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Athilias

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Everything posted by Athilias

  1. Someone has no idea what he's talking about. Or is being criminally sarcastic.
  2. I'm going to bet there's not tons of people that haven't. I've quite literally seen a thread about this every week. That's not even including when it's mentioned in posts. But believe what you wish, neither of us have a way to back it up.
  3. Beethoven 9th and 5th symphonies are common pops for me. Same with Mozart's Requiem. I don't really have a set pair of songs I listen to, but those make it onto all the playlists I've made so far.
  4. Why not just make Alacrity increase energy regen by a percentage? Then it's viable to all classes, since more energy is always good.
  5. Just going to say I'm not sure if Forked Lightning is bugged like Telekinetic Momentum (the Sage's mirror ability of Forked Lightning) is. Telekinetic Momentum makes it where if you put 1 point in it, it will add the 30% ~80% of the time, 2 points in it and it will work 10% of the time, and 3 points will make it almost never proc. Should do some testing if you are planning on using Forked Lightning to make sure you don't accidentally screw yourself over.
  6. You also laugh if you do it with Flame Burst, there's also a little line that circles your character for a moment (half a second at most) when it refreshes. Tons of noticed. Just hoping that your post is full of sarcasm that's just horribly done.
  7. If you're able to fire on them without them looking it's just a matter of doing enough damage. Not sure what you're abilities are so you'll have to look up the mirrors, but Explosive Probe, Corrosive Dart are going to be your best options. If you're got one trying to kill you, you're going to have to kite/LoS. Use your Leg Shot and what defensive cooldowns you have (Shield Probe, Knockback, Ballastic Barrier). PT/Vanguards are the counter to you, since they don't have any real cast time abilities they use, and love to be up in your face, but still have ranged damage.
  8. This. I having always been bad at using my trinkets. So now I run Matrix and DD trinket, much easier not forcing myself to remember to use my trinket.
  9. For PvE it's Pyrotech or AP. AP is criminally underrated for long, sustained damage. Either way, both will get the job done, and will be based on how good the player is. Pyro, however, is quite good for PvP where as AP.. well it's not as good.
  10. No Merc is hitting for 5k-6k every round. Tracer missle doesn't hit that hard, Heat seeking missles can hit that hard occasionally though. Not sure what you're basing anything you're saying off of though. I've been on plenty of raids where our DPS sorc (0/13/28) get second aggro over our DPS Merc (5/31/5), and it seems to fluctuate between the 2 based on how often they crit. I will lean and say our Merc does pull it about 60% of the time. I've never seen our Sniper (22/16/3) pull second aggro.
  11. http://www.torhead.com/skill-calc#301hzZMsZfhMddGuMs.1
  12. If you're going to be using this for PvP you should just switch to Iron Fist spec. If you're only going to be doing PvE with it, you should get the 2 points in shortening quell, instead of boosting RP.
  13. I've honestly got no idea. PvP wise it might be Jddogg. This is on Darth Sion.
  14. Lets assume Vent Heat and Thermal Override are on CD. We lose 8 heat every GCD. So that's basically -8 heat cost to every ability. Also, while we're on it, TD would be first. So that's 8 heat. Now you add the 17 from IM, now you're at 25. Then RS is free. So you're sitting at 25 heat. You could hit RP and still be at 33 heat. If RS procs, you're still at 33 heat. If he's still up, you can do rapid shots here. TD can crit for 4k, easily, and only costs 8 heat for that GCD. You went a path that has more sustained damage, that doesn't make TD less viable, you just aren't looking to burst anyone down. If you were to start out with TD->IM->RS and TD/RS were to crit, you're looking at ~10k, in 1 GCD (due to delayed explosion of TD). This is very good for bursting down healers, or someone not paying as much attention. With what you're saying, your rotation would be IM->RS->RP in the first 3? So about 6.5k if they crit? Either way, both have their own advantages. Neither is bad at all. Sustained damage is great for some things, burst damage is good for some things. There's not really a wrong way. Saying TD is a heat hog is just wrong though. Saying it's not much stronger then ED is wrong.
  15. I lul'd. I'll believe it if I see a video of it. Just to help out. 15k x 50 kills = 750k damage. So it's pretty accurate.
  16. It's not a heat hog and all you have to miss out on is 9% aim to get it.
  17. Armor is worth much more then you are saying. It cuts into all kinetic and energy damage, and we get at least 15% more mitigation compared to a sorc or sin. About 7/8% compared to a medium armor. Also, on the merc we are talking DPS class, and a DPS class isn't going to spec 11 points into healing tree just to get immune to stun while ES is up. Knockback is highly overrated with how many charges and pulls there are in this game, on top of that, all DPS classes have a ranged ability or 2 they can use until they are back on top of their target. The only knockback that is a good get away is a spec'd overload which roots them on knockback. Shield Probe absorbs a small amount of damage (I think it's MAYBE 4k on my operative, never fully tested it, I know I've never seen it absorb more then 3 attacks), while shroud and cloaking screen are good get aways, they can be broken easily with stealth scan, aoe, or dot. You also forgot to mention we have Carbonize, which is a great ability, and improves survivability nicely. Other then Marauder and Juggernaut, it's very debatable if we have less survivability then a sniper/operative/sin/sorc. A sorc fully spec'd for survivability isn't going to be a DPS spec, so don't bring that up. We are talking about the common DPS specs, not including all the extra stuff you could get for survivability but lowers your DPS. We have a lot of survivability that is passive, and really only rely on 1 ability, which is energy rebounder, where as other classes (again not including marauders and juggs) are much more talent based (especially sorc).
