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Cronhour

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Everything posted by Cronhour

  1. 4 or more explosive detonator is better dps otherwise it's Thermal det, from a PvE perspective that is.
  2. I do better dps than our mararuder (sentinel) have much better interrupts (6 seconds off the GCD) can actually offtank the boss as I have taunts, constantly de-buff what ever I attack to reduce it's damage by 4% my aoe is better than any other class I can think off (especially useful on fights like kephiss.) Not to mention I have a ranged pull and can better dps while moving or having to go at range (moving out during zoth and torn etc.) though I don't have the group cooldowns like a sentinal does ofc, to balance it out they should add a rade wide deuff like they did in wow or just give all ac damage specs a smilar ability relevent to their class.
  3. I'm actually advanced prototype rather than pyro, I was Pyro pre 1.2 but I found that while it's more complicated and harder to manage the damage can be insane and the extra utility is beautiful, due to drop off we raid 8man right now, I'll try to remember to parse our next HM Kephiss and hope I don't have to bail out a tank death. Last fight I remember running mox was 8 man Karagga Nightmare, I got 1550 dps i think, though the act of carbonizing the mouse droids and getting drilled up while flame throwing reduces my dps and heat management (I was still getting used to the rotation so blew my heat at least twice I need to get used to not having sutomated defenses and seriously they should take the heat cost off carbonize like they did quell.) I expect I'd probably shine on a kephiss fight better than most though as explosive dart followed by stacked flamethower on each pack of shield adds is an insane output in that phase, though I suppose I'd lose out a little to a ranged class on the kephiss phase when he moves out of my flamethower every time he knocks the tank back. On another note what do you mean about the armour debuffs post 1.2? I was aware mercs no longer benifit from each others debuffs as they did previously, but do you mean that each classes debuff (merc, jugg, sniper etc.) no longer stack?
  4. full length voidstar game those numbers of protection are easily reachable by just using taunts effectively. our burst potential is superb but our defense and control abilities are laughable compared to any other AC, a damage outpurt nerf without buffing our utility would kill in us in raids and pvp, also a lot of 'burst' damage as pyro is kinetic and ranged meaning that while a squishy healer migt get nuked the other glowstick classes aren't anyway near as comparable, it's frustrating to see your ppa proc get deflected by the marauder or sin even though you have 100% accuracy.
  5. compared to other tank ac's our cooldowns are considerably weaker also you can't use guard and do that damage as they require you be in 2 seperate cylinders. cylinders that have cast times that can be interrupted and require you to stand still and do nothing so it's not like you can swap easily or repeatedly.
  6. maybe it's your powertech? i hit 1500 dps on 8m and my gear isn't optimal yet, thats as AP though i'd expect pyro to be better in a full 16 man setup (all armour debuffs) but haven't had the opportunity to test it. Right now in 8 man pre stacking advanced flamthrower and movement stacking (flamesweep in movement phases) allows me to beat our better geared marauder, and when it comes to aoe it's not even close.
  7. in our raid it was usually the ranged team falling to far behind .
  8. I'm becoming increasingly certain that any class can be effective if played correctly admittedly marauders have the advantage with bloodthirst yet on kephess pre bug I came out of the aoe in better shape as a powertech. I out dpsed our marauders by some margin my flamethrower owns their ravage (AP rocks pre stacking flamethrower btw.) Also I'm able to pull the bombadier into the centre something a marauder or sniper can't do, not to mention if a tank screws up and dies I can taunt and pop my runspeed buff and cooldowns to allow enough time for a combat res heal up and rebuff. Not to mention my 6 second cooldown interrupt and the fact I debuff the bosses damage and it stacks with our Powertech tanks debuff =D Find what makes your class special and work at it, I'm leveling a scoundrel, admittedly with the intention of healing but you can be sure i'm going to find out how to make it an awesome Damage dealer, the same way I was able to take my awesome damage dealing powertech to tank two progression kills while our MT was away.
  9. Death from above, explosive dart, prototype flame thrower, I do as much add dmg as any 'ranged'
  10. It's odd you happened to pick two fights where ranged classes are required to stop casting and move to avoid range only mechanics.
  11. Your rationalisation for 'pure' Dps classes is flawed. you suggest that because they don't have another role they should outperform in terms of raw damage dealt. Infact the Two pure Dps classes provide more utility than any other 'hybrid' damage specs to pretty much every encounter. Abilities such as the sniper shield and the runspead/damage buff offered by mararuders are sought after, not to mention they often have better cc and survivability cooldowns then their competition.
  12. nerfed to hell? wheat from chaff, good riddance
  13. it's a needed retuning rather then a nerf, though maybe 4.5 rather than 6 would be better, lets test it and find out. Our burst had the possibility to be very dumb this should level out the rng, afterall we shouldn't be pulling aggro off full rakata tanks while they guard us.
  14. I pulled aggro on Jarg and sorno nightmare while being guarded, twice in the same fight (after a sorc pull.) I've also sat through the first phase of soa without a single PPA proc, this should help balance that out, though I'm not sure whether it should be 4.5 or 6 seconds (as with the global 4.5 will be six anyway right?
  15. it would make it better but wouldn't fix the damage for raiding.
  16. It feels good (great utility and no heat issues) but doesn't touch pyrotech for damage. I really wish advanced prototype was a viable Op or Pvp spec but really your just gimping your self :/ They should make flamethrower castable while moving or make it so we could stack alacrity to dump our FT damage over a much shorter time, therefore increasing the dmg and making the spec useful/interesting
  17. thermal detonator doesn't do aoe dmg. 1-3 thermal detonator, 4 or more explosive dart
  18. to be fair mate it's true go and sim it, Pyro damage can't be denied, although the AP trees utility skills (quell heals runspeed) are all pretty sexy. our main damage is a free dot kept up by flameburst, free heat dissipating rail shots figure highly as well. Our dots do 30% more damage on mobs below 30%, reduced vent heat cooldown and a skill that reduces the cooldown of thermal sensor override everytime we crit by 6 seconds (1.5 sec cooldown) although with 45% tech crit that happens pretty often, along with a lot of elemental damage unmitigated by armour means we our pretty op for pve.
  19. to be fair I can understand it would seem that way but our highest damaging ability is actually our combustable gas cylinder dot. as for making Ap viable I believe they need to do something about flame thrower, give us a buff to make it castable while moving, or perhaps redesign the tree so we benefit from crit/alacrity stacking to speed up the channel time while still delivering it's damage, as it's quite the damage loss on fights requiring movement. I love the utility in the AP tree but as long as you manage your heat the damage of Pyro can't be denied.
  20. would you be able to link those builds please i'm curious to what you took in shield and AP trees and what you dropped in pyro to do so
  21. Grapple, 2 short term cc's, good interrupts v casters, plus the ability to short range kite melee with our spammable slow. Personally i spec for pure pve so don't take all the survivabilty options available from the tree, but there are a few. 100% chance for shield to remove any movement imparing effects, taking damage redusces the cooldown of shield by 1.5 seconds, Critical hits reduce the cooldown of kolto overload and thermal sensor overide by 6 seconds (1.5 sec cooldown) though I find that by doting someone up and sticking a thermal detonator and/or railshot on them then breaking Los i can get them to leave me alone if i want them to. If they don't shield + self heal/rakata medpack, blow a crit adrenal or crit buff and nuke them. I've had sorcs/snipers dps me down to 50% through a fire which I've nuked when it drops. or the assasins/operatives try to gank me before realising their dps can't compete with mine once my resolve bar is filled.
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