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EthicsGradient

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Everything posted by EthicsGradient

  1. Unless you're fighting without a companion that ain't an accurate test. The armor debuff will increase even a tank comp's damage considerably. Aside from that 1-2min isn't long enough to take into account shorter cooldowns on heat-management abilities pyro gets, esp. as you're complaining about heat management.
  2. I think you're overestimating CSC up-time. To have it every 38s you would need to use a LOT of hammer shots and your dps will suffer a *lot*. I don't see this working anywhere near as well as AP gunnery, mainly due to ammo concerns over long fights. Even assault builds using CSC over plasma aren't entirely convincing, and they only require a burn on the target for extra ammo regen rather than plasma cell proc specifically.
  3. I got it without any particular trouble. I think second purple result from the Redoubt. Just keep plugging away at it.
  4. Yeah the Columi ones sell well, but they aren't often the best. The 49 RE ones with the correct mix of secondary stats are best - e.g. for Commando dps power/crit/surge, for Vanguard tank double-defense and shield rating (Veracity) slotted with absorb augment.
  5. Actually crits of the 49 purple implants/earpieces are BiS for quite a few ACs/specs. The Veracity implants for tanks for example. Most people don't realise that though, which is reflected in their sell price. Still, you can make 1-200k easily from them without needing materials dropped in Ops.
  6. As the above poster said, ingame stat tooltips. Skepticsism is fine as long as you can pay attention and think. Otherwise it's just laziness.
  7. I had no problems using M1-4X levelling as gunnery, so with a few points in CM it should be pretty hefty.
  8. Skill bonuses to crit chance and crit amount (surge) etc. work outside the diminishing returns mechanism that gear ratings have.
  9. Talented it's by far the best dps/ammo we can get, and hits for p. nice damage with curtain of fire procs.
  10. Heal side of the spec ain't bad, but "Full DD"? With that complete lack of extra ammo regen skills? lol, good luck with that. You may think you're not losing much damage vs full gunnery but you're incorrect.
  11. I was thinking that assault plus supercharge cells could be interesting. Can't figure out yet if the loss of plasma procs and need for incendiary dot are worth the ammo-regen burst phase you get from scc. Pve obviously.
  12. No, it's from "special procedure" back near the start of the MUD age.
  13. You can sustain burst better if you pop supercharge and alternate AMP/MP along with a buffed kolto at beginning and end.
  14. True, but equally pvp is not all about kills. The plasma proc snare is very handy on huttball and the 18s incendiary dot is great defending in the other two WZs. I do prefer gunnery so far however.
  15. Full Auto and Charged Bolts both have cast times. That's the difference.
  16. Well if there's a fight where your snare really is essential just use burn gas. It usually isn't that important in PVE though.
  17. Ehhh well you *could*, and use incendiary to keep the burn on. I wouldn't in pvp for sure, you'd miss the snare too much. In PVE I'd use support and supercharge rather than the armor pen if I wasn't using the flame proc gas.
  18. Has anyone considered running a pyro PVE build using Supercharged Gas/Cells? It would look something like this: http://www.torhead.com/skill-calc#300McoZMczZbIMrzGhRc.1 Commando version: http://www.torhead.com/skill-calc#800McoZMczZbIMrzGhRc.1 (depending on how much gear accuracy you already have - tier sets have lots) Basically you'd rely on incendiary missile/round for 18 seconds of burn at a time as you wouldn't be using combustible gas/plasma cell. Clearly supercharged power shot/charged bolts with rail shot/HIB thrown in will be excellent burst dmg and ammo regen against a burning target. You can set it up before each fight too. The main question is how much dmg you lose from the burn proc and weaving incendiary instead vs the burst/ammo regen and 3% dmg buff prior to using the supercharge. I think it may be worth it but haven't tested it yet. As has been said before alacrity is slightly less crap for pyro than arsenal - still not worth stacking much on gear or skills but you don't need to avoid it to the same degree. I have a feeling it'll still do lower dmg than Arsenal/Gunnery in straight stand-and-spank fights but pyro does give better mobility for fights that require it as you're proccing an instant from your 1.5s cast spam rather than proccing a 3s cast.
  19. Their shield counts as healing done but isn't reduced by trauma debuff. That with their aoe = GG.
  20. Yikes, drop 1/2 Weapon Calibrations. 2% alacrity will hurt far more than it helps, particularly in PvE.
  21. Clearly Commandos strongest point is being able to spend 70 points on their skill trees
  22. Sure that's grand, as long as SCC is available exactly when you need it rather than having been used to try and keep the -10% damage buff up on tank. As a percentage of their resource, sure. After bursting through heat/energy however the other healers take much longer to be able to start healing again. Derp.
  23. One issue that bugs me a little is that it's so much easier for sorc/sage to top healing done meters in warzones due to the shield. Shield absorb counts as healing done, but isn't reduced by pvp trauma debuff like all other heals are.
  24. When bursting your resources still last much longer and regenerate far more quickly than ops/mercs. And you clearly have no idea how playing sorc/sage compares with the other healers.
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