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angelana

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Everything posted by angelana

  1. I have tested Pulse Cannon on my Vanguard and Heavy Flamethrower on my Powertech. Heavy Flamethrower is working correctly, proper damage, channel and Heat. Pulse Cannon is not. Channel is shorter, no cells taken and only ticks one damage. Can post Parses on both if needed.
  2. Kinda like getting a participation medal for just being on the team even though you never played....
  3. As if it needs to be any easier. This game is 5 yr old easy during the story. Streamlining abilities and getting rid of cooldowns does nothing but actually make the game more shallow in my opinion.
  4. You looking Imp or Pub? If pub, then I am geared and experienced Guardian. Named Xevala in game.
  5. Is not a PVP server. Was just offline while they performed a 6 hr rollback like was done to Harbinger last weekend. Hope you haven;t done much in game in the last 6 hrs.
  6. They were rolling back the server 6 hrs like they did to Harbinger.
  7. It was a planned rollback of 6hrs just like they did on Harbinger. Prob had to do with the stacking exploit. Don't expect to get back what was lost. Bye BW/EA. Done with this game permenantly.
  8. Honestly, all this can be fixed easily enough without all the hubbub. Restore Flame Barrage on the PTS to pre 3.1.1, then tweak the damage of abilites until they find a nice place where they want them to be. Of course, fix the Pyro set bug. With the dot spreading and slowing of target to 90% seems like BW is content to just try to make this spec a pvp spec. (and with the lack of Defensive Cooldowns not even great at that) Outside of mobs there is no need for dot spreading in Boss fights at all. Looks like unless something magical happens, it will still just be the spec I run in between boss battles for mob mop up.
  9. Hit the nail on the head. No testing = broken nerf. Amazing.
  10. As a Pyrotech Powertech BH the loss of Unload doesnt hurt at all. Not even a part of my rotation and to add it in was nothing more than a heat monster. The real travesty of this patch was the breaking of the rotation of Plasmatech and Pyrotech. Now we have a broken rotation with heat issues. Cant even use our Flamethrower at three stacks every rotation as we will overheat. Unload was only useful for levelling. At endgame there is no need for it in a dps rotation, and as stated it was never intended to be used for tanking.
  11. Thanks for the heads up on the Parse Kwerty. So in your opinion, should they fix the rotation? If that means it will increase damage and they decide to nerf the damage down again to keep your parse where it is, yet fix the rotation, would you be good with that?
  12. Bumping this to keep it up top. This has to be changed back. Put our rotation back where it should be BW. You can keep the nerfs but fix the damn rotation.
  13. Funny to see them nerf Pyro/Plasma, cause it was doing too much damage. Parse in this guide is 4k dps, yet you look on the Annihilation Maurader player guide on this same Dulfy site, and you see a 5k parse. Yet we pyrotechs were doing too much damage. (And they even get a raid buff, and a leap)
  14. I would more advise they re-look at pyro/plasmatech and fix the damn rotation and energy issues. If they think they were doing to much dps, then a damage nerf is fine. But a damage nerf, and a proc removal that adversely affects rotation and energy is just wrong. they could have gotten the damage where they wanted it without messing with the rotation. As for full auto, it was a minor skill and if used in any PT/VG rotation it was extremely low priority.
  15. Oh you are talking about tanking.... can you still hold aggro? Than shuddap. Pyro/plasmatech got raped. Loss of Full Auto on all three PT/VG specs is minimal.
  16. And that is the issue. Want to nerf our damage a bit, fine. Leave the damn rotation alone. Funny how BW states that they want dot specs to do more sustaned damage and there for more overall damage than burst specs, but obviously they forgot that when throwing in this nerf. So here is what you get to look for if running pyro/plasmatech - Least amount of defensive cooldowns. (Two) - borked rotation where you cant even get off you power move at full charge every other rotation (Pulse Canon/Flamethrower) without over heating/running out of cells. - due to being Powertech/Vanguard no move to quickly get you close to a boss without burning Hydralic/HTL - The damage nerfs. (I can deal with the damage nerf if they fix the heat management/rotation)
  17. I couldnt have said it better myself. VV runs a Sage, Scound healing crew and following these steps will ensure victory. KP HM = 5/5 EV HM = 5/5
  18. Best Practice in HM+ is to have atleast 1 Sage/Sorc heals for AOE heals and Bubbles. Other heal can be any other healing class. -Have ranged dps stack in front of SOA while MDPS and Tanks get in melee. Move the stack only if they need to get closer to a Mind Prison to destroy it (Mind Prison destruction is more important than SoA dps as he has no timed enrage.) When the names are called for lightning balls, have the people called run diagonally away from the stack (in opposite directions) so they can find which ball is theirs and run through it to destroy it. (Head for the outer circle so you do not pull the ball through the mdps or stacked rdps) The sage/sorc needs to shield both targets if they can to soak as much dam as possible. If main tank is targeted, have them stay on SOA and soak it up with a sage/sorc shield. Other MDPS need to be careful not to get hit at that time. That is really all there is too it, keep to the outside so that others are not hit by the balls ranged attacks and have the sage/sorc shield soak most of the dam. -Remember at the end of the 2nd phase to watch SOA's health so that you do not push him below 30% while someone is in the air or you will lose that person being thrown. -Final stage is much the same, except you need to keep an eye out on pillars. (In HM you only get 4 pillars before he enrages so Tank needs to be good at positioning. But this also means you do not have to rush through 2nd stage as there is no timed enrage.)
  19. Tarev IV/ Malestrom (lvl 32 - 36) is what you guys are looking for. It is amazing... amazingly long, 3 hrs or so, but absolutly amazing story. Trust me, you miss that one and you will kick yourself.
  20. Actually, BW has always stated early access would be based on when you pre-ordered the game. As stated, You may get up to 7 days early access. That is not promising any early access at all, just saying you may get it. Anyone following this game closely saw that early access was based on when you pre-ordered. Which was why I got up at 3 am and put my order in the moment pre-orders went live.
  21. The companion only gets rights to gear if everyone in the party that can use an item has passed or is rolling greed. The the player that wants to need it for their companion need to ask if it is okay. Companions NEVER get a need right above a player that can use it. This is the main reason I'm always leader of the party's I am in. If someone rolls need for a companion while Johnny Jedi over there is needing for it, I boot them from party for being a ninja. Would much rather take the time to find someone else then help some bung hole gear their companion.
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