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sithterror

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Everything posted by sithterror

  1. Speaking of patch notes for 1.2....lowers Power shot and Tracer Missile by .5 seconds.
  2. I dont see this as a nerf. Sure it begins combat sooner and evens out the aoe range for all similar abilities....ok i can deal with it. Solution: I would like to be able to cast this upon myself. I havent been to PTS and I dont have lots of time to read every single forum, i did check the most likely, so if this info is/has changed great. I know i can cast pretty much on myself with my sorc and do not see why i cannot cast this 'Danger Close' when i have to get the AOE pretty much on or as close to me as possible. going from 2% to 1% per point is a small loss 3% crit. Considering PT-AP gets a 6% to all fire effects it doesnt seem fair in some points of view does it. Solution(s): Swap Integrated Systems and Hired Muscle. Then swap Hired Muscle with Systems Calibration. Then make Hired muscle a 2 point talent to increase all fire Crit chance by 3% per point. fix Integrated systems to be a 3 point talent and all is even. As far as other talents to 'glean' making pyro 'better': 1) Move Custom Enviro suit and Jet Escape with each other. this allows a 31 pyro to get this as part of his extra 10 talent points 2) Swap Afterburners with Muzzle Fluting 3) Degauss should be modified to remove and prevent movment impairing effects while Energy shield is active. 15 second shield gives 15 sec free of slows, roots and snares and since it has a 2 minute CD can be used sparingly to aid in kiting and escaping melee chains. 4) Fusion Missile should be an instant fire like PT Missile Blast 5) Concussion Missile should be instant cast Seems to me the advantage will be in Mercs favor for initial changes since the 2 animations are basically swapped with each other. people caught up in combat will probably use interupt on Fusion based on so much TM uses prior to 1.2. However, after a while it will be back to a status qou and TM will be being interrupted more over Fusion. Since the Dev's said they wanted more Arsenal AC to use powers other than TM and HSM so having to use Power shot and Unload more in the rotation for DPS. I see the issue with using Power Surge and Fusion M due to the activation time which allows you to maintain dps or make a surge due to cluster of players OR saving it for Concussion Missile. Seems there is a choice having to be made due to activation timers which i think makes in particular the Merc-Pyro less of a dps with the changes than an aresnal AC. Solution: --Make Fusion or Concussion Missile instant --Make Merc-Pyro Burnout modify with .5 second less activation for Fusion Missile. I see a few reasons for this and it impacts PT more than it did Merc. First, was obviously the Parakeet build which is now less usefull as a build post 1.2. secondly, high amounts of crit stacking allowed multiple procs to spam and with PT extra 60% armor ignore was great use of a bad implementation of talent placement. Simply moving Puncture with Hitman or Cylinder Ventilation would have been an easier application IMO but we are stuck with BW changes. Lastly, was explsoive fuel added into the previous 2. Explosive fuel is great as it is and allows the burst to be used when used....it was the combo of all 3 that allowed the perception of abuse and OP'ness to the PT over the Merc. So the changes to PPA for both AC's is/was needed and we have to adjust to the changes. You Mercs get Power surge PT gets Explosive Fuel. Solution: All ready made by BW It is seemingly unfair that you are forced to take Muzzle Fluting to make power shot instant where as the PT isnt forced to take any talent outside of Pyrotech to make any of his skills instant. you do have access to Stabilizers that gives 2 of your abilites push-resist where the PT doesnt. Your Mando warheads affects 2 abilities also where PT doesnt get a talent to affect 2 powers in his tray. Being impartial it seems you still have some upperhand there that evens some issues but still leaves the aforementioned ones to be commented on.
