When do i get voltaic slash
Also how many fights did you try with and without LS? Because our dps is sooo variable. So for me it seemed easier to learn to use LS more than to master other details. Mm I disagree about LSrotation is easier o. O why? But if you just want to be good enough to do SM ops or HM fps comfortably, maybe you can try with and without Low Slash in the rotation and see what works better for your personal style.
Ive also tried LS both on dummy and in raids and i have to agree with everyone else, it drain force so much that you lose dps on other skills like Voltaic Slash and end up as a dps loss, not gain. Using it in burst phase or in high force regen time is good tho. Could you please give Recommended Crit rating as a percent in addition to number? Counting it up is awkward.
I meant tiers of gear so: full 72 — crit rating full 75 — crit rating full 78 — actually i wrote crit rating cuz crit is going a bit high and on range of — there is a really small change on dps.
It will require hours of test to be sure, like it took me to find the perfect balance post 2. Inox, if you may want to weigh in as well, I know that your guide and expertise has primarily been deception, and while this hybrid is more madness heavy, his numbers are extremely impressive.
Btw He will release a 3d on swtor forum of balance a dormire hybrid as you can. McKnight infos and it outperformes Infiltration each fights. His reasoning is that it takes less setup time and provides him with better burst which gives him an advantage in fights such as Draxus, Zero and Brontes. It is definitely intriguing, and part of why I ask is it is one of the only Advanced Classes that I have no raiding experience with but am intrigued to bring to alt runs.
Due to this, I doubt I will ever play it at a level anywhere near Mknight, inox, or many other players out there, and its probably not a spec worth pursuing hehe. Ive tried many builds but full madness is still the best for most of the fights on dummy any other builds arent good if a boss has little bit complicated mechanics.
I dont have ori implants and not the best relic so I can go little bit higher. You were quite close with your estimate. My best with this hybrid is a hair under Not terribly competitive, but interesting enough to warrant a look, I think. Lol I agree, I See too much whine about Infiltration. Hi there! Thanks for the guide. Not sure if it was up on other guides, as I read it here for the first time, but the information regarding the threatdump mechanic on Force Camoflage seems incorrect.
From my experience, as well as reading the tooltip description if you hover over it in this guide, it reduces threat of all engaged enemies regardless, not only when an enemy is actively targetting you. To illustrate, my experience is that if I start going all out on my marauder in the start of a fight without using force camoflage I almost certainly take agro. This experience was solidified on some occasions where I forgot using it and I would take agro.
Parsec threat meter shows that each use of force camo drops my threat consistently even if I was never targeted by the boss at the moment when force camo was used. Actually there is another info to share, death marks procs and goes down even with affliction of other players. I am sorry but that just does not seem right.
All your parses seem to add to the same DPS and anyone playing this game will tell you the classes do not have the same DPS. The guides are a great idea but fake parses just cheapen it a bit. Not a fake parse. It is a random parse we grabbed off the leaderboards just to show how the abilities would appear in a parse. A lot of the parses are people who change their numbers to get on the leaderboards. It would be nice to see the parses from the videos. Again I really like these and i think they are a great idea, I just know my class and 3.
Love your site and all your hard work, Dulfy you are awesome. Not a fake, i parse roughly and i am not fully optimized on gear yet. Sure, some parses you fuck something up and land at a lower number but i can certainly see that you could clock with full 78 optimized gear and a good run on the dummy. It is definitely real. Scour the log all you want, it checks out.
My personal best is just shy of , and just shy of the leaderboards right now. I know its possible with a little luck, and really well optimized gear. I tried madness and it was…madness. Imho balance is more difficult Cuz dot management in this game… sux :v and if you have 2 Shadows balance or a sage?
Maybe I see Deception easier Cuz I always played it from day Better to let them consume a debuff stack and have more ticks in total than to try to let stronger Dots consume the stacks and missing out on ticks. Thanks for making all these guides. They are an invaluable resource for newbies and veterans alike. Why would you open with recklessness into a low slash in Deception?
