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Areaz

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Everything posted by Areaz

  1. Yeah up until recently I was at 33-34% crit self buffed, just cause my luck with crits seems to be so balls, but I'll be dropping the extra when 1.3 drops, idk that I would really want to go below 30% self buffed even post 1.3, like you said.
  2. You guys: Waaaah, waaah, BW there aren't enough people on my server to play and I want other people to play with. Bioware: Ok! Free server xfers inc! You guys: BUT WE DONT WANT SERVER XFERS, WAAAAH. Bioware: /facedesk srsly?
  3. With how often you fire rapid shots and with your DoTs ticking you should be critting every 1.5s tbh.
  4. HSM is working as intended right now, we just got so used to lolalldanumbers when it wasn't working right that people haven't gotten adjusted. I couldn't imagine what my DPS would be right now if it was hitting for those just after 1.2 numbers. 15k HSM's? loool
  5. Probably crit to 30% self buffed, 35% with agent buff, and stack the **** out of power on errythang else
  6. If I had to hazard a guess I would say it's because Pyro has more on demand burst, which they do to a certain extent, but not enough to warrant the passive upgrade for Arsenal vs the still RNG that Pyro has. Who knows what their future plans are, but I'm sure that things will change for Pyros as well.
  7. Since Marauders have so many abilities, what I found to be the best was to keep defensive CD's bound to E,R,F and their shift/ctrl variants, and then put my most used attacks/interrupts on 1-6 on the mouse and then the ctrl/shift variants. Then, for other not so often used abilities (smash, sweeping slash, etc) I bound to 7-12 and the ctrl/shift variants. It made it easier for me to get muscle memory with the more used keys since 1-6 are easier to hit than 7-12, and I was able to bind most this way since I didn't have defensive CD's bound to the mouse.
  8. There's no need to hold off on HSM until after 5 TM's, that's just delaying burst. Also, Unload needs to be hit every time it procs after you get 5 stacks up (3 TM's) Pre 1.3 just look at Aerro's post. Post 1.3 I think the rotation will be more like: TM > TM > TM > Unload (if proc'd, otherwise ignore this step) > HSM > Rail Shot > TM > Unload whenever it procs, HSM/RS on CD (you should always be at 5 stacks with the 1.3 changes)
  9. There's a whole lot of unnecessary upset going on in here. The changes really don't affect us on a sustained fight, and you have more than enough tools to handle any burst heat generation (which we've already been using to mitigate that). If anything, this change helps because you probably don't always get that crit every 3s, sometimes it might be closer to 6s, or maybe RNG completely screws you and it's more like 7 or 8, but this way, it's guaranteed and consistent, and allows us to stack more power on our gear, increasing our DPS even more.
  10. Yeah after playing with it some on the PTR, I like the new version better than the old one.
  11. I don't understand the scenario you are presenting. Or maybe you're using terms wrong, do you mean CD and not GCD? Rail Shot and Tracer Lock in it's current state don't sync very well. More often than not, you find yourself at 3 or 4 Tracer Lock stacks and Rail Shot off CD. This means that you have to hit TM 1-2 more times instead of being able to Rail Shot, which delays it and causes you to lose DPS. This change fixes that.
  12. Because you won't always have 5 diff armor debuffs up on one mob.
  13. They just need to tweak the ICD for it. 4s or 4.5s would be much better, but 6s is pretty bad.
  14. Honestly, if these changes stay the way they are right now, we should be able to afford to drop some crit and pick up more power, to help counter any surge we lose by remodding to pick up more accuracy. If you are already running the alacrity build, you only have 1 point in the accuracy talent anyways, making it easier to get used to dropping the 1%. The thing that kind of sucks with these changes is the 3 points needed for Advanced Targeting. That will mess with the alacrity build since we'll have to lose some points in alacrity talents to pick up the armor pen. What would be really sucky is that the talent could be rendered completely useless in a raiding situation due to the way the armor debuffs stack. A boss with 5 stacks of the armor debuff is already effectively at 0 armor, so armor pen means nothing. Fortunately, with how split raids are with multi boss encounters, you almost never get 5 different debuffs on one target, so I guess it will come down to whether BW re-does armor debuffs or how the current tier of raiding goes as far as whether or not there is one boss per encounter or multiple bosses per encounter. So the way I see it now post 1.3 if these changes stay, you will have builds that either sacrifice alacrity and put 3 points into the armor pen, or builds who only have 1 point in the armor pen and picked up all the alacrity talents.
