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Hethroin

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Everything posted by Hethroin

  1. I prefer the more reliable burst of 4/6/31 but others prefer the bigger crit rails of 7/3/31. It's a matter of preference. The higher aim spec ends up doing more overall white damage, while the tech/fire crit spec runs at around 40% chance to crit on all its fire damage, and a higher chance to crit on TD (making its burst more reliably).
  2. I think you mistakenly wanted to add Retractable Blade to a pyro build and gave up your TD for it. You will find that you have a harder time killing healers, and finding good uses for your retractable blade. TD > Retractable Blade. I honestly have trouble understanding the fascination players have with not taking TD in a pyro build. It does reliable damage that creates a devastating burst window and is the true cause of all the nerf threads this spec receives.
  3. Assuming equal gear and skill you will lose to: Sentinel - He will have ~5% health left. Every time. If you're allowed to kite (move outside the duel area) you may be able to win. Scrapper Scoundrel - If he is allowed to open. Good ones will vanish when you pop your shield and CC you so you can't med. You have a chance to counter with scan. Troll Spec Shadows (23/1/17) or Tank Spec Shadows (31/10-x/x) - Again the key to them winning is CCing you or disappearing while your Shield is active. In a non-duel (someone gets the jump on you) situation, you can easily die to snipers, juggernauts or even sorcs. You should not be losing to any class if you are getting the jump on them, barring sentinel with all cooldowns available.
  4. The class just needs to be left alone. We do not require another gap closer, nor would we want to be leaping into ultra-close melee range away from all our support like a sentinel. It works for shield but assault is entirely too squishy to be leaping into 4 enemies.
  5. In a sense. Let me try it this way. When a sniper doesn't see something that he should have and a couple melee walk up to him, ready to take his lunch money, he has options. Multiple buttons to press to correct the situation. When a Pyro finds that he is out of position his options are "reduce incoming damage 25% and try to kill them first" or "spam AE to pad numbers before respawn". A marauders, operatives, sorcs, assassins, even Juggernauts in the same situation have a number of corrective actions they can take, while the puro's only option is kill the enemy 1st. Mercs need help, I'll agree there, but not as much as people would think. They definitely need a 10m+ ranged interrupt.
  6. Playing this doesn't just involve killing stuff. Sometimes you have to do things like prioritize targets, position, and cooldowns to not die yourself. The pyro is one of the least forgiving classes in this respect.
  7. Most "immunity" animations are very distinct and unmistakable. They are this way for a very specific game-play reason. The only one that could use improvement in this is the Guardian's Unremitting buff when they leap, it's not obvious enough.
  8. Sounds to me like your friend dropped too much crit rating trying to collect all that power. I would advise maintaining around 9 to 10% crit from crit rating.
  9. Hethroin

    Ops channel off

    I just tab out and watch Dexter while I defend left.
  10. I don't always agree with Dmasterr, but when I do I quote his whole post.
  11. The problem with this statement is that you end up doing more damage the longer your opponents live, so doing more damage in warzones is an inaccurate measure of effectiveness. Spending 20 seconds to kill a guy you could have killed in 10 seconds (with AP burst), results in a higher damage total due to the 10 extra seconds of heals he received while you were killing him.
  12. Teams of well played cc-immune juggernaut tanks are causing me to unsub.
  13. I came to this conclusion because you specifically listed how every other class was not a problem. The flip side to not being able to "get away" from a pyro is that they pyro cannot "get away" from anything. When focused their best defense is to buy a few seconds with 25% damage reduction. It sounds to me like you're not reacting to their opening until they are in your face, which is 4.5 seconds after they have started working on you. My advice is to play with sound so that you can hear TD get placed on you and can thus react to mitigate the other pieces of the burst rotation before it goes off.
  14. You can't just spam FB. I keep having to repeat this in this forum. You will quickly go into overheating if you do this.
  15. Marauder, Juggernaut, Assassin, Sniper and Sorc all have things to offer that the pyro/op do not. Not bringing these classes to a warzone many times will cause your group losses due to lacking utility.
  16. So you have found the one class that gives you trouble as a scoundrel healer and you want it nerfed? Sounds to me like you feel that no class should ever be able to kill you 1v1. You should also know that unless the pyro is very good at popping you out of stealth with scan, you should never lose a 1v1 to them.
  17. This team would get demolished by a 2 marauder, 2 tanksin, 2 jugg, 2 healer team.
  18. Marauders have a much higher group utility and many will do similar damage to a PT DPS. Best 1v1 class in the game.
  19. Juggernaut if you want to PVP tank.
  20. They crit other classes for 3800. Their damage is not reduced by your armor's mitigation.
  21. That's all they really want.
  22. Hethroin

    Faceroll healers

    Hence the real problem. This genre is nothing but a gear grind.
  23. It is too valueable a skill in PVP not to have it. It creates a large single target burst window when combined with damage from HIB+IP+HIB. It completely replaces sticky grenade in PVP and has a +30% crit damage increase from lower talents in assault. I've had it crit for over 4.5k in 1.3 (904 tech damage bonus, with 78% surge). My PVP assault spec is in my sig feel free to compare and contrast. However, if you're building a PVE-only spec then 8/8/25 or other non-plastique variation will work out just fine.
  24. I think you may be oversimplifying when you present adrenals and relics prior to 1.3 as on 1 out of 8 chunks. Truth is players would time their relics and adrenals to a correct set of circumstances and they would be up more often than not during the times that it mattered. I used 2 relic (bm and wh) and adrenal on my DPS vg, one of those things would always be available when a combat situation arose. So I would say that I had +380 power every 1 of 3 chunks. With the power being applied at the exact point I wanted it to be.
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