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Athilias

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Everything posted by Athilias

  1. This isn't fair, I run practically the same thing for my Pyro, except I have 2 points into Energy Rebounder for a bit more survivability. I was suspecting something super secret
  2. Hybrid specs are pretty much solely based on RS and RP. The only other ranged abilities the specs shared are Unload (not really used by pyro), Explosive Dart (not really used by pyro since it use TD, but it's also used by the hybrids), Rapid Shots (used by both), Missle Blast (rarely used by either), and that's it really. So no, you aren't using more ranged attacks. You do use TD, but the Hybrids use ED. Both use Railshot quite frequently. Both use FB frequently as well. Hybrid or not, you're going to be at ~10m range the whole fight, other then the beginning. Occasionally you'll sway farther out when your ranged abilities are up, but other then that, you are closer.
  3. I was honestly trying to follow you, but then I got to this. Nope. You did not kill 1 guy in a 4v1 unless the players are horrendously bad, while being fresh 50s, and you're a full BM. Sorry, they'll be doing about 4x the damage you are, have 4x the cc's approxiametly, and 1 is probably a healer. More over, there's no way you did it consistantly. I even say you killing 1 in a 2v1 consistantly means you are playing some of the worst PvP'rs. PvP does have some skill in it, but it's still very much a numbers game, and unless you're jumping one guy at half health, there's no reason for even 1 to die in a 2v1, let alone a 4v1.
  4. Well it is really. Pyro does a ton of Elemental damage which has very low mitigation by all but Assassins. CP and IF do their damage with a ranged and tech attack for the most part, making them less of a damage threat. However, they have more utility with Jet Charge and their interrupts, they are also more durable. Overall, each has it's own advantage. I personally like Pyro the best, because I don't think the mitigation is better then the damage bonus from Pyro. I can stay out of sight well enough to do a lot of damage before people can get on me. Besides that, when you start to focus fire with another teammate, people die FAST. You can still use your taunts to debuff people's attack. I think Guard is highly overrated, and I only drop it on healers that know what they are doing, otherwise I'm taking damage that's not mitigated, for a player that doesn't know what they doing properly. It is nice for helping a ball carrier though. However, this is just my personal preference. I can see how a IF or CP would be better in some pre mades then Pyro. Pyro is just really good damage and mobility, which is just awesome overall.
  5. Both are good for getting your heat management and ES down. Pop ES anytime you think a fight is going over 12s, and use your TO whenever you plan to cast something that's 25 heat. I'd say I save about 30s on each one in their respective cooldowns. KO is a nice bonus too
  6. I actually still use WASD, I just have a Naga. I never had trouble before the Naga however, just have to get used to moving your hand around the keyboard well. I'm constantly switching what fingers are moving with WASD. I could probably get rid of the S since I never back up anyway, but just haven't had the need. I reach all the way to M-J-U-7 keys easily, and haven't need anymore keys while playing, and it never really effected my speed in hitting them either. 24 possible ability keys this way, not including using shift or ctrl for them. I honestly think the bigger thing is knowing how to strafe, and properly setting your key binds to the proper keys, rather then getting use to this 2 key strafe system. Such as any ability that's going to plant you anyway (like unload) might not need a key bind right next to your fingers. My unload is actually set to ctrl+f for example. Then again, maybe I'm just too lazy to bother switching to this sort of strafe. Using my thumb to hit keys is pretty easy as is. I think this type of 2 key strafe will be much less needed as there are tons of multi button mouses out there.
