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offbeatpaladin

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Everything posted by offbeatpaladin

  1. You can make a case for this in PvP, but for PvE Dirty Fighting is really very, very, good.
  2. Ahh, okay. Nice. Good parse, btw. Mine are similar with zero alacrity and no sabos. I'm.. at work or I'd show you, but now you've motivated me to try this out and see if I can sustain it. Appreciate that.
  3. You don't need any alacrity to maintain flyby on cooldown. You can actually cast it when you're close to dipping into bad regen due to the lengthy castt, you'll basically be right back where you started when the cast is completed. Alacrity is really a ruse. It's a stat they changed to get us excited and talking about it, but you really need...... zero. If you can sabo on cd with massive alacrity, that's cool, but I'd be interested to see how badly your power as suffered as a result. Not saying sabo is bad or doesn't have it's purpose, just saying it's energy cost is prohibitive in using it on cooldown when sustaining your dps with other abilities. It's clunky and doesn't fit well into the rotation at all.
  4. Our dps specs are great. Unfortunately, we carry a stigma that we can't shake off due to the kneejerk nerfs we took around release. The sustained on both of our DPS specs is quite high, so really play what you want. If someone only wants to take you as a healer, that's kind of their problem. This class does a ton of damage. Our healing is pretty prime, also. I don't heal, so I won't comment on it.
  5. I wouldn't call anything we have defenses. Defense Screen is absolute trash even at best. Dodge is great if you're about to eat a master strike. Stunning us and destroying us is how it's done; I'm not sure what happened in your particular scenerio but if they gave this class stun immunity... oh man, we can dream can't we? You can level as pretty much any spec and do fine. The class itself doesn't even start to come together as a dps until 30ish. You can go scrapper and get sucker punch earlier, but without some of the talents connected to it it's fairly lackluster. Dirty Fighting is nice when you get wounding shots, but really until 30 or so all the trees play about the same, the only real difference is you get a HoT if you go sawbones.
  6. Alot of people don't run parses in this game. They have no idea our dps is actually good now.
  7. Get invited to premades regularly. Ranked and unranked. I dump on snipers better than any shadow ever could.
  8. This is a good idea. Two Upper Hand stacks make it a bit too restrictive though; maybe make it just cost energy or something, or one Upper Hand, and drop the cooldown to 10 seconds or so, put it in line with other peoples executes.
  9. You probably need to remod your gear, as the baseline mods that come in the enforcer, or really any of the smuggler pvp sets, are absolute trash. Buy a million field tech boots, then go for other the seperate pieces for armorings. Class gets alot better with gear. 5k hits on equally geared players, the opening salvo on everything but tanks is around 12-15k. It's also fun to be able to completely prevent a sniper from playing the game because you're sitting on him the entire match.
  10. Haha, oh my god these Sents/Guardians are serious about this. That's hilarious. I'm sure you've been told this before, but if you play a melee in this game and are somehow struggling, learn to play. You have ONE hard counter in this game.
  11. You need some better gear. Also, hold the backblast until your Flechette bleed wears off, so that you can reapply it. Should increase your dps a bit.
  12. But alot of that is wrong and corrected by using your skills, placing points into talents, and breathing through your nose.
  13. 36, when you get your opener from stealth. Gets better when you get 40 and Flechette Round. After that, enjoy 9 levels of dominance where you can basically kill who you want when you want, then hit 50. Things are not so good for you there until you get gear Once you get your gear, you'll enjoy picking and blowing up almost any target you'd like again. Unless it's a tank. Man, I hate fighting tanks... sadly after you've killed everyone else, that's just all that's left.
  14. 1. Perceived as weakest dps. Actually parses competitively, though increased backblast cooldown hurt the spec substantially. Considered gimped by most of the community as no one generally runs with them. 2. In PvE, my Scrapper does feel a little weak. A small buff to sustained damage is really all this class needs. In PvP, my rated team would not dream of replacing me or queueing without me. Scrapper ability to simply drop and control someone is unmatched. We are very soft, defense screen is not very useful. Overall ok. Minor tweaks required. I cannot summarize DF problems in a few sentences.
