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Zunayson

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Everything posted by Zunayson

  1. There is no debuff. It is a ground targeted AoE with ticks, no different than orbital strike or death from above. Except DPS operatives can't actually place the aoe.
  2. The warzone dummy on my ship, when standing in toxic haze, did NOT cause any yellow damage to be applied during corrosive assault. Noxious knives deals poison damage, because it is poisonous. Volatile substance procs off of (thematic) poison effects, not "damage over time effects." It is curious that toxic haze would not interrupt caps (I have not yet tested it first hand).
  3. You could try deleting your mercenary and playing a different class instead.
  4. A better dotspread would serve no purpose? If lethality isn't a dot spec but merely a "Debuffed-based-damage-spec," surely having a way to spread those debuffs to multiple targets will ease target switching and be a real asset. I think OP's solution could be pretty nice, actually. the Area of effect would be pretty massive, because I think toxic haze would be the only dotspread mechanic with an 8m radius. This solves the the problem of cone aoe spread without the 30m range dotspread tied to corrosive grenade, which I've heard the devs do not want for lethality.
  5. When pvp is so disliked that everyone starts whining about chat pvp feelsbadman
  6. I didn't say it was bad because it was casual. Those three aspects of BF you listed are all that matter to me. And plus the beta impressed me, it had few bugs and was an engineering marvel imo.
  7. New one? New what? Battlefront? BF is ultra-casual. I think the days of having a nice shooter game on the UE with dashing/dodging are over.
  8. multiplayer on that game was my childhood
  9. Take a closer look at Deepcrow's screenshot - I know looking at the quickbars is almost as hard as AP itself.
  10. AP is a difficult spec. http://i935.photobucket.com/albums/ad197/gizi37/Screenshot_2015-11-01_22_28_04_596260.jpg Play extra close attention to how hard it is.
  11. you both missed the important part. In fact, the only part that has any statistical variance: set bonus(es) when the rumors for Mastery were floating around pre 4.0, I was ecstatic that I could send all my pvp gear around on adaptive legacy gear, and just use outfits and appearance tabs to keep off the ugly. It's a good idea, except you'll only get one set bonus
  12. as bad as pyro is atm, the adren rush buff made pyro soooo much better. It's tied me over for awhile. As to answer your question - DPS that's better than the current flame thrower. But yes you make a great point overall: Flame thrower is a ****** move, and it should be removed from the spec, and its damage should be refactored and rolled into all our other moves. It's a statistically better outcome that will make this spec stronger.
  13. FIrst problem right there.
  14. Both moves are equally as applicable lorewise to each spec. Shieldtech really is a burn them down tank. I don't know what that guy meant when he said a stronger flame thrower would result in a problem of "damage distribution." Does he mean the AOE would be too good? It's the least pyrotech could get. Right now I barely feel like using flame thrower. Considering the mobility meta atm, I'd recommend FT to deal twice as much damage. It may break things in pve, idk anything about that department.
  15. Zunayson

    PT Pyro

    new Pyro 3.0's only defensive ability was usuable every 2 minutes - fast (very fast) health regeneration up to 40% health, and 30% damage reduction - lasts 8 seconds. new Pyro 4.0 - the cooldown is technically 3 minutes on that ability now. HOWEVER, taking damage will reduce the cooldown by 6 seconds. This can occur, at most, once every second. If you do the math, this works out to 30 second CD if you always take damage each second.
  16. Zunayson