  7. You can't include RP chance to proc RS, and say that RS will come up more often. Even if RP does proc RS, it's still 1 for 1 at that point. FB can proc railshot, but it will also give you a lot of heat, the amount RS vents, isn't enough to make up for the heat FB gave over time. My build lets you cycle in other moves instead of trying to use FB to constantly proc RS, other moves that have a better heat management. You also have to keep IM up on the target if you're planning to proc that heat, and IM is a heat pig, not good for extended fights. I also never said that RP hits harder then a 21/2/18 RS, I've actually said the opposite. I've just stated that RP crits more often, and with the 30% bonus, it makes up for the damage loss from RS, by coming out more often, and critting more often. To give a example, lets say RP hits a target 5x. 3x it's a crit, due it's base 50%. It does 1.4k 2x, and 2.6k 3x. Now RS hits a target 5x, but due to it's lower crit rate, it only crits 2x. So it does 1.6k 3x and 3k 2x. So RP did a total of 10.6k where as RS did a total of 10.8k. Only a .2k difference, doesn't seem like much right? However, now you have to include the extra you could do if you weren't trying to proc RS. That means ED, FT, even unload in some cases. All 3 of those do better damage then FB, and are better heat management. On top of that, if RS doesn't crit, it can be shielded/deflected/dodged. So things like Saber Ward can effectively hurt your DPS while up. Basically, with the build I posted, I've done less GCDs of Rapid Shots, because my heat management is better. I get more DPS for my heat, cause I'm not as worried about procing RS off my FB. I try to proc it more often off my RP (especially since RP can be proc'd off shielding). That extra damage I save not doing FB makes up for a somewhat weaker RS. On top of that, my RP is more consistant damage since it can't be dodged/deflected/shielded and it crits more often. Mine still works fine, and I have all 4 pieces. Perhaps not broken for everyone? As I stated before, I don't run Iron Fist because I like having 2 good attacks to go to. Iron Fist makes you do most of your damage with RB dot, and RP. Just not enough damage overall for me, where as IM's dot + RS + RP is good damage. I don't find I need quell that often since I rotate around that 10m range a lot, and it's not hard to pop out of it to Jet Charge or Grapple the person I'm trying to stop casting. I also don't typically go after healers by myself, cause I just don't want to deal with the annoyance, and nothing think either CP spec has enough burst to consistantly take a good healer down. Even using all 5 of my interrupts, I'd say I can only bring a healer down solo about 3/10 times, but could also be the way I play. I'm more worried about keeping our healers alive, taunting, while still doing good, sustained damage. To clear up, I'm not saying it's some breaking thing. I don't think switching the points is going to add another 60k damage to your score either. I just didn't understand why so many people are set in stone on 21/2/18, and figured someone out there may have done some testing.
  8. I run with a different sort of build, cause I also tank for my guild. My spec is this: http://www.torhead.com/skill-calc#301RRGbbRboMZZbIbbdh.1 However, the spec I was talking about would be this: http://www.torhead.com/skill-calc#301GRGb0MdoMZZbIbbdh.1 Mine simply has 6% more absorption, and 60s off the CD of Kolto Overload (15% of your max health back over 10s) instead of 4% more damage on all fire effects. The 2 points you change are from Puncture to Flame Surge. Flame Surge gives you 30% bonus damage to your RP. With Combat Tech set, your RP easily crits 50% of the time, base. Since RP is a 9s CD (and it has 50% chance to refresh when you shield) it comes up more often, and crits more often then RS, even with FB proc for RS. It won't hit as hard as a 21/2/18 RS would, but it will come out more often, and crit more often, which to me averages out it's damage to be higher. Then you still have your RS, which will still do good damage.
  9. I must apologize then. I didn't realize a Sin's healing actually gave him healing points compared to other classes (aka PT doesn't get healing from it's abilities), and assumed it came out of using shockfrozen water.
  10. This is primarily what I'm getting at, why is it have to be primarily for getting more damage out RS? Why can't the 18 points in the Pyro tree to give good bonus damage outside of RP? With 23 points in the Tanking tree, RP becomes a very good attack, that even in PvP can refresh here and there (I've done 3 RPs in a row fighting certain classes) that has a second that's bolstered (RS) that also helps to get rid of heat, along with your shield venting? I've never liked the idea of a spec focusing most of it's damage with 1 ability as is, but the Parakeet has the possibility of having 2 good damaging attacks, with just moving 2 points, instead of having 1 good attack and 1 mediocre one.