I just double-checked on my sin. Edit: you my friend, are a genius, i love it when someone give a feedback and is right about it, instead of complaining or trash talking the guide, try to improve it, love you thanks!. This fanous Recl. I think this is not valid any more, Lightning Burns which are returning 2 force back are not dependant on Death Field anymore but the procing of Lightning Charge. Very nice gudie, good job guys. But the question about critical rating talking about PvE … I found out that when I added at first around crit and then crit to my gear and tryed it out few times on dummy, my dps went down aproximately Same result multiple times on both Madness and Deception.
I use full power gear ever since. I am full dreadforged BiS. Crit brings your numbers in so they will be more consistent. Think of this hypothetical scenario. Numbers made up. But if you have crit, your spread of numbers will be smaller fewer terrible parses as well as fewer amazing ones. Sin DPS is wildly all over the place, just as jugg dps is. Very rarely will your numbers be consistent time in and time out. Power will obvious yield a less varied field to see your dps, but crit is how you pull those big numbers on a sin dps.
This is the most complete and helpful guide I have ever seen on a spec. And should I start using madness for pve instead of deception? This guide is massively outdated and needs urgent updating.
Wrongful information needs removing and lots needs adjusting. I would advise anyone reading this guide to take it with a grain of salt right now. I have already contacted dulfy administators to make an update on this guide and the Shadows. But you can take this guide and during optimizing your char you will know it what you have to change.
Deception guide is totally ok. No it is not. It is even very far off where it should be in most vital places. Hence an update that should be coming soon. Can some1 Explain me, why Willpower Augs? Because Willpower also gives you crit. If you would go for Power augs you would need more Crit mods.
Which cost you Power in return. I personally aim to get as close to as I can. They enjoy the largest and most powerful selection of defensive cooldowns, of which the most powerful are on a relatively short cooldown. With utilities, Force Cloak can be used every to provide a shorter duration Force Shroud.
Given these abilities and more , Assassins are the best tanks due to their ability to cheese big hitting mechanics, and Assassin DPS players are the best emergency tanks for the same reason. Deception can easily target swap and has very high mobility, so they are ideal choices to swap targets when needed. They do not excel at AoE so are not typically ideal to handle large groups of adds, however. They are also arguably the best emergency tank among all DPS classes due to their passive survivability buffs and powerful defensives.
Assassin was arguably the strongest overall class in the 5. In the 6. It is unclear where they will settle as we move further through the patch cycle, though early indications were that the DPS disciplines were somewhat underpowered and have received some slight buffs. The biggest changes to the class relate primarily to the tweak to Phasing Phantasm utility. Prior to 6. For Deception, the discipline remains as a strong burst melee DPS class.
While the competition amongst burst DPS has gotten much tougher in 6. I usually take some combination of the following Utilities, though the optimal combination can change from fight to fight. As of 6. The utility is somewhat more situational for tanks as stuns are not always present. As a tank, I typically swap between this utility and taking Lambaste when this utility is not needed.
Previously a must-take in 5. X, this utility is much more situational due to the nerf to Phasing Phantasm in 6. If taking Phasing Phantasm then I do recommend Avoidance. This utility can provide a marginal mitigation boost and AoE heal.
Electric Bindings - Overload unbalances its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Highly situational. This utility has limited applications in Hard and Nightmare Mode operations on several specific fights e. Audacity - Reduces the cooldown of Overload by 2. Fade - Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds. I usually take this utility along with Force Shroud in the Heroic tier.
When combined, I effectively gain a second though slightly shorter use of Force Shroud on nearly the same cooldown. Not a super helpful utility but one I sometimes take in fights with lots of transition. I typically find investing in Avoidance is more useful to have higher uptime on Force Speed, whether for movement or for mitigation if taking Phasing Phantasm.
Emersion - Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. A very situational utility for PVE though amazing for PVP and should only be taken on fights where it will be useful to avoid slows e.
