Jump to content

Sybaris

Members
  • Posts

    115
  • Joined

Everything posted by Sybaris

  1. Word. Always cleanse the instant you have a dot applied to you. If you're dotted, something bigger will always come immediately after that will wreck you. Yes you spend a wopping 8 heat, but that just messed up their rotation causing them to double their efforts or spend more time trying to reapply the dot. Annihilation Marauders need bleed effects to self heal and amplify their damage. I believe their Rupture bleed effect also slows you, btw. Unfortunately, cleanse does nothing against PT Pyros, so just pop your shield and throw everything you have at them if they target you. There really is no way to counter a PT Pyro other than to hunker down and blow your cooldowns to survive. You cannot kite a PT Pyro, so running is pointless. Kill them before they kill you, but don't get your hopes up.
  2. If you like a challenge, pvp as arsenal. Pyro is boring: you sacrifice utility for survivability. Pyro mercs are just mediocre dps bots, nothing more. I say this because I went all the way to War Hero as Pyro before I switched to arsenal as a Conqueror. If you need a simplified rotation, go pyro. If you like to show off your skill and challenge peoples perspectives, then I'll give you a few arsenal tips. -open with powershot, always. Draw the interrupt, draw the force leap. Powershot has the same chance to trigger barrage, and if it's interrupted it opens the door for a couple tracer missiles and a knockback. Get those off and it's time to Unload. -Burn them down as much as possible before they get on you again (aka hit them with Heatseekers after 2 TMs, use unload when it procs). -Once on you, Rocket punch every time it's up- they hate that and it leaves room for 1 casted ability. Always use powershot when you think an interrupt is coming. -Railshot and/or Powersurge + Fusion missile and/or Unload should be your finisher once you stun them at low health. If your at low health, use your Powersurge to make concussion missile instant, mezz them, then heal yourself (as they probably already broke a stun or your knockback snare). If all else fails, kite them through a group of your buddies to peel them off. -Do not run around constantly as Arsenal, as you would with pyro. Burst them for intimidation, then relocate. Let them force leap you, then knockback. Let them interrupt your secondary abilities, protect tracer missile. Do not spam tracer missile- 2 is enough, then throw in a third after you hit them with other stuff. Focus on using Unload when it procs, AND when it's off cooldown. Railshot after 3 total TM's have been used to get the biggest bang for your buck. Heatseeker after 2 Tracers, you won't have time to build full stacks for HS. Everything else is up to you. Fight proactively. Position wisely. Arsenal is not for the casual pvper.
  3. I guess this makes me the top DPS Merc on the server now. I had hoped to take that title from you, but I guess it's just as well (you and your damn LOS self-healing). Anyways, good post. All your points are valid and I agree. I perform a little better with pyro but like you said, I have a lot of fun with Arsenal. There is one thing though that people don't realize about Arsenal: powershot draws interrupts all the time. I like to open on a close melee target with powershot to bait an interrupt, thereby opening up a window for at least 2 TM's. If you can bait interrupts, and time knockbacks and stuns carefully, Arsenal is a lot more effective. If they don't interrupt you, then you still get off some hard hitting powershots that will probably proc your buffed unload (barrage) which is Arsenal's hardest hitting ability for the heat cost. Also, Jetboosting AFTER a force leap instead of before would probably help a lot of Arsenal Mercs out. But who am I kidding, I might be the last one in the game above Valor 80 besides Sharktooth (though I started out as pyro). So, any tips and tricks I can give won't make this AC any more viable in rated pvp. On a side note, I'm impressed with your 700k matches. I've never gone above 675k. Darnit. Farewell. EDIT: Oh and about the comments on Magnuz' ability to top the charts in damage, it's no thanks to his class. A skilled player can do that with any spec if they play it long enough, it's just a lot harder to do with Mercs.
  4. Arsenal Mercs. Then you will all bow before me. I mean, how many do you see in rated warzones? None.
  5. Spamming is when you go in excess of 3 per target imo. I'm all for getting the full stacks, but I rarely have the freedom to get off 3 tracers, and am usually more concerned with getting unload to proc and being interrupted. I also try to keep my heat down as much as possible, so I find the third TM to be unnecessary most of the time. So while I wouldn't consider 3 TM's per target spamming, I would consider it unsustainable. Now if a Healer needs to die instantly, I'll light 'em up with 3 TM's every time.
  6. Thus the reason for this thread. If any other Merc's have some tips I'll gladly add them to the list. I'd do it for Pyro too, but it's pretty much the same as a PT pyro except for a few disadvantages. Actually Pyrotech is a lot easier to play in PvP than Arsenal. Which is probably why most DPS Mercs are Pyro.
