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InfiniteShift

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Everything posted by InfiniteShift

  1. Any chance you can add this relic in and see how it compares to the others? http://www.torhead.com/item/82UJQ3J/experimental-shield-overcharger Gives 140 armor and 395 absorb rating for 6 seconds after shielding an attack, only occurs once every 20 seconds.
  2. The crafting professions to create your BiS belt and bracers do not require synthweaving/armormech to use. After you craft them I don't see a point in keeping those professions so why not go biochem afterwards...? Granted, yes, the stims/adrenals are no longer exotech equivalent or greater, but it does save you from having to use a consumable Exotech stim/adrenal when say... questing, soloing... or farming a non-progression raid boss. I understand your point, but that doesn't mean you have to automatically disown biochem.
  3. I've seen this happen to my group before, powertech tank, marauder, sorc dps, and ops healer. We just ended up killing all the spawns as they file in one by one. lol.. First time I've ever seen this happen, then again that was about 3 weeks ago so things might have changed.
  4. Thanks a bunch for your time and effort put into this spreadsheet. Keep up the good work. =) Much love, Fellow Powertech Tank. Side note: Any chance you can upload a .xls of the latest version? =)
  5. http://www.torhead.com/skill-calc#3010MZMsMZfhMrzGhrs.1 I would prefer this spec for a few reasons. Thermal Detonator is too good to pass up. The delayed time on it allows you to line up ridiculous burst in PvP. It is especially good at startling / killing /bursting healers and keeping them on their toes. With enough gear, lining up a Thermal Det explosion with Rail Shot can deal damage upwards to 9-10k. The burst can keep healers on their toes, giving them "oh ****" moment to make or break a fight, especially if you run against premades with pocket healers. Burnout. This is actually surprisingly effective due to the Bursting Flame talent (applies Combustible Gas Cylinder when you use Flame Burst), and the Firebug talent. I'm not sure if you guys have noticed but Combustible Gas Cylinder does damage on it's application, as well as it's damage over time. So when you Flame Burst, you should see two damage numbers appear. One for the Flame Burst portion, and the other for Combustible Gas Cylinder portion. When your enemy is below 30%, you can get spammable 3k (2k from the Flame Burst, 1k from the dot on application) crits from Flame Burst, giving us an excellent way to hopefully execute low HP enemies before they get healed when Rail Shot is on cooldown. Automated Defenses. This talent is a bit of a toss up. I've noticed that Pyrotech has a bit of random heat issues, not to mention the 25 heat cost on Incendiary Missile doesn't exactly help the issue. The spec does not have effective ways of venting heat aside from the 1:30 cooldown on Vent Heat. Assuming you have enough crit chance, Automated Defenses would give you a free spell roughly every 24 seconds and this should help you manage the heat a little better. The reduced cooldown on Kolto Overload isn't too bad either. Puncture. Rail Shot is one of our strongest spells, and is mandatory in our rotation not to mention our burst combo. 60% armor penetration sounds amazing for Rail Shot. I haven't done enough testing to see if it stacks with Superheated Rail, but I'm assuming it does otherwise it won't make much sense as a tier 1 talent. Prototype Burn Enhancers. Increasing crit chance makes the Firebug talent more effective. Not to mention, crit also makes Automated Defenses more affective, which in turn makes you more heat efficient (to a point). 6% crit chance for only two talent points seems worth it. However, it only applies to your fire effects, which are Incendiary Missile, Flame Burst, and Combustible Gas Cylinder (and Flame Sweep and Flamethrower too, but who uses those in pvp). Prototype Cylinders. 3% crit for 1 talent point? Yes please. See Prototype Burn Enhancers for reasoning. This is 3% crit for all spells too not just fire effects. This talent in combination with Burnout totals up to 6% crit for all spells, and 12% crit for all fire spells. Not too shabby. The remaining 4 talents I wasn't entirely sure where to place them. And it would really depend on your situation. Hot Iron for 6% increase in your spam spell and Rail Loaders for 6% increase damage for Rail Shot were what I went with. But these 4 talent points can really depend. When I pvp, I usually run with a tank that can Guard me, so I don't really have a desire to get Energy Rebounder. If I were to carry the Huttball more often I'd probably think about picking up Energy Rebounder. I could also drop two points and pick up Advanced Tools so I can have more utility with Grapple. But I don't deem this to be necessary for me. Please keep in mind that any numbers I stated was me in a mix of Columi and Rakata gear. I don't use any PvP gear in this spec currently. Most of the pvp gear I own is for Shieldtech when I do some ball carrying. hehe. I hope this helps.
  6. . Yes, soaking over 100k damage for your healer + being able to fend off a point with only 2 people against 6-8 people while your team arrives as back up. No contribution at all. Tanks are amazing in PvP.. though you don't want too many or you have no damage on your team.