Underlurker Hard Mode. Dark Stability - Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects. A highly situational utility, it should only be taken by players for specific encounters in PVE. I find this utility incredibly useful for tanks and DPS.
Since Force Shroud functions as a self-cleanse, this gives Assassins an additional self-cleanse every 2 minutes if taking the Fade utility. If taking Fade, this nearly doubles the availability of Force Shroud which has a 1 minute cooldown.
If tanking, Force Cloak can be used to cheese certain mechanics, though care must be taken to avoid a big hit swapping to another player if timed poorly and ensuring that a taunt is available and used immediately to regain aggro. Particularly for DPS players, this utility can be used to help increase the success rate of stealth rez attempts, since the self-cleanse of Force Shroud should avoid being pulled into combat by a ticking DoT.
If I am playing Darkness, I frequently choose between this utility and either Disjunction or Retaliatory Grip depending on whether more mitigation is needed or more DPS and if so, which DPS utility will provide greater benefit. This utility should be taken by all tanks but generally should not be taken by DPS unless dealing with a very damage intensive fight thus prioritizing mitigation over the DPS boosting utilities below. The extra 2 seconds of Force Shroud increases from 3 to 5 seconds which can be enormously useful on some fights e.
Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage. This can be useful in situations where DPS checks are troublesome or in progression, though in general I prefer other utilities for all specs. Phasing Phantasm - Phantom Stride can be used while immobilized and purges movement-impairing effects when used. This utility was heavily nerfed in 6. As currently constituted the DR can be helpful for fights with high damage taken for DPS or if you may need to emergency tank while a combat revive goes out.
Here is what I run for most encounters, though I frequently take other situational utilities for specific fights. Static Charges stack up to 3 times and increases the damage dealt by your next Discharge. This effect cannot occur more than once every 6 seconds. Stacks up to 2 times. This passive introduces yet another stack to manage to maximize DPS in Induction.
Ball Lightning does high damage but is very expensive, thus is should only be used with 2 stacks will be glowing. Saber Conduit - Your Surging Charge restores 9 Force over 9 seconds when it deals damage to an enemy target.
This effect cannot occur more than once every 12 seconds. This passive does a LOT. It increases the importance of proccing Surging Charge as often as possible. The Vulnerable debuff is very helpful but not relevant to the rotation since Discharge is used as often as possible anyway. This passive provides a second reason to use Force Cloak regularly the first being to lower the cooldown on Recklessness , which is the 15 seconds of increased Force regeneration. This effect cannot occur more than once every 10 seconds.
Maul is a very expensive ability 40 Force and deals only moderately more damage than Voltaic Slash. As such, it would not be usable in most circumstances outside of maintaining Dark Embrace if not for this passive ability. This proc should be used every time. Darkswell - Maul grants 15 seconds of Dark Embrace. This passive is key to the energy management of Deception. Skilled players should be looking to maintain full uptime of this buff for energy management purposes.
This passive also helps make Deception a very tanky DPS discipline. Since Duplicity can proc every 10 seconds, it should generally be possible to maintain nearly full uptime of this buff without overt changes to the rotation. Electric Ambush - Recklessness builds 3 Static Charges, and exiting combat reduces the active cooldown of Recklessness by 60 seconds. This passive provides for the use of Force Cloak in the Deception rotation due to the incredible DPS buff provided by Recklessness and being able to dramatically reduce its cooldown.
This passive applies the second debuff applied by Deception Assassins, and is notable for being a debuff that is beneficial to all DPS classes. Stacks up to 3 times. Another passive increasing the tankiness of Deception.
When combined with the Phasing Phantasm utility which should always be taken by an Deception Assassin , a player can use Phantom Stride to proc a buffed Discharge, kill the add which resets Phantom Stride, then bounce to another add and repeat. Phantom Stride should still be used in a single target rotation to enable more frequent use of buffed Discharge. Please see my Gearing Guide for a detailed overview of gearing in 6. Please also see my Alacrity Guide for a much more in-depth look at alacrity.