  7. Fusion missile can be a great opener if you don't have any heat built up yet, and can be made free/instant with cooldowns. Pretty good AoE potential. Powershot is good to draw an interrupt, but yeah i understand what you mean. If you can manage the extra hotkeys, I wouldn't throw these two abilities away completely as they are handy in certain situations.
  8. I felt it necessary to dispel some rumors and help my fellow DPS Mercs who are disenchanted with Arsenal in the PvP environment. First, the rumors. There is no such thing as a good Tracer Missile spammer. Not anymore anyways. If you are spamming, you are losing, and bad. I've been accused of this a few times by people who I roflstomp in warzones and I don't really understand why. My rule of thumb, 2 Tracer Missiles per target should do the job. Hard targets might require a third TM just before you finish them off, but not usually. The only time you should EVER spam TM, is if an agent pops their dodge bubble- that's it - and only for the duration of the bubble. Also, Arsenal is a difficult AC to play in PvP if you don't anticipate interrupts and time your knockbacks/stuns. Pyrotech is EASIER than Arsenal. Imagine that. Crazy I know. Quick Tips: -When Unload procs, use it immediately as it should already have 65% armor pen w/out TM's. It's instant, does massive damage for the heat it requires, dissipates heat since it's channeled, slows targets, and is rarely interrupted. This is Arsenal's most powerful attack as far as overall dmg. I usually pause my rotation to fit this in when it procs. -Open on a target with powershot instead of TM, especially melee, because your opponent is already thinking about interrupting you. If powershot is interrupted, you can sling out at least 2 Tracer Missiles w/out a problem, and thereby buffing your 2 finishing moves. If they don't interrupt the first one, do it again, they can't resist, and it still has a chance to proc your buffed unload (aka Barrage). If I have a feeling that I'm about to be interrupted, I powershot (it also does more dmg than TM a lot of times) -Pick your targets. If you're "free firing" Hit Healers, Sorcs, Snipers, Ops, Powertech Pyro's, and other Mercs first. If a Marauder, Jugg or Assassin is on you, then follow my rotation below, but you should be next to your teammates who will likely peel them off you anyways. You should be able to dominate ANY ranged opponent, not counting Powertech Pyros. -AOE. Explosive Dart, Death from Above, Fusion Missile and Sweeping Blasters does great damage for an Arsenal Merc. Don't underestimate your AOE potential. Three or more gathered, light 'em up. I like to save Powersurge and/or Thermal Sensor Override for Fusion missile. Explosive Dart is pretty useful too for AOE believe it or not. -Unique Abilities. Time/pair them carefully. Thermal Sensor Override is for expensive abilities only. Power Surge is for a finishing shot or Fusion Missile only. Cleanse is for every single DoT you get hit with except for Force DoT's. Now, here's how I usually deal with melee opponents: Marauders/Sentinels/Juggs- TM (if they're not on you yet)> likely force leap interrupt > powershot> hopefully they interrupt> Jet boost knockback> TM > TM (2 total) > unload > powershot> Electro Dart (stun them at low health) > Heat Seekers> Rail shot> Rocket Punch/Rapid shots. If they're not dead by then, insert extra powershot/TM/Unload. If they refuse to die and/or bubble, run towards your buddies and start rotation over again. Tanks can be ignored usually. WARNING- pro players will not open with force leap in anticipation for the knockback. So don't Jetboost until they force leap, and be wary of Jugg's temporary immunity to knockbacks/stuns. Assassins- powershot (if on you already)> likely interrupt> TM> TM> Jet Boost/Rocket Punch> Unload> Powershot if they bubble/TM if they dodge bubble> Electro Dart (stun at low health if they're not force/tech bubbled)> HS> RS> Rocket Punch/Rapid Shots. Insert panic ability here if they're not dead yet. Powertech Pyros- CC/Shield, panic button. Similar rotation but be aware of their burst potential. I like to kill them before they target me, so don't let them get the jump on you.
  9. Lol. Only DPS Mercs have problems with "force users," not all bounty hunters. If you're gonna complain but don't want to be criticized, be specific. Also, you're beating a dead horse there Captain Obvious. If you had looked through the forums for threads on the subject, you would know why people are laughing at you. So, uuuhhh... chill out? (ppsstt.. I do 600 dps with Arsenal, and 550 with pyro.... hehehehehhehehe..)