  3. @ Sneaky I did prolly mix 1 or 2 hybrid specs into my original post. it all gets so confused and fused up in meh brain sometimes. 1. While not true Pyro related yes, you are making the point and hybrid AP-Pyro is more of a wierd choice than FOTM or proven build. /conceed 2. i cant contend that the 3 sec stun isnt considered CC when it does apply itself wether you used determination or not. it stops you, gives me time, etc.. = CC in my book. i only brought up DFA and Immolate as Pseudo-CC 'cause i see players stop casting/channeling to move out the area. yes, i admitted it isnt True-CC. 3. You are right. those 2 come from heavy Tank or iron-fist builds. 4. iron-fist can pull it off but the pyro on pyro puts you more into the right. 5. I use a CGC and shield gen and some def armor and get 19% dodge chance, 23% shield chance and 27% absorb and do fine in PvP like this....as a PT-Pyro. Never meant it to come offas 25% chance to dodge out right. You do hit on a good point with Tech not being covered by chances to be sheilded, it slipped my mind, but still affects half of your skills! 6. uh uh ahhh. force lightning isnt a pyro skill and neither is ravage. we both get flamethrower....still. you called like 1 out of 9 melee abilities that use a channel cast buidl up. debateable due to points of view. 7. Think this arguement goes to show that even with your pushback you still get pushed back or interrupted where as a PT doesnt. Inaccurate hardly. Read up sure do when i get a chance. Am i as well versed as you proclaim to be maybe not....this is the internet and we all ahve ninja skills. People scream for nerfs becuase they dont fully understand....posts like these are meant to debate and challenge points of view with facts not asumptions due to time in game.....or unless you're a dev.
  4. I am not disagreeing on this point. it plays into the mechanics of the AC. Abilities all ready mentioned above make the ability to stay within said 10m is favored to PT! BW does love melee in this regard, not broad spectrum i.e. Sorcs Depending on the build yes most is true......except PT atm has 90% RS armor ignore...not sure about PTS havent been there yet. You overlooked another 3% tech crit and puts PT with 6% total Tech crit equalling Merc, so that gives the 6% to fire crit a bigger advantage especially in 10m range. PT has more CC and can interrupt most TM spam where as the PT doesnt have chances for interrupts!! Yes if you are comparing Merc-Arsenal too PT-Pyro. Can add in PT Extra damage on RS vs Merc's extra 9% Aim. Otherwise it is part of the AC tradeoff which still favors PT run'n'gun to Mercs having to setup then do something then move repeat process. Both have 50% slows due to gas procs, but kiting is easy when you have access to either Grapple and/or Jet charge. Plus, your TM spam needs 1.5 sec of not moving to fire all the while i am moving to or from you....grapple/charge to bring you (or me) back to 10m. Favor for PT (especially with stuns for 3 sec on Grapple/Charge) Again i have the same break free as you.....and Merc's only get 1. I get 2 stuns, 2 30 sec ways to close 30m gaps and an interrupt on a very very short CD. your blowback is just that blows, and your dart is just as long to use as mine (unless talent specc'd of course) How is that not survivability then?? I have access to the same pvp stims and player stim/heals as a Merc does, but i get to mitigate about 30% of your time damage 20-30% of the time in a fight without using energy barrier or relics. While that does not mean i take 25% less damage constantly, it is consistent enough to save me 1000's of HP vs you not being able too AT ALL.....seems like survivability to me! you heal for crap as heavy spec dps and does not out heal any of my dps attacks. you spec into heals you lsoe dps and i can still interrupt your craptastic heals and take less damage from the sub-par dps....SURVIVABILITY!! Favor to the PT! I am not trying to contest this as it makes the player want to be 1 AC or the other. However, if Merc was able to use the Shield genrator in place of a 'brand-X' generator....it would make up for some of the CC loss a Merc suffers with. Is that going agaisnt the Game design by doing this? Is this conversation really nothing more than who is right/wrong? Does this really mean we are helping others understand what AC to really play depending on their whim? Call me stubborn, but I still say PT > Merc with the right build and playstyle but even so on paper. I play PT and I APPROVE this message!