  15. The problem with them even releasing NM Denova is that even with new mechanics or whatever they do to make NM Denova challenging, it will still be Denova. Guilds who have had this zone cleared for weeks and weeks are bored to death with the look and feel of this Operation. NM Denova needs to either have radically different mechanics or they need to do something similar to what they did with KP, and that's add new bosses. I don't think they're going to do that, because it's already a 4 boss Operation, but we'll have to see. If NM Denova is HM Mechanics + 1 more thing, it's going to be really dumb and a lot of raiders are going to be upset.
  16. Ok guys, seriously, READ THE PATCH NOTES. THERE IS NO CHANGE TO HVGC'S ARMOR PEN. ALL THEY ARE CHANGING IS THE WAY TERMINAL VELOCITY, A TALENT IN THE ARSENAL TREE, WORKS. Sorry for the caps, but all the people flipping **** for no reason need to chillax.
  17. Where are you guys seeing that they are making any changes to HVGC? All they're changing is the way Terminal Velocity works, which only works if you have HVGC active. It's still going to provide armor pen.
  18. AFAIK the talent Tracer Lock isn't being removed. Advanced Targeting is from the Pyrotech tree, and it's the talent that got changed to armor pen for Unload/Rail Shot. Tracer Lock is the Arsenal Talent that actually gives you the stacks to buff Rail Shot damage. The only change to that talent is that it swapped positions with Light 'Em Up (which means nothing). It wouldn't make sense for the Tracer Lock talent to be removed since they just made Light 'Em Up increase the stacks you generate from 1 to 2 to make it coincide with Heat Signatures.
  19. Per point put in the talent. So if you can put 3 points in it, it's 3x10%, giving you 30% armor pen.
  20. Arsenal Barrage now properly affects Unload while wielding a single blaster pistol. Terminal Velocity has been redesigned. While High-Velocity Gas Cylinder is active, there is a 50% chance per point to vent 8 Heat every 6 seconds. Tracer Lock and Light 'Em Up have swapped positions in the Skill Tree. Tracer Lock now requires Tracer Missile and Light 'Em Up now requires Tracer Lock. Light 'Em Up now additionally grants an extra stack of Tracer Lock and Power Barrier, if applicable, with each Tracer Missile fired. Custom Enviro Suit now increases healing received by 1% per point (down from 3%). Pyrotech (Mercenary) Advanced Targeting has been redesigned and now gives Unload and Rail Shot 10% of armor penetration per point. There's some good changes there. The lost accuracy hurts a little, but the gained armor pen is definitely helpful, especially from a PvP standpoint. Also, being able to get 2 Tracer Locks per TM will make our rotation more fluid and the burst easier to get to since we can hit max stacks on both of our instants at the same time. The only lame thing is the venting change. Pre-this you were able to vent 8 heat pretty much every 3s if you were being active and had your gear modded right. Now it's going to be limited to every 6, which could potentially hurt sustained DPS and require more Rapid Shotting.
  21. yet you said the same thing I did, I just didn't list reasons because anyone with eyes can look at the 2 classes and figure out why powertech is better for pyro.
  22. Elemental/Internal damage are not mitigated by armor, and I have no idea if they have any kind of DR to elemental/internal damage. But Pyros do not just use elemental damage Rail Shot, TD, Power Shot, and Unload are all affected by armor, and they all make up a good chunk of your DPS.
  23. That fix was for Heatseeker Missiles alone. Pre 1.2, Arsenal mercs were benefiting from each other's Heat sigs for HSM (5% damage per stack) which was giving them some really big hits. As of right now, armor debuffs do stack, whether or not they are intended to stack is a different story, but we'll just have to wait and see. Right now, IDT Pyro is worth it, there are a lot of fights where the DPS is split, so that makes armor debuffs that much more precious (I'm looking at you, Toth and Zorn and Tanks)
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