  10. 1. How do you think your Mercenary spec is perceived by other classes? I've PvP'd with both Arsenal and Pyrotech extensively since launch (I'm in full WH and valor 84), so I'll respond for both specs in the PvP environment. Arsenal- easiest class to spot given the use of Tracer Missiles (TM also most obvious casting animation). Melee know how and when to close the distance, and save gap-closers for the likely knock-back of Jet boost. Both melee and ranged save their interrupts for Tracer Missile. Some ranged classes fear the skilled Arsenal Mercs, and tend to focus them first (especially snipers). Overall, All melee (and especially powertechs) see Arsenal mercs as a free meal. Pyrotech- less obvious to distinguish from a powertech, and targeted less often by all classes than Arsenal. Given the similar animations with Powertech-Pyros, Merc-Pyros seem to be a tougher target for melee, especially if they are mistaken for a Powertech-Pyro. Ranged classes do not seem to fear Merc-Pyros, and tend to focus them. 2. How do you perceive your own spec? Arsenal- great niche as far as abilities, animations, and rotation. This is also the most fun AC to play in the game so far for me. I love the "Hadouken!" rocket punch and the Terminator Tracer missiles the most. The stance animations for Powershot and Unload are the best in game I think. As far as viability in pvp, I'm forced to play pyrotech to compete on the team level (esp. rateds). With Arsenal I can average 375 dps in warzones, and get up to 550 dps in good games (with competent healers). I cannot out dps other classes of the same skill level and gear rating, however (particularly the "Big 3" assn/pwrtech/marauder). I feel that if I were to play another class, I could max my dps at over 600 with good teams. I cannot kite competent melee, and I often need to be near a healer to sustain my dps, especially once the other team realizes I'm actually killing them. I can 1v1 snipers, sorcs, and other mercs pretty effectively. I cannot 1v1 any melee class, and must resort to knockbacks and high-ground. I actually could kite if Missile Blast didn't cost so much heat. Say if I could put a top tier skill point in reducing the heat cost of missile blast to 16 or so (or less) Pyrotech- This is the more effective AC for PvP, in that I can survive for much longer due to the smaller target on my head, the increased mobility, and the simpler ability rotation. Overall this AC is really easy to play (not as easy as PT-Pyrotech though). I can kite and spam rapid shots to proc CGC whenever melee close on me. Though my knock-backs are less effective, I don't really need them as much anyways. My dps with this spec is averages higher than with Arsenal, ranging from 400-575 dps most matches. Even if my team is basically non-existent, I can still top the charts in dps with this spec. I'm interrupted less often, and cannot be shut down with interrupts. Though I'm more vulnerable to snipers and sorcs, I can LoS my way to victory. I still cannot 1v1 melee with much success (of equal skill and gear anyways). There's so much more I could say, but I tried to keep it short
  11. BW loses a **** ton of subs because of no rated warzones or open world pvp. Players over-whelmingly demand rated warzones to the point of priority one. They finally deliver rated warzones. This guy complains that they released rated warzones. We all laugh, and yet want to punch him in the face irl. Excuse me, I need to go sit on the toilet so I can concentrate on hating you.
  12. -Make a talent in the arsenal tree additionally reduce the heat cost of missile blast to 16 heat. Missile blast costs way to much heat for far too little damage. Without missile blast, arsenal mercs cannot kite. -reduce the cooldown of jet boost back to pre-1.2. -return the damage reduction of power barrier to pre-1.2 levels. -if Mercs don't get an interrupt, no other ranged classes should. It's only fair, considering ranged classes mostly interrupt mercs, sorcs, and healers. If snipers cannot be interrupted, they should not have an interrupt. Sorcs are the only ranged class that "should" have an interrupt if they must, considering their utility as a strength. -Make a talent in the pyrotech tree additionally reduce either the cast time or heat cost of fusion missile. You have to burn your Thermal sensor override and/or Power surge for it to be useful. There are plenty of other changes that could make dps mercs more viable in pvp, but these are the easiest and most conservative changes possible. I can't imagine anyone complaining about these changes (except for the interrupts part). If you want to keep people playing mercs in pvp, this is the best start. I doubt more radical changes will ever be implemented, but you could at least give us something. Easy changes. Little to no complaints or claims of OP'ness. Little risk. Do it. TY.
  13. Why won't this horse get up?! Ha! Ha! Come on you bony carcass! Ha!
  14. There's hundreds of threads on the subject, but I'll give you the shortest version. Arsenal spec'd Mercs -cannot kite even moderately skilled melee, and cannot stand ground against melee (armor/blowback is not enough to survive). -are notoriously interrupt-able, yet do not have an interrupt themselves (or any mercs for that matter). -tracer missile is central to the rotation. Without it there is no burst, so if it's interrupted the only choice is to spam powershot and unload against ranged targets. If a melee interrupts, the only choice is to run and hope a team mate pulls him off or burns him down. A blow back and unload w/ pinning shots may help buy seconds, but the slow is not enough and doesn't stop them from leaping. I'm sorry I'm bored already, I just don't see a point in convincing a, probably melee, player why the "easy kill" is bad in pvp. Just visit the Bounty Hunter forums or something, there's plenty of discussion of the mechanics there.
  15. Oh yes. Please nerf Mercs and Ops. They need it so bad. Don't forget to buff Marauds and Powertechs. Thanks.
  16. Sybaris

