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Trungalung

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Everything posted by Trungalung

  1. Damage: subject to a lot of RNG (more than pyro since you have another proc), damage is more sustained given the ability to stay on top of the target. Deep Pyro build will still win out on burst damage. Mobility: Hydraulic Override is not that great of a gap closer. You can be stunned while having it. Enemies can wait til it fades before popping their knock back/snare/root etc... or just use a different cool down (force speed to outrun you for example). If you use it after a knock back (for the sprint to catch up) then eat a stun, you're forced to use your cc break or waste it entirely. Survivability: here's the weak part of the build. You have nothing to offer from both AP and pyro tree in this category. Deep pyro build has shortened cd of Kolto Overload and Energy Shield. Deep AP has Stabilized Armor. Shield tech or ST/Pyro uses Ion for the massive boost to survivability. Heat: still gonna be like Pyro, very RNGish (maybe a little bit better with the free Rocket Punch). Overall: This feels more like a PvE build (I think one guy made a build like this with High Energy Gas instead and feel it's up to par with Pyro if not better). You can make it work ,but this is just my opinions.
  2. Can someone link the "Not this **** again" picture?
  3. No, they are not. They are designed as melee with some range capability.
  4. Different play style for different people. Pyro is a literally a walking nuke but has less survivability and mobility. ST/Pyro has less damage but make up for survivability and mobility (great for support).
  5. The survivability of using Ion Gas Cylinder build as oppose to others is very noticeable. I went deep pyro with CGC, and I melt as soon as 2 or more jumped on me. As ST/Pyro, I can have 4-5 guys pounding on me and last a good amount time, enough to drag the ball to the goal line.
  6. Eliminator allows much more burst than Combat Tech because of the sheer boost to Rail Shot's crit. For me, 55% crit to RP or 70% crit it's still the same. Rail Shot is more available and can be used at range. Remember Flame Shield requires you get hit to refresh RP while PPA doesn't.
  7. Flame Sweep is good to spread Combust debuff. It's better in heat and time than tabbing around and use Flame Burst.
  8. On a totally random note, I feel like ST/Pyro needs a nickname. I for one love those names for hybrid builds (exp: elemental Mage in vanilla WoW, HARP rogues in WoW, StormGut in swtor). Others may hate it, but its just my opinion.
  9. Eliminator set is extremely powerful for Pyro and ST/Pyro. Sure, the two pcs are worthless however the 15% crit to Rail Shot makes up for everything. The best way to get it is to buy one champion bag. Cap out on both merc and wz commendation which will give you 5 more bags so 6 bags right when you ding 50.
  10. If you want Quell, drop Heat Blast and one point from Empowered Tech for it. Heat Blast is useless really, the damage and heat return is horrible. So you lost 1% shield (1% DR at 50% absorb) for a 6 secs interrupt, it's a good deal imo.
  11. The guy that said merc's pyro is better had no idea how bursty PT pyro is.
  12. Ya but damage all opponents while you could have finished one (three flame sweep alone is 75 heat) or apply even more CC like Carbonite, run out and grapple one, then jet charge another, and finish with a eletro dart on the 3rd guy. My point is that flame sweep damage/utility is not justified for its heat cost. On a different note, Flame Surge is perfectly fined for a ST/Pyro build, it's just matter of preference.
  13. Flame Sweep is only good for preventing multiple enemies from capping, spreading Combust, or going down in blaze of glory as you're about to die. You're better spending those heat to focus one down and taunt/cc to help your team (or Carbonite, pop cds, and DFA their whole team).
  14. Damn it sucks...I got like the best luck ever. I dinged 50 for like a week now and already in almost full champion except for the centurion leg and modded epic boot just because of my luck. Currently working on the tank gears but it seems that the luck has reverted since I only get commendation for like two days straight now.
  15. I totally agree. Some player likes to do damage, some likes to protect their teammates, and others like to do all of them. It's just a play style you prefer. ST/Pyro trades damage for survivability and mobility.
  16. That's the only set that has tanking stats.
  17. Let's take a look of a few key categories for PvP (out of 5 points for each category): Damage: No brainer this spec will have good damage with free Rail Shot crit and PPA. But will its damage be better a deep Pyro build? With no parses and combat log right now, it's difficult to tell. Pyro burst will still outclass this build with Thermal Detonator. [3/5] Survivability: You will be really squishy since you don't have Stabilized Armor, and Pyro doesn't offer any talent that will help you in this category. [1/5] Mobility: You have Hydraulic Override. For one, it's quite underwhelming comparing to Jet Charge on maps like Huttball. It does not stack with sprint when moving out of combat. If you use it before a knock back, good player will wait it out then use it (or use a different cd like force speed instead). If you use it after a knock back for the speed, you still have to waste time to catch up to your target. You could also be stunned during its duration. So knock back into stun will totally ruin it. [3/5]
  18. No rotation, it's a priority system. Engage with your Incendiary Missile into a Rail Shot then RP. After that it's just hit Rail Shot and RP as they finish their cd/refreshed and use Flame Burst/Rapid Fire as filler in between depend on your heat. Try to use PPA proc'ed Rail Shot before RP. A few post back Chainsamurai explained this in detail. If you need a far range slow, use Rapid Fire or use RP for a melee range slow.
  19. Well, Combat Tech or even Super Commando can fit well with Flame Surge.
  20. A crit Rail Shot talented into Puncture does more damage than Rocket Punch. It's more available thanks to PPA. And Rocket Punch already have a high crit chance (55% for me).
  21. Ya, it's a merc gears. The 2pc is worthless since we don't have that skill, but 15% crit to rail shot makes up for everything.
  22. In my opinion, you'll want crit around 20% with 70% surge which is easy at 50 in dps gears. I would recommend Eliminator over Combat Tech if you're running DPS gears. 15% crit of Rail Shot combining with buff will give you 40% crit chance. Combat Tech gives 15% crit on RP which is a total overkill for me since I already have 55% crit chance with it. However, Combat Tech gears is better to switch around since it's good for all spec.
  23. Okay so I just went back and try out deep Pyro again. The spec damage is incredibly strong. The survivability is lower comparing to ST/Pyro, it is to be expected as a trade off for a higher damage output. This spec worked wonder for me on Void Star and Alderaan (Huttball is a pain in the *** since you keep getting knocked off the ledge). To improve the survivability, positioning is much more crucial since you can't take as much damage or escape from a bunch of angry Republics (Jet Charge away from the group as ST/Pyro). If you like big damage and big numbers, definitely choose Pyro.
  24. Depend on your gears actually. If you're running with lower crit, Flame Surge is better since it already has an extra 30% crit from talent. The talents will be better for people with tanking gears. Puncture is for players running DPS gears with high crit chance (puncture will be significant better once you obtain 4p Elimninator). The 6% to fire crit is worthless since it only helps Flame Burst and Incindiery Missile.
  25. Voidstar after the first door, you can position yourself near the edge and pull people into their falling death. Preferably on defense since you can pull enemies crossing the bridge.
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