For Deception Assassin, I gear as follows:. Set Bonus: Death Knell. Amplifiers: Armor Penetration. Mods: Unlettered Lethal Mods. Stim: Proficient. Adrenal: Critical Attack for Dxun only.
For Deception Assassin, I allocate my tertiary stats as follows:. Accuracy: 1, - 1, anything outside this approximate range and I usually try to re-optimize by swapping around enhancements and augments. Alacrity: around 1, at least 1, if the Zeal guild perk applies. Critical: all remaining tertiary points go into Critical. Shield: None. Absorb: None. Increased drop rate from conquest crates.
Whenever you consume a charge of Recklessness you gain a stack of Reckless Critical, making your next Maul, Assassinate or Leeching Strike critically hit. Recklessness has a 75s cooldown net of this set bonus, while Force Cloak has a 90s cooldown, assuming you took the Fade utility, and when used will reduce the cooldown of Recklessness by 60s.
With typical alacrity levels at the 1. As such, this means that using Recklessness then Force Cloak will reduce its cooldown to around 5s or so such that it is almost immediately off cooldown again. Now with Death Knell, we have to intentionally delay Recklessness due to the 6-piece set bonus…. As such, the overall duration of the buff should be around s or so.
To avoid this, the rotation calls for an early use of Recklessness and resetting its cooldown almost immediately, but then waiting 35s or so for the stacks of Reckless Slaughter to fall off before using Recklessness again. But delaying it significantly reduces how often you can use Recklessness in a boss fight, you say? Not so good sir or madam! You use Recklessness 65s cooldown with a 1.
We get back an immediate Recklessness after 5s but Force Cloak is on cooldown for 90s note this cooldown is NOT affected by alacrity. Whether we use Recklessness in 10s or in 35s we get to essentially the same result as far as overall usage.
Not bad. In exchange for this trade-off, we run the risk of losing one use of Recklessness in very long fights like Izax or Apex Vanguard though most really long fights have downtime that skews this analysis. Impact on Rotation:. Use Recklessness at the normal point in the opener, immediately reset its cooldown with Force Cloak, then watch for the Reckless Slaughter buff to fall off then use Recklessness again.
This should result in Force Cloak coming off cooldown around 10s or so before Recklessness comes off cooldown. When to Take:. This set bonus is the preferred choice for both DPS disciplines and is particularly strong for Deception due to its ability to use Recklessness more frequently via the Electric Ambush passive ability.
Take in all situations. When Ball Lightning deals damage, it causes its target to take elemental damage over 6 seconds. No change to rotation. Ball Lightning continues to have a very high priority behind only Voltaic Slash to keep Voltage stacks up and Discharge when at 3 stacks of Static Charges.
I recommend taking in all PVE encounters except those with exceptionally high sustained AoE damage requirements or if burst DPS is anticipated to be an issue. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1. Reaping Strike has a base cooldown of 18s before alacrity or 12 GCDs. With a 1. Ideally we would use the ability once every 12 GCDs, though due to the complicated ability priority list it is frequently delayed GCDs depending on what the rotation is doing at that time.
Discharge and Ball Lightning should be used on cooldown, Voltaic Slash should be used frequently to maintain buffs, Maul needs to be used periodically to maintain Force regeneration, and so on. The first part of the tactical is the most powerful and reliable element. That makes the opener that much stronger between uses of Discharge, a procced Assassinate and then this ability along with the regular ability usage.
In an average rotation, I would expect a skilled Deception player to use Voltaic Slash 2 - 5 times between uses of Reaping Strike. As noted above, this normally would not involve using Reaping Strike on cooldown anyway and if we contemplate a reduced cooldown it would be even lower.
A typical critical chance in 6. So we should get on average 4 ticks of damage and chances to critically hit, of which we should get 1 critical hit nearly all the time and 2 crits almost half the time. The downside to the CD reduction has several elements.
This should nearly always be Voltaic Slash and thus would be a DPS gain even before the critical chance buff. Thus we can count on using the ability more often but not as often as the CD reduction would suggest. Imperial Republic.
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