    PT Pyro

    If AP is a glass cannon, Pyro is like, a noodle made of cards. And AP is not a glass cannon in the first place, it's the only class I know of who is pretty much damned invincible for at least 8 seconds with all three of their major defensive CD's up. While 1 has a low uptime with a 3 min CD, the other two have potential 45 SECOND cooldowns. AP gets an average of 55% DR potentially around 40-50 second frequencies (EShield's uptime varies upon damage taken/heals received), plus that adrenaline rush which is relatively minor. That some of this mitigation is resist chance really means that some of that 55% mitigation is avoidance, meaning AP can avoid certain harmful effects like stuns. On the other hand, Pyro got 30% DR every 2 minutes, which does not at all include avoiding harmful effects, and (a minor con) is limited to only being usable while the player is below 40% health, making it even more of a reactive - and not a proactive - cooldown. It seems in 4.0 pyro has recieved the old railshot spammer's adren rush, making its uptime potentially 30 seconds. If this is the case, pyro's average defensive capabilities have skyrocketed to be almost on par with AP. I haven't even mentioned AP's three major passive, always-in-effect forms of defense of: 30% stun DR, 30% AoE DR, and the ability to GLOBAL people; globalled people cannot kill you.
  17. Scorch is pretty *********** awesome. It actually deals really good DPS compared to most dots I know of (I don't play inquisitor dot specs). I'm accustomed to lethality, whose dots are pitiful to say the least. The spread is pretty gimmicky, but if you constantly murder people, and people are stacked, it's pretty easy free damage. PFT is like a 90% snare unless that was changed recently in 4.0? The problem isn't the snare, it's the damage; for whatever reason, the TANK SPEC'S cleave does more damage than a fully buffed DPS flame thrower? I guess BW sort of liked the AP/tank hybrid that dominated arena meta in 2.4, and so gave tankspec a ridiculous replacement for flamethrower. I still miss instagibbing groups with cleave, it really wasn't overpowered considering how difficult AoE is to pull off in mobility-dominated metas. 4.0 only increased mobility and teleporting to nauseous amounts.
  18. Referring to DPS powertech specs pre-3.0 is quite ambiguous. Suffice to say, we had two specs: burst railshot reset spec, and direct sustained cleave spec. The former had a really awesome adrenaline rush, and that deguass defense chance, and great burst. The great burst was removed in like 2.4. The latter had a great energy shield, and 30% stun DR and aoe reduction, because yes, being still up in front of the enemy, and being a MELEE CASTER makes one more likely to be stunned and AoE'd. Then of course in 3.0, they put every good defensive talent into a MORE BURSTIER spec, and made a super sustained spec with almost no defense. The only defensive talent that this sustained, new pyrotech spec was hugely nerfed: A talent that WAS a possible 36 sec CD on adrenaline rush was nerfed to a 2 min CD on adrenaline rush. It is only now in 4.0 that pyrotech properly gets its newly buffed potential 30 sec CD on adrenaline rush. Perhaps pyro can be decent, now.
  19. 46? That's when you get (well, got) neural surge/carbonize... When do you now get neural surge/carbonize??
  20. I hear that all old endurance stims became Mastery stims. But, there are new endurance stims you can craft. Just that nobody has their stocks anymore.
  21. Yes, iirc grapple used to be level 22. I remember i was so proud of that ability when the game launched. Since shoulder cannon was moved from 51 to 61 so that PTs without early access can be properly at a disadvantage like everyone else, it only makes sense that grapple was bumped up.
  22. lethality operative can heal up, don't pretend like they can't. The vanish is sometimes maybe kind of comparable to bubble. Running away is pretty ok if you do it right. But concealment can run away much better. Lethality just suffers from too many GCDs and having to do stuff. If the dots did more damage and there was less set up, then lethality would have killing power.
  23. huttball is really the best Mobile, dynamic objective no guarding no boring casting to cap an objective and cheesy aoe stalling crap no long term-defense/offense mentality (we already lost, there's nothing we can do :c) it's original and not just boring three point dom or something the traps make utility, control, and mobility just as important as straight up deeps. that's better balance imo it's the only warzone where active participation by the winning team can make it over quicker all the time. No 3 capping and 'waiting.' When you think about it, huttball is very unique. This is fact. The only thing anyone can dispute: is huttball's uniqueness GOOD or BAD? Well, bad I guess, if you like casting stationary nodes, guarding them, and then waiting to win or lose, all while the game being decided by pure damage/healing/protection numbers. But I mean
  24. Yeah, I haven't tested if right click performs the "Default attack," inherently bound to whatever we know as that ability that can be spammed. oorrr if it just activated the first slot of the first quickbar
  25. I think he meant, you don't have to waste time tabbing and reacting to make sure that your target is one of the cappers, and not just an enemy in the vicinity. Right clicking has saved a cap many a time.
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