  7. My friends and I have worked around this problem numerous times by creating level one alts. If one of us has the reset bug. We identify who has the bug. Whoever has the reset bug would leave party, while one of us would log on to our level one alt. The person with the reset bug would invite the level one alt to a party. Pass group leader to the level one alt. The person with the reset bug would leave group. Confirm 'Reset All Active Flashpoints' option in the right-click character portrait menu is gone. Invite person back to group. Dominate flashpoint. Receive loot. This ensures that: If the bug is contagious, you don't need to worry if you pass it to a level one alt, unless you plan to level it. You don't have to worry if the level one alt has an active flashpoint or not. Level one alts do not have the required level for all flashpoints so passing them lead 'should' remove the bug entirely until you catch it again.
  8. He kept bugging out for us today. He would immune at 4% health and run around killing everyone. A week ago he was working fine for us. FIX IT BIOWARE. I want my Columni Boots. =( Also side note: You don't need 20k health to kill this boss. I had 16k.5 hp when I was a young lil 50 and first kill this guy.
  9. Actually, we haven't been hitting the enrage timer. Our sorc can dps Jorland while staying out of range of his grenades, the powertech tank (myself) places guard on our melee dps to help him mitigate some of the grenade damage. Tank damage on this fight is a terrible joke after Massey dies so a majority of the healing is focused on the Marauder. Perhaps you just had a bugged encounter? Everything was working for us.
  10. I have successfully completed every single Hardmode Flashpoint with a group of friends that I always run with. A few bosses gave us issues such as no loot. Black Talon: Solid, no issues. Boarding Party: Without a proper strategy, the last boss can be particularly difficult. The first time we killed him the boss gave us no loot. However since then, we have always received loot from this boss. The Foundry: HK-47 occasionally bugged out for us, sometimes he would spawn extra adds, sometimes the reactor things would be clicked but nothing would happen. Sometimes he'd teleport into the middle and still be attacking us but we could not attack him. This only happened every once and awhile but it happened often enough to be annoying. I think Revan from Foundry is ridiculously overtuned. His force lightning hits way too hard to be normal. We weren't able to kill him until we got more geared. Even then, it's a pretty close fight, our tank would barely survive the first Force Lightning, even with his Energy Shield up. The second Force Lightning our tank would die and our Marauder would survive due to his 99% damage reduction cooldown. And after that it was a tight race to kill him before his next Force Lightning. It wasn't until recently where we had enough dps to kill him before his second Force Lightning. So my thoughts are this fight is overtuned, not bugged. Directive 7: Everything seems to be fine with this instance. Easy and fun. Love the Mentor fight. Battle of Ilum: Our first time in here all the bosses dropped no loot. The second boss's add spawns hit ridiculously hard. Other than that this instance seems to be fine. The loot bug is the most annoying. False Emperor: Not very difficult at all. First boss is kind of annoying, sometimes it bugs out and his ship won't reset when you hit it with the turret. HK-47 is fun fun, though we discovered if you ignore the turrets during the fight they won't despawn at the end and if you leave the shield up you can't kill them... Malgus is pathetically easy. He is not worthy of such a simple fight.
  11. What are you considering "exploiting"? My usual group beats him quite easily, one-shot him all the time these days. We run Powertech Tank, Marauder dps, Sorcerer dps, and Sorcerer healer. We have our ranged dps and healer near the back of the room kind of were you would turn in the quest after you defeat the boss but they stay 30+ meters away from the main boss (Jorland). Our tank stands in between Jorland and the healer so the healer can heal while out of range of the Jorland. We have our dps kill Massey first since it will help significantly reduce the damage the group is taking, and then we turn and focus the Medic. Then burn Jorland. When the tank and marauder are position they try to stand between Jorland and the healer while spreading out a bit so when the Marauder gets hit by Jorland's grenade it doesn't splash onto the tank.
  12. Pop dps cooldowns after lightning storm when he reaches about 40% and interrupt lightning as soon as possible. I did it just fine on my powertech tank, pretty scary when you sudden drop down to 20% or so after each lightning but the boss isn't really difficult at all. Overtuned maybe but not difficult. Been farming him for a few days now, so it's definitely not impossible either.
  13. Quoted for truth. I had no issues with any class quest as a Powertech tank. None what so ever. Maybeh you're doing something wrong. -.- But.. this is also an MMO, so ask people for help? Jeez.
  14. If there is DR in this game, I'd have to agree with this, however I'd say you can go a bit more above 150 absorb, say, 200-300, maybe more. Since our base defense is absolute garbage, it'll take longer for defense to be a more worthwhile stat, seeing as most %-based stats gain more value as to get more of it. I'd say it would be worth while to maximize our absorb over defense and get the most out of it before DR begins to punish us for it. If there is no DR, I would think going all out on Shield > Absorb > Defense would be best. On another note, I've been able to hold on to aggro fairly well while keeping my accuracy stat to a minimum while trying to maximize my Shield/Absorb stats.
