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Athilias

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Posts posted by Athilias

  1. And "tons" of us had not...Thanks for the info OP.

    I'll have to check it out.

     

    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.

  2. 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.
  3. That you avatar Laughs whenever you reset the Rail shot skill with the uppercut

     

    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.

  4. Basically this is the only class that gives me problems as a Sharpshooter Gunslinger (Marksman Sniper mirror). Any tips on countering this class? The ones that give me most trouble is "Whatever spec gets in your face fast and spams the crap out of Rocket Punch on you" of that helps at all :p (PvP Tank spec I think?)

     

    So, any advice on how I can improve my game against them? This is assuming Premade vs Premade (so assume both me and the Powertech have friends on voice chat) and not 1v1 since 1v1 rarely happens and the game isn't balanced for 1v1 anyway.

    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.

  5. looking for some good raiding DPS builds for powertech. From what I've heard it's pyrotech, so let me know what you guys think is best.

    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.

  6. Not wrong. Sorc dps 1v1 or in a boss raid is significantly lower than a similarly geared sniper or merc. Just to prove it, we have the 3 in near full rakata, and when raiding on bosses, the merc always holds 2nd aggro ( proven on the first droid boss in EV ) who randomly targets the 2nd on the aggro table for the railshot. The merc always takes the cake. When the merc is not with us, the sniper takes the railshot, thus the sorc follows the sniper. Mercs spam abilities allow them to do 5-6k hits every gcd, whereas a sorcs is 1.5k every gcd. The sorc can hit 8k or so in 1 gcd if they use thundering blast / chain lightning at the same time with the talent procs, but that is once every 15 seconds. A madness sorc has the highest dps, due to increased dot damage, increased dot crit damage, increased dot length, and the hardest hitting aoe's, which those aoe's are the hardest hitting spells in the sorcs arsenal in madness. As for which class you want to play... sniper. They are about 5% of the population, and theres generally only 1 per 16 man raid, so you will be geared within 2 weeks of hitting 50 like ours is.

     

    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.

  7. Well I'm doing 750k in warzones without it. It is a heat hog, its 16 heat without any proc capability, FB or RP are also 16 heat but give 30 and 45% chance for a free railshot which actually drastically reduces your heat. Using TD in rotation can put you out of fast heat regen

     

     

    Incendiary + railshot + thermal = 45 heat. Now you're in melee range what are you going to do? RP for 16 heat? okay you're now at 60 heat you're totally over heated and if you didnt get lucky on your rp you already have to vent heat

     

    Compare that to a simple

     

    Incendiary + railshot = 30 heat, you're still in fast heat regen so you're burning heat considerably well, you can FB into a RP and have the same heat as with a thermal but you'll lose an extra 10 heat because you were lower going into FB TB rotation and you'll have a higher chance of railshot procing, all of this letting you hold off on venting longer. If vents not up and you use TD and land at 45 heat you have to actually start auto attacking or you seriously risk hitting 60 heat on your RP with no proc and then your sol

     

    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.

  8. Got you beat OP

     

    http://imgur.com/Tiihv

     

    And for those saying Voidstar is aoestar, I did the above without using a single aoe, no DFA at all, no flamethrow or explosive dart either, all single target.

     

    I'm specced 8 6 27

     

    I lul'd. I'll believe it if I see a video of it.

     

     

    As much as I hate being a naysayer.

     

    Considering your "Kills" are significantly higher then the rest of your team, just doing "Single Target" seems rather implausible.

     

    Not to mention "average" health, i.e damage / kills is around 15K. Add in any healers then the actual number becomes skewed per player as their health becomes lower and lower.

     

    It's a nice screen shot, but the validity of your statement is pretty funny.

    Just to help out. 15k x 50 kills = 750k damage. So it's pretty accurate.

  9. I disagree pyrotech specced powertechs are the squishiest class in the game hands down, every other class in the game has much better defensive cooldowns in this game and the armor difference between light, medium and heavy does not make a difference when people are wearing full pvp/rakata gear. We only have kolto overload and energy shield which are shared with mercs, who also have a knock back, a extra stacking shield from talents and heals.

     

    Juggs have a improved blade ward, endure pain + talented unleash which is a mini kolto overload that's instant.

     

    Marauders have force camouflage, undying rage, blade ward and cloak of pain which is a better energy shield that lasts twice as long and deals damage to attackers.

     

    Snipers have a knockback, ballistic shield, shield probe and evasion.

     

    Operatives have evasion, heals, shield probe and cloaking screen.

     

    Sith assassins have deflection, force cloak and force shroud.

     

    I dont even want to mention inquisitors. I'am sure you get the picture now, every single advanced class has better defensive cooldowns than us, being able to attack from range does not make up for that considering the main part of the spec requires you to be in melee range.

     

    If you play a server that has very geared pvpers that are not stupid you would realise that we are the squishiest advanced class if not specced into tanking.

    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).

  10. Explosive dart and Thermal Detonator do about the same dmg.

     

    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.

  11. This was the exact type of post i was trying to avoid. Lo and behold first response, some guy trying to make an "just don't use X ability" argument. I've seen these type of posts before made by people in other games.

     

    This guy has no idea what hes talking about hes obviously never done a single nightmare mode operation. "ranged tank" nonsense, "dont do one of your major abilities" nonsense, "ranged are only better because they can kite" Absolute nonsense.

     

    I'm talking about operations with a guy that seemingly has only quested with maybe a little PVP on the side.

     

    I don't mean to be offensive but seriously dude these objections are nonsense.

     

    The class is a melee class and is played as such. The class revolves around rocket punch, Shield tech thats its mainstay, AP has multiple melee ranged abilities that it relies on, Pyro if you didn't use it it would seriously gimp your damage.

     

    If we did what you said people would wonder "Why bring the class in the first place if it does significantly less DPS than other ones."

     

    Think man...

     

     

    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.

  12. 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.

  13. pyro's damage is better than CP or even AP, however they are the squishiest spec in the game. that, and pryos damage is nothing special compared to the other classes. I tend to use it in wzs mostly because i can use it in pve too.

     

    however, its style is kinda fun in pve.

     

    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).

  14. 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.

  15. I think a lot of you are forgetting the entire point of the Carolina Parakeet build.

     

    Shielding/Absorb is basically broken past a certain threshold, especially in PvP. The top end of the Shieldtech tree therefore, is virtually useless...and it's an unwise investment of skill points to go deep into that tree.

     

    CP seeks to maximize Shieldtech's good points and pick up DPS somewhere else. It's a more viable tanking spec than going full tank, if you get my meaning. CP was never meant to be a competitive DPS build...and it isn't.

     

    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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