  5. **SPOILER** IMO I agree with both of your posts....i like the more in depth thought of Barabbas tho. I. Heal vs. Shield Seldom do i see hybrids that have taken enough heals to be a real off-healer and have enough talents to do any damage better than average. Face it, most of your dps comes from the tier 4-6 talents and is thus wasted on getting halfway heals. The shield comes in 2 flavors for me. Energy sheild and off hand shield generator. with energy rebounder we get to both take less damage and get a chance to use the shield rather quickly again. Yet, i get to use the off hand shield to get near 25% chance to shield an attack with 25% absoprtion that you Merc's dont. And my armor is enough to get 30% reduction further on top of it. Then i can use the Relics for shield chance and defense chance to allow me to use energy shield again after the 90sec CD goes round. Furhtermore, with my Bio-chem i can use heal stims better than most have available and also the Reflex stims to increase my stats above the normal player. In the end the opff hand use is what tips the shield vs heal to my favor....less damage means i dps longer with out using heat to heal!!! II. Ranged vs. Melee 1) Combat speed - having a combat speed is anti-kiting. 2) Crowd Control - Designers usualy give CCs 2 or 3 - 1 Melee over Ranged. 3) Snare/Root breakers - Designers usualy give breakers 2 or 3 - 1 Melee over Ranged. 4) Gap Closers - Burst run, force leap, grapple, ect. 90% melee have these and ranged do not. 5) Defense - Harder targets to absorb more damage when you cant return it yet. 6) Channeling - Melee retain instant cast abilities, while ranged are subject to channeling on certain abilities. 7) Pushback - Pushback suffered on channeled abilities (ranged), and interrupts; advantage goes to melee. 1) CC: Powertechs do get the nice movement speed boosts! Pneumatic boots and Hydraulic Overrides....off chance of getting a Warrior predation helps too. 2) Lets see: Powertech wins Grapple, Jet Charge, Electro-Dart, Quell vs Mercs Electro-Dart. **we know now that the devs made MErc to have no interrupts by design** Toss in, making you move to avoid damage thus ruining your channel/heal, flame thrower, Death from above and Immolate. While these arent true interrupts....i do see players stop and move thus being a pseudo intterupt. 3) Snare-Root: 2 sec roots from Grapple and Jet Charge = free 2 sec damage and possible waste of 'break-free' ability. 4) Gap Closers: Same Grapple and Jet Charge. with these having a 30 sec use from talents it is pretty handy. 5) Defense: My off hand gives me the 25% chance to mitigate 25% more damage than mercs can ever do.....plus we get a tlaent to increae armor by 16% which helps mitigate even more. 6) Channels: Death from Above and Flame Thrower are the only 2 and those are so situational...the rest of my Powertech abilities allows me to always be mobile without having to stop and let someone close the gap or get farther away from me. 7) Pushback: Only have to worry about Unload of D.F.A being pushed and generally DFA is to situational where you can get away the whole channel and Unload is gr8 for those trying to run from you since they cant attack to stop it and then grapple to bring you back in. Plus in 1.2 the Talent Hired Muscle is getting reduced so you Merc's lose out on Crit chance while none of the PT talents are being reduced (for example Burn Enhancer). In the end Power tech gets much nicer CC and gap closers to keep range from being ranged and the ability to use a shield generator gives us a big edge over damage taken vs you Merc's. Also, we get better lower tier talents to enhance all of our fire effects, CC and Defenses where you Merc's get Diddily and Squat!
  6. make leaps and pulls with ball useless. makes it drop and reset. Like the announcer says every single match, run the ball, throw the ball. cheating is not leaping and pulling, cheating is shooting in the back and double/triple teaming others. my thoughts anywyas.