    Arsenal Fix

    Okay, better idea: make one of the higher tier Arsenal talents reduce the heat cost of missile blast, while doing the same thing for pyrotech but for reduced heat cost/cast time of fusion missile. This would give arsenal the kiting ability it needs and give pyro some better burst that's in line with the theme of each tree.
  17. Sybaris

    Arsenal Fix

    Nah, just make powershot an instant cast with reduced damage. Edit: oh I forgot to say with a 1.5-2 sec cooldown.
  18. That's just wrong. You should submit a bug ticket and ask them if your queue is broken. Then ask them if quitting will fix it. You know, just to see what they say.
  19. Stop drowning out the important issues. You're like a hippy at an occupy Wall street protest.
  20. You get insta killed when you hold the ball for too long. This usually happens when one side is farming another. Karma is OP.
  21. If you've ever been on the receiving end, you would understand what 4 or more sentinels in one match can do to your team. On my server, we face PUG teams with 4-5 sents that like to focus targets for fun. I tried to guard a healer Merc against that one match on my PT, and I got 100k prot from just him. I was also dead half the match since guarding him was so punishing. He was a pro healer too, in full War Hero. On my Merc, I can survive sometimes against 1 sentinel if I manage to keep him at a distance and hope my team peels him off. If he gets his slow off, instant shield time with medpack ready, blow back, cure. I usually save my stun for undying rage (or w/e the pub version's called). Once I get him off me though, there's usually another one near by that helps out his ally. Marauder/sentinel damage output is crazy, but I don't think that's why they're OP. I think cloak of pain is the culprit, reducing too much dmg for way to long (potentially and likely lasting for 30 secs). the only way to reduce the length of the shield is to stop all dmg (if there's no dots on him) for 6 seconds, which is ridiculous since you never know if he will be hit by something or someone else.
  22. Implement arena and people will learn how to play against specific classes, instead of wondering who's killing them in warzones or attacking the worst classes for them to attack. It will also identify serious shortcomings of certain classes, as well as test the soft counter/hard counter ideas. Of course the two classes that shall not be named would dominate arenas right now, but we're not talkin now anyways. Besides, more is better. You gonna keep people who want this feature from doin their thing just cause you don't want to? I fail to see a downside. They're not gonna make arenas anyways so...
  23. This. Then when we rage about the important things (while actually knowing what we're talking about) we get drowned out by garbage threads like this one. This is the first time I've heard rage over juggs. Seriously they have never bothered me, ever. They're good ball carriers. And... yep, good ball carriers. I've never said "oh no, here comes that Jugg", especially a DPS jugg. This reminds me of like a political protest for a good cause that gets crashed by a bunch of hippies. It's hard to listen to the guy in the business suit on his soap box when a tall naked bearded hippy is standing next to him.
  24. Sybaris

    So .. ilum...

    Yeah the short answer is Ilum is being redesigned since it was a complete disaster. Other than valor gains (which doesn't mean much right now) there is no reason to pvp there. It's a sad story, I know. If you can keep your head up until rated warzones, then God speed, but Ilum won't be fixed until the end of the year or something. Basically, Ilum open world pvp has been "removed" from the game. If you need more explanation, I'm sure others will oblige.
  25. I wish I didn't have to do this, but alas. Though I do dust off my merc every now and then, since I don't feel like grinding for WH on yet another toon, it still gets to me whenever I'm shut down by Fotm rerolled marauders/sentinels (they're like locusts on my server). Powertech Shieldtech is boss. So I play merc till my temperature boils over, then switch to my Powertech to exact my bloody revenge. Kinda fun I guess. I do get a kick out of playing handicapped I guess, makes victory sweeter. It does get old though.
×
×
  • Create New...