement the Decoy skill alongside it; the removal of Accuracy as a gear-stat pretty much forces one to spend points in the Accuracy skill, and increased Alacrity via the First Responder is additionally quite useful.

That said, Decoy seems to be more of a PvP skill, given that it only absorbs force/tech attacks.
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Derpy
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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 9:23 am

Skarkdahn wrote:
This is the Commando Build I'm currently using on Ziodus. I don't think I'd particularly change anything about it, as it seems to work alright with the increased base Crit and Accuracy ratings via the tree that the gear no longer provides.
Shame that one cannot implement the Decoy skill alongside it; the removal of Accuracy as a gear-stat pretty much forces one to spend points in the Accuracy skill, and increased Alacrity via the First Responder is additionally quite useful.

That said, Decoy seems to be more of a PvP skill, given that it only absorbs force/tech attacks.

You can always move points from Tenacious Defence, don't really need pushback or stun breaker for PvE. I trying to think what damage aimed at DPS in Ops is T/F and I knwo there is a few in the new Op and could probably ind more int the old ones. It's likely going to be any damage caused by AoE markers.

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Skarkdahn
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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 10:35 am

Derpy wrote:
Skarkdahn wrote:
This is the Commando Build I'm currently using on Ziodus. I don't think I'd particularly change anything about it, as it seems to work alright with the increased base Crit and Accuracy ratings via the tree that the gear no longer provides.
Shame that one cannot implement the Decoy skill alongside it; the removal of Accuracy as a gear-stat pretty much forces one to spend points in the Accuracy skill, and increased Alacrity via the First Responder is additionally quite useful.

That said, Decoy seems to be more of a PvP skill, given that it only absorbs force/tech attacks.

You can always move points from Tenacious Defence, don't really need pushback or stun breaker for PvE. I trying to think what damage aimed at DPS in Ops is T/F and I knwo there is a few in the new Op and could probably ind more int the old ones. It's likely going to be any damage caused by AoE markers.

Tried that; even though it works on that website, it does not seem to work in-game, which is especially annoying. =/
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crazyBE
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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 4:05 pm

Gharj : Frenzy + pounce (should not hit a mando)
Soa: Lightning balls

Sorno + Jarg : grapple -> Aoe fire from Jarg
Crusher : The knockback (hard to predict for only 6s though)
Robot : esplody droids (shouldn't spawn with competent team)
Karagga : Ass flames + frontal missiles

Toth + Zorn : Rock Pillars
FB + SC : DD
Vorgath : esplody droids + the sab charge it puts on someone + vorgath's targeted missile
Kephess : gift of the masters (1 tick) + bombardier rocket

Nigel : aoe spit + DoT (might not work on that though)
Dread masters : Force Lightning + Lightning Field + Soaking a green circle
Operator : soaking a tick of Aoe black obtuse
Kephess : Nanites (again might not work on dots) + Kephess jump + Red laser
Terror : Temper tantrum

edit: DIReCT force/tech so yeah won't work on those dots i mentioned

Yeah totally a PvP only thing Rolling Eyes
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Skarkdahn
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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 4:31 pm

Okay, I'll stop dismissing skills as I clearly have no idea exactly what attacks are what. Derped!
(thanks for that info by the way; I didn't know how many attacks were force/tech or which ones were in the first place)
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crazyBE
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PostSubject: Re: [PTS] 2.0 Builds   Sun Feb 24, 2013 8:38 pm

Skarkdahn wrote:
Okay, I'll stop dismissing skills as I clearly have no idea exactly what attacks are what. Derped!
(thanks for that info by the way; I didn't know how many attacks were force/tech or which ones were in the first place)

Shadows are more aware of this compared to other classes because of Kinetic Ward and Resilience.
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