  7. the BS known as Huttball would not be so fricking bad if they made 2 changes. BH and Warriors (+counterparts) could not leap with the damn ball, BH and Sith Inq cannot pull the ball. stealth lose the ball when they use the class mechanic (for obvious reason), well the same should happen for all the leaps and pulls. you grab the ball, you throw the ball. not stack premade teams with warriors and sorcs and abuse class mechanics to insta win.....f*** that!!!! simply make those leaps and pulls drop the ball and the game would be so much more fun....OMG.....throwing the ball would be the only way to win, but its to hard
  8. Wow Warhammer.......... Havent played that game in almost 2+ years now, but still have memories good and bad. Reading through the pages i do see some similarities and reading players reactions and thoughts hope BW is going to be moar proactive than Mythic was/did. The bad: --It has all ready been covered by previous posts......classes not properly mirrored or mechanic imbalances. --Why is it always 2 factions?? Never played DOAC but for a month then RL got me, but man when I played SWG (Pre-CU, CU and NGE) we always wanted a 3rd faction. Black Sun style mercenaries to keep things hot and interesting. DOAC did that but that was what was missing in Warhammer and this game TBH. --2 factions always lead to faction imbalance. Dark crag was my destruction and forget my good guy server but my faction was always the underdog...2 or 3 to 1 odds. good that i didnt have to look far for a pvp fight, bad that wee usually got rolled in a long siege. look at server pops now. transfers, forced merges.....gona happen soon I think one way or the other. --gear set imbalances. 2 fold IMO on this. Always got screwed on the drops from forts and keeps, but made out good in Lost Vale and such. Token system was good that i could finally CONTROL my gear advancement but it was a pain collecting them sometimes due to pop imbalance. --only allowing 100 then 150 then 200 per side go into a Fort defense/assualt on first come first serve basis. --City seiges sucked period. more fun was had in fort and keep attacks/defense thatn the city --Spawn camping pvp matches = lamesauce & players that couldnt die no matter if 2, 3, 4 players were beating on him. The Good: --Ya know, i liked the part of the open world system. i loved being part of a WB (Warband) and we would deploy 3 of them. 2 would assault the keeps in one of the 3 realms while the 3rd would try and sneak the claim to a lesser defended realm. flip the keeps and the assualt the main fort. Those fort and keep fights were so fun even if you lost we were in vent laughing or calling hacks, but it was still fun. Then there was the buff reward for capturing land...sure it was more for a PvE perspective but at least denying the other side something made you feel good about doing something. I dont see anything liek that here in this game yet. --having a huge zone to ride around in big bands purposely looking for the enemy, big fight small fight or a call for a duel one on one (popcorn event). nothing liek that in this game yet. Hell, even SWG had Restuss and pvp bases on Talus, Rori, Corellia and Theed Palace to fight over control. got buffs, got consumable buffs the longer you held it from the enemy you got better consumable buffs and 1-use trinkets. The fact you had so many to take or lose amde it fun to try and stop the other side. plus, those bases had puzzles that required all the lcasses to do a part in flipping the base to own it made it more fun becuase you were ne3eded, you play3d a function other than a meatbag, bullet bump! Dotn see anything like that here in this game. --Guild alliances. that was so cool to have 3 guilds all linked by chat and then made it so easy to band togehter and coordiante attacks simultaneously. Even having the chat and alliance guilds to form pvp teams. Dotn see any of that here. --Tokens vs RNG for gear. Finally, getting tokens to allow me to CHOOSE what gear i need was such a better option over Warhammers RNG drops.....well SWTOR too for that matter. dont see any of that in this game except for pvp gear, which is so easy to come by it doesnt make so much a difference. at least till 1.2 drops. --siege equipment to operate and aid taking down forts/keeps or taking out the enemies seige engines. dont see any of that here. Guess this game has some way to go still, despite its 4 moths old and growing. i have hope, i have wants.....i just have to have paitience and trust BW will make right/better decisions for the future of my gameplay sake!
  9. hmmm, Recklessness + Dark Infusion = 5.2k crit for me oh DPS, right, right. lets see this comparison to others: **All Averages** Force Lightning (all 3 ticks) = 2k+ Lightning Strike = 2.3k Chain Lightning = 2.2k Death Field = 2.6k Crushing Darkness (W/Deathmark) = 2k+ Shock = 1.6k Affliction = to hard to count numbers Not bragging but this does support no 'bursty' dps and very good sustained during and after movement and is reliable on procs for wrath and L-Barrage. How does the you others fare in similar...of course best-guestimates since combat logs arent out yet?
  10. just goes show how much fail expertise is. if you can pvp 10-49 without it and do fine why even include it all at 50? example if you have 2 50's with 15% expertise the they cancel each other out as if they had none. So expertise only benefits those who had time to get the gear and be on top faster and brings about the near-same frustration before 50's were removed to their own bracket. I see it 2 ways 1) remove it all together, the stat increase of the gear is enough to warrant the grind to get it 2) make the expertise come in 3 'flavors'. A) DPS expertise= Extra damage against player B) Defense expertise= extra defense to players attacks C) Heal expertise= gives extra heal bonus to all heals. for those that dont like #1, #2 allows you to choose the set you want and affords choice. A new vendor is on hand to grant enhancement mods, aka commendation vendor, and will give players the ability to choose a replacement enhancement should they want one.
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