  15. Just buy the Battlemaster Field Tech boots, then the War Hero ones and strip mods.
  16. Another explaination could be a good stream on Mortal Wound procs and you getting some double vital ticks. Those are hard to notice with the way combat text displays, too. Thought about that after reading your above post. Since the majority of your burst damage really comes from wounding shots, I would not bother applying hemo blast until you're ready to use it. Throw the dots, but they're really fluff compared to the additional bleed damage from WS. I go so far as to not bother re-applying my bleeds in pvp unless the Nice Try bleed effects wear off as WS is just that so much more effective for actually bringing someone down and constantly reapplying the dots is too energy intensive and leads to longer gaps in your burst combination. You can theoretically burst every 12 by not having to reapply your dots, makes it limited to your blaster whip cd. Let's face it, after your initial burst, whatever you're fighting is usually dead anyway. As far as gearing goes, I primarily play Scrapper so accuracy is kind of a wash for me personally. As Wounding shots is a weapon damage attack, I would not count it out as useless for a Dirty Fighter. If your WS misses or is dodged you're missing out on a significant portion of your damage that you won't be getting back. I've personally been stacking power and surge (even with the cap), and that's mostly because there is no power/crit enhancement for me to get after hitting the surge cap. With buffs, I have just over 900 bonus damage to my tech attacks, 35% crit, and 79% surge. I really only used armorings from the enforcer set, didn't bother mixing set bonuses as I really wanted the additional 5 energy. Every mod/enhancement I used came from the Field Tech boots. I'm using the Cunning augs as well, to help with my lowish crit. In my opinion, 33% crit is really the benchmark and I'd just stack up power after that. I've not toyed with the idea of using moddable belts/bracers yet. I do enjoy the idea of it, however, and will have to give it a go sometime. Really didn't mean to ramble, good lord..
  17. As is the case with almost every class in the game, the set gear they give you is horribly itemized. You should poke around and check the mods and enhancements for other sets to tailor your armor to you own needs. Field Tech War Hero boots offer power/surge enhancement, and the mod is high cunning with power. It's a good place to start. You only need the armoring to move the set bonus over to keep your bonuses from your medic set as well. So all mods and enhancements are interchangeable.
  18. Opening with shoot first is an additional upper hand and significantly reduces setup time for your burst. You're a melee class whether you want to be or not, and your dots are really just fluff damage to set up your wounding shots. I'm not sure where you are coming across as your shoot first being 'so weak'. Are you just kind of undergeared? Even without Underdog, when I decide to punish myself for awhile and go Dirty Fighting, mine will still crit in around the 4500 mark, little less on heavy armored targets (closer to 3600 - 3800). Additionally, hemo only applies to your own bleeds, not other classes. The tooltip says the smuggler's bleeds, so it may be a possibility that a second smuggler can benefit from your hemo blast, but I've not been able to verify this either way. If it did, that would be incredible for a Scrapper's Flechette bleed.
  19. There is literally zero ways for a sniper/gunslinger to kite a scoundrel. You can cleanse their roots, dots, and dodge their burst. Opener knocks them out of cover if you're scrapper. You can root them with tendon blast if they try to run. Dirty kick can knock them out of cover again. We're pretty much the only melee that royally trumps that class. Edit: Sages also have no defensive cooldowns. The only healer that stands up to focus fire without additional assistance is the commando/mercenary.
  20. My original statement stands, no matter how much you would like to believe otherwise.
  21. That's fine too, I don't care about Thermal as it doesn't ignore 90% of someones armor and has a cooldown. It's fine at 30.
  22. I don't care where it resets. It needs to be a 10m attack like the Scoundrel shared tree and the Shadow shared tree. Nothing else really needs to be done. Why this rule doesn't apply to PTs/Vanguards I don't know.
  23. Railshot to 10 meter attack. Boom. Fixed the game. Make it a viable option to kite the Pyro and it won't be as powerful since it can't crap on you from any range.
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