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AshPrime

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  • Location
    Hoth
  • Interests
    Octopuses, Writing, Movies, and Kung Fuu
  • Occupation
    Student, Game Design.
  1. Pyro is overall the best dps Pve spec when you consider its high damage and mobility. The basics of the spec are applying the dot from Incendiary Missile and CGC, using railshot on cooldown, and using Flame Burst and Rocket Punch to reset railshot. The challenge comes from managing your heat, its not passive like AP and ST (to some degree). Your Rail Shots vent heat and there is no internal cd so you can get very lucky with procs and burn through enemies, but you can get unlucky and you will have to actively thread in Rapid Shots in order to keep heat down. the spec I run with is: http://www.torhead.com/skill-calc#301hMhZMsZfhrbzGhMM.1 -Thermal Detonator is a bit of a debate, some say its good, some say its bad, its up to you whether to use it or not. I prefer bigger Rail Shots and higher overall damage. (I don't like TD because it doesn't seem to fit into the rotation or the spec very much. It feels more bursty/pvpish. it doesn't proc anything, it doesn't interact with any of the other abilities in the rotation, It just costs heat.) This spec also performs very well at pvp even though thats not your thing. I only pvp when I'm bored and I and top 3 damage every single match.
  2. The biggest distinction between the two classes is Juggs are Active tanks, whereas PTs are Passive. Aka juggs are fun to play and PTs are lame. So all that you guys are saying is right, PTs have way more shield and absorb and armor hurray. And they also have really poopy defensive cooldowns. Juggs have way less mitigation, but they also have really sweet fun CDs and that is great. Basically Juggs have control over whether they survive or not, they have a bunch of good cooldown and it is also important when you use them, the get a bubble from their scream, retaliation increases their defense, smash reduces accuracy. Also using certain attacks reduce the cooldown of enrage, also pretty good. Basically you gotta do stuff to keep your butt alive. PTs on the other hand, yeah they hold threat well, and do more damage than some of the other classes, but as long as you have threat you can basically afk. Oh wait, I guess you can flame burst once every 15 seconds to reduce damage by 4%. Thats about it, our cds dont do too much. (I'll make a whole thing about oil slick later its so bad). Originally I made myself a PT with the idea that I would tank, my guildy would heal, blamo. But then I realized this class is dumb and not fun for you or the healer. You are just a dumb cup with a straw and the healer fill you up with health and enemies just slowly slurp you down. But no matter what you're just a cup. Juggernaut are cups too, they are not as big as PTs, and the straw they have is bigger, but they're special cups with gadgets and tools. The put lids on themselves, they make themselves bigger with cds, they jump all over the place and make it had to drink them. They don't just sit there like a dumb cup. The reason people love PTs for ops is they're easy mode, healers don't have to work to keep you alive, and you don't have to work to keep yourself alive. A lot of healers don't like juggs because both they and the juggs themselves need to step it up in order to progress. there is a reason that Blizzard decided to fully revamp all of their tanks and bring active mitigation into rotations, because tanks were bored all the time. There were literally fights where tanks could afk. Finally Oil Slick is an awful ability. It's all RNG, it only works for things in a very small range, mobs can walk out of the effect, it only "mitigates" by a small amount, it's only good in the sense of its aoe aspect, but as stated before there is not a single true PvE fight that you would use it on. It's also bad for personal use, because the dodge effect is counter productive for all of PTs procs which require you to shield attacks. If the raid boss keeps missing you that means you can't vent heat or refresh rocket punches. That is my rant.
  3. Literally almost every word of this is wrong, It is almost comical how little this person know about this class. Powertech does very good damage, better in than mercenary in many cases, not to mention they have the ability to move. Mercenary is a turret, it stands in one place, takes time to set up, and then hits hard every 3 seconds. PTs run around doing constant damage and actually pyrotech does MORE damage than any of the mercenary trees, Especially in pvp. To be honest, Powertech make much better DPS classes than mercenaries do. The mercenary is made to be a healing class: you just won't do the same amount of damage that a PTs can do. The tradeoff is that you have lower survivability than a PT, though. But if DPS is your main goal, and you don't even want to do off-healing, then Powertech is the clear choice.
  4. All your sheets have Ion gas cylinder but not combustible gas cylinder.
  5. The Pyro build I use is intended for maximum pve damage and sustainability, while still being very viable in pvp. I have a level 50 and have been doing a lot of warzones while waiting to be able to run hardmodes. I am valor 25 and I usually find myself in the top 3 dps in warzones with only 34 expertise. http://www.torhead.com/skill-calc#301hMhZMsZfhrbzGhMM.1 this allows for very manageable heat, while also dishing out a lot of damage. The rotation is also simpler but dynamic due to being proc based mechanics. Basically keep Incendiary missile's dot on your target, railshot whenever off cooldown, Rocket punch on cooldown, and use a combination of flame burst and rapid shots to keep heat approximately under 25. If you get unlucky with Rail shot procs or during a burn phase, try and stay under 65 heat at the most and then vent heat to get back to a safer heat zone. Also know that if you need a dot fast for Railshot, Flameburst is more heat efficient than incendiary missile over a short amount of time and automatically applies CGC Primary stats are Crit, Surge and accuracy to a cap (100 for now). If you intend to pve primarily, at some point your crit chance will increase to a percentage where having the last point in burnout will be more of an overall damage increase than the point in prototype cylinders. This is especially more useful for operation bosses that have huge health pools. *Fun Fact* the way dots in this game if you use a railshot with both dots up the target will take the RS damage and the damage from both dots at the same time. This means if your RS crits for 3000, and CGC crits for 900, and IM dot crits for 1200, you just did 5100 damage and it was most likely free and it vented you 8 heat XD.