  11. But you don't get to 90% with the Parakeet, you only get to 70%, and with the build I posted you still have 30% armor penetration. My point was that RP comes up more often, can crit more often, and gets more bonus to crit. I ran the 21/2/18 and my Max crit I saw with Railshot was 3k (averaged out at about 2.8k) and RP was about 2.1k average with it. Now my RP hits for 2.6k average, and I've seen RS still hit for 2.8k though I'd say it averages out at about 2.5k. My RP comes up more often then RS however, so I get more hits this way, and RP crits a heck of a lot more often. The only thing I miss was a stronger ranged crit. Anyway, my real point was that everyone seems so certain that 21/2/18 is more efficient, so I was curious if someone had done a good amount of testing on it.
  12. I understand you're trying to maximize damage from Rail shot, but the 40% extra penetration from it is worse then the 30% extra crit to RP. RP comes up more often (even with the FB procs to RS), and can even proc RS. With the Combat Tech champ set it gives another 15% crit chance to RP (30% total, with the talent), making it's base around 50% with a measly 20% crit chance. Rail Shot, however, gets no crit damage bonus, and can be dodge/shielded if it doesn't crit, all the while, coming up slightly less often. So did someone do some actual testing and it turned out the 40% penetration was actually worth it? I just don't see how it's going to be when on anything with medium or below, you're going to cut at most 12% mitigation, instead of increasing a skill that can crit more often, but just slightly less hard.
  13. Kurfer, bishop is a troll. Anyway, I'd like to see what you can do without the Shock Frozen Water (as I previously stated). Everyone knows that Sins and Ops had a nice advantage wtih that, since they could stealth and fully heal in less then 8s, while their dots ticked. From all the matches you posted, you had a pocket healer and Shock Frozen Water. IMO that doesn't show how good a spec is at all. Your dots may not be your primary way of play, but the damage is still there and effective. If I were to guess, at least 300k from your 600k+ SS where from dots, which were able to be cast (and buff'd) because you had a pocket healer and shock frozen water (helps to keep nodes like no other). So I'll wait for a more... fair screen shot before I start judging a spec by numbers you put out.
  14. Pyro PTs are a Maruaders fear. FB kiting can get ridic against them, and they don't have much to counter it with. Something that can kite well, and burst well, is a Marauder's fear, that's basically what Pyro is all about. However, any other type of PT gets eaten up by Marauders. EDIT: To Kurfer, give us a recent match that wasn't abusing Pure Shockfrozen Water.
  15. Missle Blast is great if you're 30m away, and FS is great if you're right next to them. Your only other AoE is to either wait on explosive dart or to cast DFA, both of which are not always a option. FS is also good for putting the 4% damage decrease on people, and even doing quick aoe damage sometimes. FT and DFA are obviously better solutions, but not always options. Anyone that says FT isn't good for pvp is just gimping themselves. I use it plenty, and probably drag in 5k+ damage each use (all the ticks added up) minimum.