  18. I'm assuming you're going to be running the CGC cell? If you are, just go full Pyro. If you're going to be running the high energy cell, then don't go hybrid, it's better to go all the way up to immolate. 0/21/20 isn't really a good hybrid spec in whatever way you look at it.
  19. Not sure if serious... TD does way more, especially when it crits (cause it gets 30% bonus damage on crit). The only way ED makes up for it is if it hits a group of 3+. Now whether that extra burst is worth it or not, is up to the user, but TD definitely does more damage, that there is no doubt on. However, I would also be one to take 9% extra aim over TD. As much as I love the burst, I prefer strong, consistant damage, even for PvP.
  20. First, AP has 1 melee range ability, that's Retracable Blade, rest are 10m, that's no longer melee range. Second, I said ranged tank cause they have 1 ability that is 4m and less, and that's RP. That's 1 ability in melee range. If they spec into AP and get RB, then that's 2. The rest of their abilities are 10m or more. I also never said anything about tanks not being reliant on RP. However, having 1 melee range attack, base, is not considered melee tank. Now you can get into semantics (like you already were) and say that they perform best at melee range (4m or less), and you might be tehnically right, though any smart tank is going to be moving out of that 4m range to avoid any possible 4m attacks, depending on boss of course. However, being you were trying to talk there is no range on PT, I simply told you that you are technically wrong, which you are. Ranged is not 30m away from the boss. I should have specified and said mid-range tank (that 6-10 meter range), and maybe that would have saved you some confusion. Also, if you think not using RP on pyro is going to 'seriously gimp' your damage, you've obviously never played a pyro. You won't put out your very best damage, but it's not going to gimp it, maybe knock it down to 85% (max) of what it was when you were using it. That's assuming there's no way to get near the boss for 1s to use it. The fact is, you want another class that can sit 30m out, and cast all day, which just isn't needed in the game. You could just as easily turn Lethality tree on a Operative to be more long range, or make a Madness Sin more dot/force heavy. The real thing here is, how would you have a ranged PT differ much from a Merc? They both have a long range fire attack when spec'd, long range explosive as well. A lot of their abilities are the same. What are you going to do, increase FB's range to beyond 10m? Make FT a single target but 30m? There's nothing to really change to make a PT long range, outside of adding in brand new abilities, in which you'd have to add something to every class. No, it's just not going to happen, or work out that way. On top of this, why are you seperating classes as 1 whole thing? It should be by spec, and the choices would obviously be: Healer/Tank/Melee DPS/Mixed DPS/Ranged DPS. Now you have 3 Tank specs (Sin/PT/Jugg), 3 Healer specs (Merc/Sorc/Op), 7 Ranged DPS (2 Merc, 3 Sniper, 2 Sorc), 7 Melee DPS (all 3 marauder, concealment OP, 2 Juggernaut, Deception Sin), and 4 Mixed DPS (2 PT, 1 OP, 1 Sin). It's much more divided, and shows what a spec is going to spend 80% of it's time doing, besides the mixed. Now if you want to say Mixed shouldn't exist, that's fine, since that's preference. It's true that having dedicated specs are better for PvE. You don't really need a class that's going back and forth between ranges (even if they aren't spread out that much) just to keep it's DPS up. However, this game isn't only a PvE game, and Mixed specs are great add for PvP. You still have 20 specs that are dedicated, which is more then enough to keep PvE active. It's also evenly spread with how I listed it. Expecting every spec to be completely (100%) viable for PvE is just setting your standards too high.
  21. Pyro PT is very much mid-range. They don't require RP to be in their rotation if it's going to make the fight harder. RP for a pyro is good damage, but isn't NEEDED. Using FB for another chance to proc RS, or cause it refreshes CG, is perfectly acceptable. Besides, almost all Pyro's abilities are instant, so moving in for a half a second to hit with RP isn't going to kill. Now if they are going out of their way to make RP part of their rotation, that's a player being bad. Honestly, right now Ranged DPS is better for almost every fight out there, simply because they can kite, and hit from very far away. Some fights melee is nice, but for the most part, ranged can do what melee can do, DPS wise. What PT is good for is being a ranged tank, unlike jugg/sin counterparts.
  22. Pyros are pretty much the least squishy of all the DPS centered classes (other then Marauder and maybe Jugg) and have incredible Mobility to boot. They can play at close range, mid range, or long range unlike a lot of classes. On top of that, they have a grapple, which is incredibly useful. I know you'll counter with other classes have a charge, but a grapple is much more useful, since you can yank someone into your group, or peel them off your healer, yank them into a fire pit, or into a pit so they can't attack people they were attacking, and more uses. Anyway, Pyro's damage is special in the way that basically everything is instant cast, yet it's not localized to 1 range (close/mid/long). You think about other classes like Mercs, Sorcs, Operatives, Assassins, and Juggernauts, you'll see they are great a certain range, but once you get in a area they don't particularly like, their flaws show. Pyro's can be effective from any range, which is a huge boost. Anyway, what I'm getting at is Pyro's are very versatile, while also being able to keep up well with damage. Some classes can do better and have more versatility, but are harder to play (certain Maruader and Assassin builds can really destroy, but you have got to know what you are doing).
  23. Maybe this has been posted, but I open up your Pyro tech video, you say you are 31 points into pyrotech, and your build at the beginning of the match shows you don't have tracer missle. Then you show footage of you using tracer missle and what looks to be heat seeking missle. This also happen on the first video where you said you were using pyro, yet had abilities pyro doesn't get. EDIT: Also using shockfrozen water in the vids, not a really good show of what the spec can do.
  24. No one is really saying it's meant to be competitive DPS, and most people here have been advocating for the 21/2/18 anyway. I just think 23/0/18 is more sustained DPS then the 21/2/18. Without combat logs though, I think it will be pure speculation.
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