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geftra

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Everything posted by geftra

  1. the shield talent would only give you an extra 350 shield absorb and the endurance you would get an extra 800 health thats like 1 dot tick not worth it
  2. http://www.torhead.com/skill-calc#400bZbIMbRRboZGbbkrMRoM.3 give it ago
  3. Easy was to sort it is to use the crouch ability the one just takes a knee and doesn't roll you behind anything
  4. sniper dps 1251.95 http://i.imgur.com/5Q1vcHa.jpg
  5. never seen anyone here say power augs are better
  6. 4% endurance over engineers toolbelt is a horrible idea. augmented shields only gives you like a extra 350 absorbed damage, experimental explosives is far better. hold your ground is more useful then adhesive corrosives
  7. zexa total sniper damage 1278855 lightster total sorc damage 1551540 rosendan overall prot 594974 vippen merc healing overall 1447106 http://i.imgur.com/Zhb828C.jpg
  8. how have the hybrid snipers figured this 2 poison cull cap?
  9. http://i.imgur.com/UaUpjJj.jpg sniper 1034108 damage to 1 death (or overall damage) 1529.75 dps
  10. http://i.imgur.com/UaUpjJj.jpg sniper 1034108 damage to 1 death 1529 dps
  11. ignore post i figured out the answer to myself. delete if possible please
  12. oh they are i love to play my merc best out of everything ive played but thats limited to normal warzones. we don't bring anything to the table to warrant us a place in a ranked
  13. bad choice, re-roll while you can.
  14. do you have a tally chart to do this maths? for all the time i have played this game i don't remember who ive played in wz's every time im sure most people don't. i highly doubt your statement
  15. Really great job blood. nice work
  16. I play ranked on my merc regularly. We do great damage sure but what the problems with the specs are is we don't provide anything else to a team other than dps that on a good day can only just compete with other classes. When puting together a team choice between arsenal and a sniper, I would pick the sniper because they have more survivability and more useful aoe. As pyro merc we are just a squishy power tech without flame burst and taunts so the PT gets the spot to make the better team. As a long time merc player (mainly pyro though) I have always found that more then two tracer missiles used together is a bad thing and causes to much stationary time. Unload is your biggest damage dealer that is your priority proc or no proc use it. Tracer x2 Unload Explosive dart Tracer Unload (if possible) Heatseaker Tracer Railshot Unload (if possible) Then followed by whichever instant ability lights up first with tracer used as fillers. You have the best knock back as arsenal and a root also a great slow so peel of your healers. Pyro guide is in another thread "how do you make pyro work"
  17. As QQ imperials we have 3 or 4 groups running at a time including a ranked team as of lately but the odd player including myself do que solo on the odd occasion just mix it up but even then aslong as the team isn't awful it never becomes a face rolled in the pug wz's. but for us of course we find it more fun to jump on mumble and run as a group of 3 or 4
  18. oh i couldn't run a build without infrared sensors, that stealth detection and reduced stealth scan has helped me out so so much. the crit from burnout is always active, but you are right a root/slow breaker is probably worth the 3% crit loss. i wont turn away from extra survivability. im going to keep burnout and be running degauss als any extra damage to finish a target off is okay in my book, i would rather use it there than muzzle fluting and/or stabilizers which i use in 1 out of every 10 warzones
  19. i'll give it ago but i cant get online atm to check something. i took the 2 points out of hired muscle and put them into degauss. both hired muscle and burnout give the same crit but im not sure if the crit for burnout is only effective on targets below 30% Also with using degauss to get the most out of it wouldn't 1 point in energy rebounder be worth it. i'll run this for abit: http://www.torhead.com/skill-calc#300zZMcoZcGrrdGuMs.2
  20. my explosive usually crits and hits at about 3.2k so my preference its worth it, but you are correct they were shared, the change came when they reduced the rande of electro dart. indeed missile blast is only around 2k max but its worth having on for an instant ability if you are running after someone
  21. don't think the valor was needed but just if it credits me more. im 100 valor have been since server transfers. full ewh except implants also, but i still need a couple of mods sorted do you not use explosive dart as-well as thermal? i only usually only ever use power shot once or twice in an entire warzone this is the spec i run: http://www.torhead.com/skill-calc#300zcZMcoZcGrbdGhMs.2
  22. how i play my pvp pyro merc. srart with IM, throw both grenades on the player do a rapid fire then railshot (this will make railshot hit between the grenade explosions) this will usually cause between 13k and 16k damage done in a second. unload to rest railshot and that final rail shot should finish a target off, if not i have recently started to use missile blast as a finisher then a rocket punch (finally a use for MB) i use MB over power shot just because the cast is to much dps time lost for them to get a heal and then i just IM and rapid fire another person till thermal detonator and explosive dart come off cool down then repeat. if its a long voidstar or middle base in alderan/coast i can sometimes run into heat problems but its only for max 20 seconds till vent heat comes off cd, in that time i just rail shot, unload and rapid fire people. Need to keep 30m range as much as possible save knock back for mara charges, if a jug wait a few seconds then cc and get out of there. interrupt anything attacking you as much a possible. if its a healer interrupt first then CC then interrupt again then knock back to stop them casting. i use thermal sensor override and power surge together to cast a fussion missile in the middle of my rotation somewhere if a couple of people are together or a tricky one on one. line of sight asmuch as possible using IM and both grenades and just pop in and out of cover to railshot and rapid fire.
  23. ops healing are to op so you want to go the lacking dps specs?
  24. use fusion missile with thermal sensor over ride. explosive dart and death from above are all abilities you need to use more and one was not even used at all unload, heatseaker and rail shot you need to use between every two tracers try to not use more then two at a time (you were doing that pretty well though) try to use rocket punch to help your team by rooting the people chasing. dont stop to try cast on maras keep moving and using your instants constantly slowing and knocking back after but try to stay between 4 and 10 meters from them
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