  16. Strongly disagree, I'll take it point by point: 1: True, but going back into stealth is harder then it seems, if someone runs away from us, we have to hide for 8s+ (whatever it is to get out of combat) to restealth. Most fights are not 1v1, and people join in during the process, which means even if we kill our original target, most of the time we can't just jump back into stealth, and cloaking screen still has a 1m CD. On top of that, if we have a dot on us (which almost every class does do) we have to take time to cleanse the dot, which can be the difference between getting back into stealth and getting charged at by a marauder/PT/Juggernaut, especially in lvl 50 combat, that's assuming it's a dot we can cleanse (can not remove things like Affliction). 2: Comparable in what way? You have a great rotation with Voltaic Slash, Shock (which is proc'd bonus damage), Thrash, Low Strike, Maul, and then you have Surging charge which can do tons of internal damage. On top of that, your slow lasts more then 2 seconds, and only is a 12s cooldown. Sin's out of stealth viability is much more then a Operative's. 3: Sins have a great out of stealth rotation. We've got (AB) Backstab (10s CD) -> Shiv (6s, not that strong) -> Lacerate (maybe get a second one if it procs another TA). In 3 seconds we blow most of our useful attacks and are left with Charged Shot, which is far too much energy and is weak weapon damage. We could use 1 GCD to dot them with Corrosive Dart, but we still have a good amount of time until the next shiv at that rate. In prolonged out of combat fighting, Operatives have the lowest damage out of all classes, we are incredibly reliant on getting hidden strike. The best we can do if we start the fight out of stealth, is to get lucky with Laceration procs, and to use our roots/stuns to kite them while they take dot damage (and hope they don't have any cc breakers). Sins have a strong out of combat rotation, and I don't have any problems fighting with him out of combat. 4: This is true, but doesn't matter as much now since surge isn't as good. However you get a higher crit bonus (50% bonus compared to our 30%) and your thing that gets the bonus (shock) gets a 45% to deal 50% of it's normal damage on top if it. More on that you get a 50% bonus damage to your discharge, which does incredible damage as is (internal at that!). So we might crit slightly more often, you'll crit FAR harder when you do. 5: We have heals but they are not that strong, or useful if not spec'd into it. The only decent one is Kolto Injection, and that one costs a ton of energy, which is very hard for us to keep over prolonged combat. Where as you have taunts, which are off the GCD, and much more useful to the party, and you don't have to spec them to make them even very slightly viable, where as we have to put at least 2 points in the in the healing tree, to reduce the casting time of KI to make it a little viable (very situational). 6: This point is actually true. We have Jarring Strike, Debilitation Stab (30s CD when spec'd, 3s stun, does minor damage), FB (they can't be dot'd if you are going to use it on them, but is good for interrupts), and if you want to count it, Sleep Dart. Our root is only for 2s, and has a 15s CD, nothing compared to your 9s slow with a 9s CD. So we do have better CCs, not amazingly better, but yes, better overall. 7: First, the dot isn't instant, it kind of double casts at the beginning at times, it takes about 1.5s to get to the person and effect them. The first tick doesn't occur until 3s after the needle hits them. So if they are 30m away from you, the first tick won't happen for about 4 to 4.5s after the cast. It's a good dot doubt, but whenever we dot someone, we can't go into stealth, which we rely on FAR more then a sin does. 8: We have 30m range on our basic attack, which is weak. Besides that, we are never going to be 30m away firing at someone cause all our useful attacks are <10m. Besides that, firing at someone puts us into combat, which means we can't stealth, which once again, puts us at a disadvantage. Operatives want to be in stealth, we will not be firing 30m away, the only time I do is when I see a person 15m+ away, being ganged up by 2 of my team, and I know he's going to die fast, I just shoot to help (and earn extra slayer kill). The only thing I might use semi-constantly at 30m is Corrosive Dart, and that's only if there's 4+ people to dart, and I have Cloaking Screen off CD. 9: It roots for 2s and it has a 15s CD (This is when spec'd). Your slow is 9s and has a 9s cooldown. Our root (Severe Tendon FYI) only does 300 kinetic damage, compared to your Force Slow's 600+ kinetic damage (a decent amount). So yeah, your slow is 2 or 3x better then our root. I'd take your slow any day of the week over Severe Tendon. Now it's time for me to add a few things. First and most importantly, you guys a have <30% bonus attack (Assassinate), which is great bonus for fighting out of stealth or even getting the jump on someone. Your Force Speed is a huge advantage cause it's great for flag running, catching up to someone, getting away from someone, getting to a door/node to stop a arm/flip, and I'm sure there's other things I may not know about that it's good for. You have a base regeneration rate (unlike