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maddjackyl

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  1. I hadn't noticed the less crit, but haven't played strictly pyro tree in awhile. I'll see if the same problem replicates for me. Besides the issue with criticals on RS was the play in that config working well? Any suggestions on what could be improved? I did not really like many of the mandatory point skill that I had to take to get to the next tier. In a PvP configuration I'd probably have taken Pinning Fire for the reduced movement speed vice something like Torque Boosters. Thanks for trying it out! -Madd
  2. Greetings all. I've done some research and tried searching around for anyone actually playing with a setup similar. I hadn't found anything but I've been finding this effective. Please let me know what you think, as I haven't done any DPS parsing so I don't know the viability. http://www.torhead.com/skill-calc#300MZrffRrzokcZfI0bko.3 (some skills feel wasted as they are required to get to the needed skills Prototype Particle Accelerator and Barrage) Opening Salvo: IM , TM, TM, Unload (barrage proc or not), Rail shot <only if proc'd > PS if not, repeat PS to proc Rail Shot. So the build works this way. I start with the IM to get the target burning so after I have my 4 stacks heat signature on my target I can trigger an Unload. I have the class spec'd so that I have a chance to also have the Unload start or continue a burning effect due to superheated gas. The Tracers have the chance to proc a Unload with Barrage and I'm spec'd in the way that any Rail that hits a burning target will reduce current heat by 8 to help with heat management. Once I have two TM's fire off with tracer lock putting 4 heat signatures onto the target I will shoot a RS if it has proc'd. In the case that it hasn't I'll pump PS until I get an RS to proc. Sometimes this can be bad for heat so I might sprinkle some Rapid shots into the mix. I've also been unlucky at times and had a full six seconds pass on the Unload and it proc's again. More often than not the first Unload procs a RS and I can immediately reduce heat and start tagging my target with TM again. During 8 and 16 man ops I have found that heat is never a problem because often times there is a pyro merc or a pyrotech in our ops group. Since they are applying a burn effect for elemental DOT's I completely ignore having to reapply Incendaries since the burn effect is constant. The only other issue I've encountered in the ops is that when I forget to drop a Rapid every now and then I'll build my heat too much. Even at max heat I'll avoid using my vent heat because I'll end up having an Unload come out of cooldown (usually causing a burn effect because of superheated gas) and proc a new RS for me venting 8 heat. This only lasts for 1 or 2 cycles until I will have to vent. For reference I've been playing since beta but when I got to level for raiding after release I had to take a hiatius due to work and school. That means I don't have any of the original raiding gear and have never had a set bonus apply for my heat managment. Unload chance to ignore 30% of targets armor <Advanced Targeting> 75% chance to finish cooldown of Rail Shot and make it free <Prototype Particle Accelerator> critical damage increased by 30% <Target Tracking> increased damage by 33% <Riddle> chance to increase damage by 25% <Barrage> Power Shot 45% chance to finish cooldown of Rail Shot and make it free <Prototype Particle Accelerator> 45% chance to finish cooldown of Unload <Barrage> 6% damage increase <Mandalorian Iron Warheads> Rail Shot ignores 30% of the targets armor <Superheated Rail> chance to ignore 30% of targets armor <Advanced Targeting> vent 8 heat if target is burning damage increase by 6% (nearly always 4 stacks, 24% increase) <Tracer Lock> Tracer Missile applies 2 stacks <Tracer Lock> 6% damage increase <Mandalorian Iron Warheads> 45% chance to finish cooldown of Unload <Barrage> Thanks everyone in advance for looking and if you have any suggestions or have tried this already please let me know. -Maddjackyl
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