  6. Ok so here are some things, I played AP for 50 levels and I really liked it and I was all "tch whatever" whenever I read a post about how pyrotech was just way better. I did a decent amount of warzones and I always ended up somewhere in the middle of dps. Then I decided why not, I'll try pyro out. since the change I have found myself top 3 dps in every warzone i have sonce played. I am rank 25 valor atm and I have 34 expertise. From this experience It is clear to me the Pyro does more damage in pvp. As for pve, with proper rotation and forethought, Pyro can do exponentially more SINGLE target damage then AP and still stay heat efficient. Now the spec is more RNG dependent than AP, so you can get unlucky and under preform. However, the chances of you not getting a free RS in a 6 sec span is very rare, and even if you are forced to use rapid shots they do bonus damage to burning targets. When I pve I pull significantly more single target aggro than when I was AP. AP however is exceptionally better at multitarget dps, an area that pyro is lacking in and cannot do heat efficiently. The build that I find to have the most damage output is http://www.torhead.com/skill-calc#301hMhZMsZfhrbzGhMM.1 (aka The Pyro Puncher) I feel TD is not very useful in pve because it does not fit well into a heat efficient rotation, Its much better imo to be using FB or RP and waiting for a free, heat venting RS that does approximately the same damage as TD. Without TD, I focused on what i wanted in the other trees. Aka 9% Aim, 3% crit from improved CGC. Although as my crit increases, and bosses get stronger I may put that point back into Burnout. I really liked some things about AP, but in my expirience it just doesnt seem to preform as well as pyro. The changes I would make are an increase in HEGC to maybe 20%, and an increase RB bleed damage, and maybe give movement to FT. Honestly I would like to see a bit of a rework for the RS crits and free RPs. Both feel lackluster, RS crits happen often enough for pyro so having maybe on every 15 seconds is pretty meh for AP, and since you RP on cd in AP having them free doesn't even register. Personally I would enjoy seesing the Autocrit RSs get a bunch of bonus surge or something, and/or maybe make the free RPs reduce the cd on Immolate by a small amount. Or maybe something else, I would wrather AP feel more dynamic than just IM>RP>FB>FB>FB>FB>FB and mayber a RS. but these are just my opinions.
  7. Idk who you have been trying to raid with, but clearly they are incompetent. Anyone with half a brain can see that Marauders have some of the best raidwide utility in the game, not to mention the crazy damage they do. Any important raid should be done with at least one Marauder imo. 15% damage/heal buff for the ENTIRE raid? who says no to that? Its basically heroism except marauders are the only ones who get it. Not too mention Annihilate gets a raidwide heal. Christ its actually one of the best pve designed specs in the game. Anyone who is a pansy ***** about melee in raids is probably too pompous to even play with. We ran into the same issue in wow, and you know what my guild got by just fine and we had 4 melee dps and only 2 ranged. If anyone know the fight Cho'gall, everyone said you Needed 4 ranged to beat it at all. Somehow are guild managed with 4 melee. Pre nef mind you. In fact we have been raiding successfully with 4 melee all through firelands and most of dragon soul. You wanna know what my guild hasn't beat a single thing without? Heroism. (also if your complaining about an underplayed spec, check out BH advanced prototype, it does less damage in pvp and pve then both the tank tree and the tree designed for pvp)
  8. I wanted "Prime" as a legacy, but no dice. So I went with "Sark". Skirmisher Azhiproma Sark Lol I also had an alt named Sark so for a bit he was Agent Sark Sark XD
  9. Also Powertech tanks are awful. All your defensive cooldowns are just bad, you have no control over your own survivability. Either you have a good healer keeping you alive or you die.
  10. People have been suggesting that AdvProto is somewhat behind in DPS at the moment, but they have very good sustainability since they are constantly venting heat. Also the higher the bosses armor the more AP will out preform other specs since all of their damage bypasses armor. So as more content is added AP damage will look better even if Bioware doesnt tweak them.
  11. I prefer a single blaster, I probably wouldn't enjoy the class as much if they made use switch to something else
  12. Yeah so i've been stuck in this position for the last 8-ish hours and It really sucks! (still have 7 hours left on my Fleet Pass) I was able to get into warzones, but I just get sent back to the ship after they end. How did you use Warzones to get out? Is there something im missing?
  13. I had the same problem, I died and got stuck in a medbay between two locked doors and just about shot myself cause I still had 15 hours on my fleet pass. good call on the warzone btw, did that get you out? this is a really annoying issue that bioware should fix.
  14. Kolto Vents only affects the ability Vent Heat, and is therefore somewhat lackluster. It's a weird utility skill and I don't think it is particularly useful. It's basically a free talent point that can go anywhere, I just prefer to have it over 1 point of advanced tools or electrodart. I hope Bioware makes some tweaks to it tho...
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