ours which changes based on how much energy we have) and far better way to keep your energy, such as getting 10 force occasionally for hitting people, 25% bonus out of stealth, and all the abilities that lower the amount your attacks cost. You have Recklessness, which increases your next 2 Force attacks crit chance by 60%, combine that with how great your procs can be for shock and discharge, you can easily get a 90% crit chance with them (and of course 50% bonus crit damage) and have a HUGE burst, far more then anything Operative could do, just less often. Stack relics/adrenales/stims with that, and you probably have 100% chance to crit and 120% bonus crit damage easily for 2 force attacks (Shock then Discharge in a row). Your Overcharged Saber is far more useful since it gives a huge damage bonus, and can be used every 90s compared to our cast time Ressurection (can be interrupted at that) that has a 5m cooldown. Overall, each class has their own advantages, but Sin has more wide spread viability right now then Operative. Operatives have a great burst, and some good cc control, but other then that, they are very weak. They have a very specific roll to play, and are not good at anything else other then that roll. Sin's are not a stealth based class, like Operatives are, which is where I think is why you thought Operatives were so much better. Sins have stealth to use, to get the jump and get a advantage on their opponent, but they do the brunt of their damage out of stealth, not coming out of stealth. Anyway, everything I said is obviously from my viewpoint, so you may still think differently then me, even if you did manage to get through this whole post. I'm basing my experience off of having raised a PT/Operative/Assassin/Sage to 50 and Jugg/Sentinel/Commando to 45. I've played quite a few of my friend's Sin's as well. Sorry for the long post >.>
  17. FB won't work with them having a dot on. I agree about debilitate though. However, I've got to wonder why you refresh CG so much. You'll hit someone with it, and then hit them with it again 12s later. I also wouldn't use it for single target opponents, unless you need to kill that 1 person (such as they are attacking you, or have the ball). I would also say you need to use EP more. So basically my critism is you need to refresh CG a bit later and use EP more. I'm not sure what your spec is, however, it might be smarter just to hit sorcs with SoS instead of double dotting them. You'll get more bang for your buck. Also, I'd use Frag Grenade when you have 5 people grouped up.
  18. I do think it should have some sort of slow, like 60% for 8 seconds.
  19. I can understand that, but it's use for guarding doors (I know you said that) and hurting melees who are on you (drop it on yourself) shouldn't be thrown out the window. It's also got a fairly quick cooldown, and is great for seperating a crowd, or punishing those on a ball carrier. Lots of uses for it, it's just not the best for a instant hit on a crowd. I don't think it's as good as followthrough (due to how much you can use followthrough) maybe not as good as CG (hard to say since most healers suck and don't clense), but it's definitely not bad. It's by far the best 31 point skill (obviously this is my opinion).
  20. I find it to be one of my better abilities, and a great way to punish melees that mess with you. I don't understand why a lot of people don't like it..
  21. Sorry, Lokin is not faster to run through missions then Kaliyo. Kaliyo keeps people off you (thus reducing some knockback) and since she's a tank, no one targets you, on top of all that she does damage. As soon as all the enemies are dead, you can dismiss and then resummon her. This takes at most 4 seconds. The time saved during the fight with you being able to do more damage and Kaliyo's extra damage, is much better then Lokin's laughable healing. Either way, the time difference is very minimal. 2-3 seconds at the very most. The only advantage to Lokin is that you can heal on the run, so if you have to jog a bit of distance, you don't have to stop for him to heal.
  22. Move reticle to a friendly player, or slightly ahead of them, if reticle is red, throw it. That's all there is to it.
  23. I'm a lvl 42 Op healer, and I get at least 2 4.1k+ heals a match. I can only imagine I could easily get 5k with a full champ set.
  24. Was the only way to get some good amount of medals on my sniper. I know that feel.
  25. Gunslinger and sniper can't protect or heal. All they can do is damage. To my knowledge Maruader and Sentinel are the same. That's 2 classes that are at a unfair advantage in medals. Lets assume every other class can get about 3 medals more on average a match. That's 15 WZ commendations and 150 valor more then GS/SN/MR/ST. We'll say the average amount of WZ matches for a person in a week is 50 (just using this number, nothing to say that's actually the average). That's 750 more WZ commendations and 7500 more valor. That's a champ bag and a good portion of a valor rank, per week that they get, just for not being GS/SN/MR/ST. That's more then just 1 match to make up for being there class, it's several (I'd say ~7, depends on skill and if they win). That's just incredibly unfair.
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