  15. Power increases Weapon Damage, Tech Power, and Force Power. Pretty much an overall increase of damage (or healing)
  16. http://www.torhead.com/skill-calc#301G0rrboroMZZbIbrzh.1 I'm thinking this spec, since Shield tech dps primarily revolves around shielding to reset cd on Rocket Punch. This should allow you to Rail Shot for more damage since you're Rocket Punching more often due to the Flame Shield talent. This should give you a bit more dps while still being relatively tanky. Of course you can shift a couple talents around if you pvp more.
  17. He does on hardmode, but you can still kill him.
  18. Never realized this guy was a boss until he dropped loot... he's super face roll. Just cross the yellow line at the start and have the tank stand at one generator and the other 3 stand at the second generate, interrupt smash and you win! The tank can't interrupt it as he's stunned during the cast.
  19. Masey > Medic > Commander. We have our ranged dps and healer stand 30+ meters away from the Commander while in range to dps the medic, our tank focuses the medic and interrupts him while occasionally using some aoe ability to make sure he has aggro on the commander. Masey is focused down first and ignored by the tank, then dps switch to the Medic once Masey is dead. If you're 30+ meters away from the Commander he doesn't grenade you, and he doesn't grenade the tank either. First time we killed him the Commander enraged and we laughed at his pitiful damage.
  20. They aren't overtuned... I've successfully completed every hardmode flashpoint. The only fights I would say are overtuned, are Revan and one of the minibosses from Battle of Ilum. Even then, Revan is still killable, and the miniboss is skip-able. Just got to be smart about the rest. To the OP: You just gotta try and find a few people to do Hardmodes with regularly. There are 3 people in my guild that I regularly run with and we stomp through a few hardmode flashpoints every night.
  21. You are able to respec in this game, you need to visit a "Skill Mentor" vendor. Also, I'm not entirely sure if your group realised this or not, if you drag the dogs away from the boss, especially when the boss has a red circle around him, the dogs deal significantly less damage and you can ignore them, so long as they are away from the boss.
  22. Firstly, having a lightsaber and the ability to use the force does not make one invincible. So don't expect to be able to conquer massive horde of enemies. That aside, I do agree that some of the combat does not feel heroic. However, as the trolls have hinted earlier, a majority of the early game, I'd say probably between 1-35 or so, depending on how fast you progress through your class story, doesn't exactly feel heroic at all. As you progress beyond that, the difficulty begins to ramp up significantly, having fairly strong reliance on your companion, although this may differ depending on your advanced class. The class story quests later on, at least for the bounty hunter class, makes your character feel significant and important, to some degree, and at least makes your character seem 'heroic'. At max level however some of the fights begin to challenge you. Having successfully completed every hardmode flashpoint, except False Emperor, the difficulty or at least some of the animations/sizes/etc of some bosses do give you great satisfaction when you destroy them the first time. One fight in particular, Mentor from Directive 7 gave off a great sense of satisfaction when I killed him the first time. The amount of chaos that goes on throughout the fight made the fight fairly engaging and heroic for me. There are some fights where you take on massive enemies, others where you take on an elite squad of veterans. There is the occasional "bunch of scrubby PC weaklings against a single godlike NPC" fight however. Long story short, I feel that the solo content isn't particularly amazing and don't feel heroic at all, aside from the story, however some of the flashpoints and operations are pretty fun and heroic, while some others are mediocre at best. There is little in terms of taking on a swarm of enemies, aside from some flashpoints with obscene amounts of trash. Mind you I have only done Empire side content, and nothing beyond level 28 on Republic side. I believe that's only the Taral V and Directive 7 and Esseles and Blacktalon flashpoints that differ for the two factions.
  23. We just killed him. We ignored Force Storm and kept dpsing, afterwards we had our Powertech Tank use his Energy Shield cooldown to live through a tick or two of the force lightning and we interrupted it right away. Just kind of burned him down at that point, once the second force lightning came the tank died and we killed it with just the healer and a dps alive.
  24. This fight is a ridiculous joke once you figure out how to avoid the blast. We three-manned this with a dead companion as a Powertech Tank, Sorc healer and Marauder dps. We had the tank stand by one of the power generator things, and the other two (or 3 if we had 4 people) stand by the other power generator and literally just sat there and dps. The marauder would interrupt the Smash. There was basically NO damage from Bulwark Burst. Of course you'd occasionally have to kill the repair droids and click the power generator again. Oh, yea I forgot to mention, I (the powertech tank) did some testing during our kill. When he's casting Bulwark Blast and you run across the middle of the room (dictated by the yellow line underneath him) you, and I think everyone around you, will get hit by the explosion or whatever it is. Our sorc did this too near the end and everyone took about half their health in damage. The guy is as easy as H Rag pre-nerf. xD
  25. I'd say probably 2 tanks, 3 heals, 11 dps. and work around that. Some fights may need more or less tanks/heals. But I'm not entirely sure as I have no done EV yet.
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